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animare

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Advanced animation library for modern JavaScript.

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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 */ 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); }; }