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@okikio/animate

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An animation library for the modern web which utilizes the Web Animation API (WAAPI) to create butter smooth animation.

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/** * https://github.com/gre/bezier-easing * BezierEasing - use bezier curve for transition easing function * by Gaëtan Renaudeau 2014 - 2015 – MIT License */ // These values are established by empiricism with tests (tradeoff: performance VS precision) export const NEWTON_ITERATIONS = 4; export const NEWTON_MIN_SLOPE = 0.001; export const SUBDIVISION_PRECISION = 0.0000001; export const SUBDIVISION_MAX_ITERATIONS = 10; export const kSplineTableSize = 11; export const kSampleStepSize = 1.0 / (kSplineTableSize - 1.0); export const float32ArraySupported = typeof Float32Array === 'function'; export const A = (aA1: number, aA2: number) => (1.0 - 3.0 * aA2 + 3.0 * aA1); export const B = (aA1: number, aA2: number) => (3.0 * aA2 - 6.0 * aA1); export const C = (aA1: number) => (3.0 * aA1); // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2. export const calcBezier = (aT: number, aA1: number, aA2: number) => ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT; // Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2. export const getSlope = (aT: number, aA1: number, aA2: number) => 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1); export const binarySubdivide = (aX: number, aA: number, aB: number, mX1: number, mX2: number) => { let currentX: number, currentT: number, i = 0; do { currentT = aA + (aB - aA) / 2.0; currentX = calcBezier(currentT, mX1, mX2) - aX; if (currentX > 0.0) aB = currentT; else aA = currentT; } while (Math.abs(currentX) > SUBDIVISION_PRECISION && ++i < SUBDIVISION_MAX_ITERATIONS); return currentT; } export const newtonRaphsonIterate = (aX: number, aGuessT: number, mX1: number, mX2: number) => { for (var i = 0; i < NEWTON_ITERATIONS; ++i) { let currentSlope = getSlope(aGuessT, mX1, mX2); if (currentSlope === 0.0) return aGuessT; let currentX = calcBezier(aGuessT, mX1, mX2) - aX; aGuessT -= currentX / currentSlope; } return aGuessT; } export const bezier = (mX1: number, mY1: number, mX2: number, mY2: number) => { if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) throw new Error('bezier x values must be in [0, 1] range'); if (mX1 === mY1 && mX2 === mY2) return (t: number) => t; // Precompute samples table var sampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize); for (var i = 0; i < kSplineTableSize; ++i) { sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2); } const getTForX = (aX: number) => { let intervalStart = 0.0; let currentSample = 1; let lastSample = kSplineTableSize - 1; for (; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample) intervalStart += kSampleStepSize; --currentSample; // Interpolate to provide an initial guess for t let dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]); let guessForT = intervalStart + dist * kSampleStepSize; let initialSlope = getSlope(guessForT, mX1, mX2); if (initialSlope >= NEWTON_MIN_SLOPE) return newtonRaphsonIterate(aX, guessForT, mX1, mX2); else if (initialSlope === 0.0) return guessForT; else { return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2); } } return (t: number) => { // Because JavaScript number are imprecise, we should guarantee the extremes are right. if (t === 0 || t === 1) return t; return calcBezier(getTForX(t), mY1, mY2); }; }; export default bezier;