UNPKG

@tamagui/react-native-web-lite

Version:
143 lines (124 loc) 3.8 kB
/** * Portions Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @format * @format */ /** * BezierEasing - use bezier curve for transition easing function * https://github.com/gre/bezier-easing * @copyright 2014-2015 Gaëtan Renaudeau. MIT License. */ 'use strict' // These values are established by empiricism with tests (tradeoff: performance VS precision) const NEWTON_ITERATIONS = 4 const NEWTON_MIN_SLOPE = 0.001 const SUBDIVISION_PRECISION = 0.0000001 const SUBDIVISION_MAX_ITERATIONS = 10 const kSplineTableSize = 11 const kSampleStepSize = 1.0 / (kSplineTableSize - 1.0) const float32ArraySupported = typeof Float32Array === 'function' function A(aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1 } function B(aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1 } function C(aA1) { return 3.0 * aA1 } // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2. function calcBezier(aT, aA1, aA2) { return ((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. function getSlope(aT, aA1, aA2) { return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1) } function binarySubdivide(aX, _aA, _aB, mX1, mX2) { let currentX, currentT, i = 0, aA = _aA, aB = _aB 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 } function newtonRaphsonIterate(aX, _aGuessT, mX1, mX2) { let aGuessT = _aGuessT for (let i = 0; i < NEWTON_ITERATIONS; ++i) { const currentSlope = getSlope(aGuessT, mX1, mX2) if (currentSlope === 0.0) { return aGuessT } const currentX = calcBezier(aGuessT, mX1, mX2) - aX aGuessT -= currentX / currentSlope } return aGuessT } function bezier(mX1, mY1, mX2, mY2) { if (!(mX1 >= 0 && mX1 <= 1 && mX2 >= 0 && mX2 <= 1)) { throw new Error('bezier x values must be in [0, 1] range') } // Precompute samples table const sampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize) if (mX1 !== mY1 || mX2 !== mY2) { for (let i = 0; i < kSplineTableSize; ++i) { sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2) } } function getTForX(aX) { let intervalStart = 0.0 let currentSample = 1 const lastSample = kSplineTableSize - 1 for ( ; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample ) { intervalStart += kSampleStepSize } --currentSample // Interpolate to provide an initial guess for t const dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]) const guessForT = intervalStart + dist * kSampleStepSize const 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 function BezierEasing(x) { if (mX1 === mY1 && mX2 === mY2) { return x // linear } // Because JavaScript number are imprecise, we should guarantee the extremes are right. if (x === 0) { return 0 } if (x === 1) { return 1 } return calcBezier(getTForX(x), mY1, mY2) } } export { bezier } export default bezier