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addimated

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An always interruptable, declarative animation library for React

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import BezierEasing from "bezier-easing"; /** * This class implements common easing functions. The math is pretty obscure, * but this cool website has nice visual illustrations of what they represent: * http://xaedes.de/dev/transitions/ */ var _ease = BezierEasing(0.42, 0, 1, 1); function step0(n) { return n > 0 ? 1 : 0; } function step1(n) { return n >= 1 ? 1 : 0; } function linear(t) { return t; } function ease(t) { return _ease(t); } function quad(t) { return t * t; } function cubic(t) { return t * t * t; } function poly(n) { return function (t) { return Math.pow(t, n); }; } function sin(t) { return 1 - Math.cos(t * Math.PI / 2); } function circle(t) { return 1 - Math.sqrt(1 - t * t); } function exp(t) { return Math.pow(2, 10 * (t - 1)); } /** * A simple elastic interaction, similar to a spring. Default bounciness * is 1, which overshoots a little bit once. 0 bounciness doesn't overshoot * at all, and bounciness of N > 1 will overshoot about N times. * * Wolfram Plots: * * http://tiny.cc/elastic_b_1 (default bounciness = 1) * http://tiny.cc/elastic_b_3 (bounciness = 3) */ function elastic() { var bounciness = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1; var p = bounciness * Math.PI; return function (t) { return 1 - Math.pow(Math.cos(t * Math.PI / 2), 3) * Math.cos(t * p); }; } function back(s) { if (s === undefined) { s = 1.70158; } return function (t) { return t * t * ((s + 1) * t - s); }; } function bounce(t) { if (t < 1 / 2.75) { return 7.5625 * t * t; } if (t < 2 / 2.75) { t -= 1.5 / 2.75; return 7.5625 * t * t + 0.75; } if (t < 2.5 / 2.75) { t -= 2.25 / 2.75; return 7.5625 * t * t + 0.9375; } t -= 2.625 / 2.75; return 7.5625 * t * t + 0.984375; } function _in(easing) { return easing; } /** * Runs an easing function backwards. */ function out(easing) { return function (t) { return 1 - easing(1 - t); }; } /** * Makes any easing function symmetrical. */ function inOut(easing) { return function (t) { if (t < 0.5) { return easing(t * 2) / 2; } return 1 - easing((1 - t) * 2) / 2; }; } export { step0, step1, linear, ease, quad, cubic, poly, sin, circle, exp, elastic, back, bounce, BezierEasing as bezier, _in as in, out, inOut }; //# sourceMappingURL=Easing.js.map