animare
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Advanced animation library for modern JavaScript.
99 lines (72 loc) • 3.62 kB
text/typescript
/**
* https://github.com/gre/bezier-easing
* BezierEasing - use bezier curve for transition easing function
* by Gaëtan Renaudeau 2014 - 2015 – MIT License
*/
import type { EaseFn } from '../../types.js';
// These values are established by empiricism with tests (tradeoff: performance VS precision)
const NEWTON_ITERATIONS = 4,
NEWTON_MIN_SLOPE = 0.001,
SUBDIVISION_PRECISION = 0.0000001,
SUBDIVISION_MAX_ITERATIONS = 10,
kSplineTableSize = 11,
kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);
const A = (aA1: number, aA2: number) => 1.0 - 3.0 * aA2 + 3.0 * aA1;
const B = (aA1: number, aA2: number) => 3.0 * aA2 - 6.0 * aA1;
const C = (aA1: number) => 3.0 * aA1;
// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
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.
const getSlope = (aT: number, aA1: number, aA2: number) => 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1);
function 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;
}
function newtonRaphsonIterate(aX: number, aGuessT: number, mX1: number, mX2: number) {
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;
}
const LinearEasing = (x: number) => x;
export default function cubicBezier(mX1: number, mY1: number, mX2: number, mY2: number): EaseFn {
if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1))
throw new Error('/n/n⛔ [animare] ➡️ [ease] ➡️ [cubicBezier] : bezier x values must be in [0, 1] range. !!\n\n');
if (mX1 === mY1 && mX2 === mY2) return LinearEasing;
// Precompute samples table
const sampleValues = typeof Float32Array === 'function' ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize);
for (let i = 0; i < kSplineTableSize; ++i) sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);
function getTForX(aX: number) {
let intervalStart = 0.0,
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]),
guessForT = intervalStart + dist * kSampleStepSize,
initialSlope = getSlope(guessForT, mX1, mX2);
if (initialSlope >= NEWTON_MIN_SLOPE) return newtonRaphsonIterate(aX, guessForT, mX1, mX2);
if (initialSlope === 0.0) return guessForT;
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);
};
}