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GSAP is a framework-agnostic JavaScript animation library that turns developers into animation superheroes. Build high-performance animations that work in **every** major browser. Animate CSS, SVG, canvas, React, Vue, WebGL, colors, strings, motion paths,

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/*! * MorphSVGPlugin 3.14.2 * https://gsap.com * * @license Copyright 2008-2025, GreenSock. All rights reserved. * Subject to the terms at https://gsap.com/standard-license * @author: Jack Doyle, jack@greensock.com */ /* eslint-disable */ import { getRawPath, reverseSegment, stringToRawPath, rawPathToString, convertToPath, pointsToSegment, segmentToDistributedPoints, cacheRawPathMeasurements } from "./utils/paths.js"; let gsap, _toArray, _lastLinkedAnchor, _doc, _coreInitted, PluginClass, _reverting, _getGSAP = () => gsap || (typeof(window) !== "undefined" && (gsap = window.gsap) && gsap.registerPlugin && gsap), _isFunction = value => typeof(value) === "function", _atan2 = Math.atan2, _cos = Math.cos, _sin = Math.sin, _sqrt = Math.sqrt, _PI = Math.PI, _2PI = _PI * 2, _angleMin = _PI * 0.3, _angleMax = _PI * 0.7, _bigNum = 1e20, _numExp = /[-+=.]*\d+[.e\-+]*\d*[e\-+]*\d*/gi, // finds any numbers, including ones that start with += or -=, negative numbers, and ones in scientific notation like 1e-8. _selectorExp = /(^[#.][a-z]|[a-y][a-z])/i, _commands = /[achlmqstvz]/i, _log = message => console && console.warn(message), _round = value => (Math.round(value * 1e5) / 1e5) || 0, _getAverageXY = segment => { let l = segment.length, x = 0, y = 0, i; for (i = 0; i < l; i++) { x += segment[i++]; y += segment[i]; } return [x / (l / 2), y / (l / 2)]; }, _getSize = segment => { // rough estimate of the bounding box (based solely on the anchors) of a single segment. sets "size", "centerX", and "centerY" properties on the bezier array itself, and returns the size (width * height) let l = segment.length, xMax = segment[0], xMin = xMax, yMax = segment[1], yMin = yMax, x, y, i; for (i = 6; i < l; i+=6) { x = segment[i]; y = segment[i+1]; if (x > xMax) { xMax = x; } else if (x < xMin) { xMin = x; } if (y > yMax) { yMax = y; } else if (y < yMin) { yMin = y; } } segment.centerX = (xMax + xMin) / 2; segment.centerY = (yMax + yMin) / 2; return (segment.size = (xMax - xMin) * (yMax - yMin)); }, _getTotalSize = (rawPath, samplesPerBezier = 3) => { // rough estimate of the bounding box of the entire list of Bezier segments (based solely on the anchors). sets "size", "centerX", and "centerY" properties on the bezier array itself, and returns the size (width * height) let j = rawPath.length, xMax = rawPath[0][0], xMin = xMax, yMax = rawPath[0][1], yMin = yMax, inc = 1 / samplesPerBezier, l, x, y, i, segment, k, t, inv, x1, y1, x2, x3, x4, y2, y3, y4; while (--j > -1) { segment = rawPath[j]; l = segment.length; for (i = 6; i < l; i+=6) { x1 = segment[i]; y1 = segment[i+1]; x2 = segment[i+2] - x1; y2 = segment[i+3] - y1; x3 = segment[i+4] - x1; y3 = segment[i+5] - y1; x4 = segment[i+6] - x1; y4 = segment[i+7] - y1; k = samplesPerBezier; while (--k > -1) { t = inc * k; inv = 1 - t; x = (t * t * x4 + 3 * inv * (t * x3 + inv * x2)) * t + x1; y = (t * t * y4 + 3 * inv * (t * y3 + inv * y2)) * t + y1; if (x > xMax) { xMax = x; } else if (x < xMin) { xMin = x; } if (y > yMax) { yMax = y; } else if (y < yMin) { yMin = y; } } } } rawPath.centerX = (xMax + xMin) / 2; rawPath.centerY = (yMax + yMin) / 2; rawPath.left = xMin; rawPath.width = (xMax - xMin); rawPath.top = yMin; rawPath.height = (yMax - yMin); return (rawPath.size = (xMax - xMin) * (yMax - yMin)); }, _sortByComplexity = (a, b) => b.length - a.length, _sortBySize = (a, b) => { let sizeA = a.size || _getSize(a), sizeB = b.size || _getSize(b); return (Math.abs(sizeB - sizeA) < (sizeA + sizeB) / 20) ? (b.centerX - a.centerX) || (b.centerY - a.centerY) : sizeB - sizeA; //if the size is within 10% of each other, prioritize position from left to right, then top to bottom. }, _offsetSegment = (segment, shapeIndex) => { let a = segment.slice(0), l = segment.length, wrap = l - 2, i, index; shapeIndex = shapeIndex | 0; for (i = 0; i < l; i++) { index = (i + shapeIndex) % wrap; segment[i++] = a[index]; segment[i] = a[index+1]; } }, _getTotalMovement = (sb, eb, shapeIndex, offsetX, offsetY) => { let l = sb.length, d = 0, wrap = l - 2, index, i, x, y; shapeIndex *= 6; for (i = 0; i < l; i += 6) { index = (i + shapeIndex) % wrap; y = sb[index] - (eb[i] - offsetX); x = sb[index+1] - (eb[i+1] - offsetY); d += _sqrt(x * x + y * y); } return d; }, _getClosestShapeIndex = (sb, eb, checkReverse) => { //finds the index in a closed cubic bezier array that's closest to the angle provided (angle measured from the center or average x/y). let l = sb.length, sCenter = _getAverageXY(sb), //when comparing distances, adjust the coordinates as if the shapes are centered with each other. eCenter = _getAverageXY(eb), offsetX = eCenter[0] - sCenter[0], offsetY = eCenter[1] - sCenter[1], min = _getTotalMovement(sb, eb, 0, offsetX, offsetY), minIndex = 0, copy, d, i; for (i = 6; i < l; i += 6) { d = _getTotalMovement(sb, eb, i / 6, offsetX, offsetY); if (d < min) { min = d; minIndex = i; } } if (checkReverse) { copy = sb.slice(0); reverseSegment(copy); for (i = 6; i < l; i += 6) { d = _getTotalMovement(copy, eb, i / 6, offsetX, offsetY); if (d < min) { min = d; minIndex = -i; } } } return minIndex / 6; }, _getClosestAnchor = (rawPath, x, y) => { // finds the x/y of the anchor that's closest to the provided x/y coordinate (returns an array, like [x, y]). The bezier should be the top-level type that contains an array for each segment. let j = rawPath.length, closestDistance = _bigNum, closestX = 0, closestY = 0, segment, dx, dy, d, i, l; while (--j > -1) { segment = rawPath[j]; l = segment.length; for (i = 0; i < l; i += 6) { dx = segment[i] - x; dy = segment[i+1] - y; d = _sqrt(dx * dx + dy * dy); if (d < closestDistance) { closestDistance = d; closestX = segment[i]; closestY = segment[i+1]; } } } return [closestX, closestY]; }, _getClosestSegment = (bezier, pool, startIndex, sortRatio, offsetX, offsetY) => { // matches the bezier to the closest one in a pool (array) of beziers, assuming they are in order of size and we shouldn't drop more than 20% of the size, otherwise prioritizing location (total distance to the center). Extracts the segment out of the pool array and returns it. let l = pool.length, index = 0, minSize = Math.min(bezier.size || _getSize(bezier), pool[startIndex].size || _getSize(pool[startIndex])) * sortRatio, // limit things based on a percentage of the size of either the bezier or the next element in the array, whichever is smaller. min = _bigNum, cx = bezier.centerX + offsetX, cy = bezier.centerY + offsetY, size, i, dx, dy, d; for (i = startIndex; i < l; i++) { size = pool[i].size || _getSize(pool[i]); if (size < minSize) { break; } dx = pool[i].centerX - cx; dy = pool[i].centerY - cy; d = _sqrt(dx * dx + dy * dy); if (d < min) { index = i; min = d; } } d = pool[index]; pool.splice(index, 1); return d; }, _addAnchorsToBezier = (segment, i, quantity = 1) => { let ax = segment[i], ay = segment[i+1], cp1x = segment[i+2], cp1y = segment[i+3], cp2x = segment[i+4], cp2y = segment[i+5], bx = segment[i+6], by = segment[i+7], t, x1a, x2, y1a, y2, x1, y1, x2a, y2a; while (quantity-- > 0) { t = 1 - 1 / (quantity + 2); x1a = ax + (cp1x - ax) * t; x2 = cp1x + (cp2x - cp1x) * t; y1a = ay + (cp1y - ay) * t; y2 = cp1y + (cp2y - cp1y) * t; x1 = x1a + (x2 - x1a) * t; y1 = y1a + (y2 - y1a) * t; x2a = cp2x + (bx - cp2x) * t; y2a = cp2y + (by - cp2y) * t; x2 += (x2a - x2) * t; y2 += (y2a - y2) * t; segment.splice(i + 2, 4, cp1x = _round(x1a), // first control point cp1y = _round(y1a), cp2x = _round(x1), // second control point cp2y = _round(y1), bx = _round(x1 + (x2 - x1) * t), // new fabricated anchor by = _round(y1 + (y2 - y1) * t), _round(x2), // third control point _round(y2), _round(x2a), // fourth control point _round(y2a) ); } }, _getLargestIndex = a => { let i = a.length, max = -_bigNum, largestIndex; while (i--) { if (a[i] > max) { max = a[i]; largestIndex = i; } } return largestIndex; }, // adds a certain number of anchors to a segment (made up of cubic Beziers), distributed as evenly as possible so that the longer Beziers get subdivided more. Even distribution of anchors leads to smoother morphs/interpolation _subdivideSegmentQty = (segment, quantity) => { let distances = [], anchorsToAdd = [], // number of anchors to add to each bezier. l = segment.length - 2, i = 0; for (; i < l; i += 6) { distances.push((segment[i] - segment[i+6]) ** 2 + (segment[i+1] - segment[i+7]) ** 2); } while (quantity--) { i = _getLargestIndex(distances); anchorsToAdd[i] = l = (anchorsToAdd[i] || 0) + 1; distances[i] *= l / (l + 1); } i = distances.length; while (i--) { // always go backwards because adding an anchor shoves new numbers into the segment Array, altering the index of subsequent Beziers anchorsToAdd[i] && _addAnchorsToBezier(segment, i * 6, anchorsToAdd[i]); } }, _getDefaultSmoothPoints = (rawPath, skipMeasure) => { skipMeasure || cacheRawPathMeasurements(rawPath); return Math.max(4, Math.round(rawPath.totalLength / 4)); }, _cloneAndSortRawPath = ar => ar.slice(0).sort(_sortByComplexity), _segmentCanBeIgnored = segment => { // senses if the segment is basically invisible (the x/y values don't move much at all) let x = segment[0], y = segment[1], i = 2; for (; i < segment.length; i+=2) { if (Math.abs(segment[i] - x) > 0.01 || Math.abs(segment[i+1] - y) > 0.01) { return false; } } return true; }, _smoothRawPath = (rawPath, config) => { config = config || {}; let { redraw, points, maxSegments=999 } = config, pointsAdded = 0, sortedRawPath = rawPath, templateRawPath = Array.isArray(points) ? points : 0, // if a RawPath is passed in as the "points" property, use it as a template for the new path to match the number of points in each segment segmentPointsToAdd, j, segment, smoothSegment, anchorDistance; redraw = redraw !== false; // redrawing forces the points to be more evenly distributed across the entire path, which leads to smoother morphs/interpolations but also sacrifices fidelity to the original shape. We must measure the path to do all the calculations properly. if (redraw) { cacheRawPathMeasurements(rawPath); // only burn CPU cycles for measuring if we're redrawing } else { // ensure the rawPath has a totalPoints property. rawPath.totalPoints = 0; j = rawPath.length; while (j--) { rawPath.totalPoints += rawPath[j].length; } } if (templateRawPath) { // if there's a template to match (if "points" is a RawPath), create copies that are sorted by complexity so that we can match them in the proper order. For example, if the template has a 100-anchor segment and a 20-point segment, we'd want to make sure the most complex segment in the RawPath gets the 100 points. sortedRawPath = _cloneAndSortRawPath(rawPath); templateRawPath = _cloneAndSortRawPath(templateRawPath); anchorDistance = templateRawPath[0].totalLength / Math.round(templateRawPath[0].length / 6); } else { if (!points || points === "auto") { points = _getDefaultSmoothPoints(rawPath, redraw); redraw || (points -= Math.round(rawPath.totalPoints / 6)); } points = Math.max(redraw ? 10 : 4, Math.min(999, points)); } for (j = 0; j < sortedRawPath.length; j++) { segment = sortedRawPath[j]; segmentPointsToAdd = Math.max(redraw ? 10 : 4, templateRawPath ? Math.round(templateRawPath[j] ? templateRawPath[j].length / 6 : sortedRawPath[j].totalLength / anchorDistance || 0) : Math.round((pointsAdded / points + (redraw ? segment.totalLength / rawPath.totalLength : segment.length / rawPath.totalPoints)) * points) - pointsAdded); if (j >= maxSegments || (templateRawPath && (!templateRawPath[j] || _segmentCanBeIgnored(templateRawPath[j])))) { // do nothing (skip) if the segment is too small or if it is beyond the maximum number of segments to process (like when the corresponding segment in the start/end RawPath doesn't exist) } else if (redraw) { // evenly distribute new anchor points across the segment so that the morphing looks smoother. smoothSegment = pointsToSegment(segmentToDistributedPoints(segment, segmentPointsToAdd), config.curviness); segment.length = 0; segment.push(...smoothSegment); } else { _subdivideSegmentQty(segment, segmentPointsToAdd); } pointsAdded += segmentPointsToAdd; } return rawPath; }, _equalizeSegmentQuantity = (start, end, shapeIndex, map, fillSafe) => { // returns an array of shape indexes, 1 for each segment. let dif = end.length - start.length, longer = dif > 0 ? end : start, shorter = dif > 0 ? start : end, added = 0, sortMethod = (map === "complexity") ? _sortByComplexity : _sortBySize, sortRatio = (map === "position") ? 0 : (typeof(map) === "number") ? map : 0.8, i = shorter.length, shapeIndices = (typeof(shapeIndex) === "object" && shapeIndex.push) ? shapeIndex.slice(0) : [shapeIndex], reverse = (shapeIndices[0] === "reverse" || shapeIndices[0] < 0), log = (shapeIndex === "log"), eb, sb, b, x, y, offsetX, offsetY; if (!shorter[0]) { return; } if (longer.length > 1) { start.sort(sortMethod); end.sort(sortMethod); longer.size || _getTotalSize(longer); // ensures centerX and centerY are defined (used below). shorter.size || _getTotalSize(shorter); offsetX = longer.centerX - shorter.centerX; offsetY = longer.centerY - shorter.centerY; if (sortMethod === _sortBySize) { for (i = 0; i < shorter.length; i++) { longer.splice(i, 0, _getClosestSegment(shorter[i], longer, i, sortRatio, offsetX, offsetY)); } } } if (dif) { dif < 0 && (dif = -dif); longer[0].length > shorter[0].length && _subdivideSegmentQty(shorter[0], ((longer[0].length - shorter[0].length)/6) | 0); // since we use shorter[0] as the one to map the origination point of any brand new fabricated segments, do any subdividing first so that there are more points to choose from (if necessary) i = shorter.length; while (added < dif) { x = longer[i].size || _getSize(longer[i]); //just to ensure centerX and centerY are calculated which we use on the next line. b = _getClosestAnchor(shorter, longer[i].centerX, longer[i].centerY); x = b[0]; y = b[1]; shorter[i++] = [x, y, x, y, x, y, x, y]; shorter.totalPoints += 8; added++; } } for (i = 0; i < start.length; i++) { eb = end[i]; sb = start[i]; dif = eb.length - sb.length; if (dif < 0) { _subdivideSegmentQty(eb, (-dif/6) | 0); } else if (dif > 0) { _subdivideSegmentQty(sb, (dif/6) | 0); } if (reverse && fillSafe !== false && !sb.reversed) { reverseSegment(sb); } shapeIndex = (shapeIndices[i] || shapeIndices[i] === 0) ? shapeIndices[i] : "auto"; if (shapeIndex) { // if the start shape is closed, find the closest point to the start/end, and re-organize the bezier points accordingly so that the shape morphs in a more intuitive way. if (sb.closed || (Math.abs(sb[0] - sb[sb.length - 2]) < 0.5 && Math.abs(sb[1] - sb[sb.length - 1]) < 0.5)) { if (shapeIndex === "auto" || shapeIndex === "log") { shapeIndices[i] = shapeIndex = _getClosestShapeIndex(sb, eb, (!i || fillSafe === false)); if (shapeIndex < 0) { reverse = true; reverseSegment(sb); shapeIndex = -shapeIndex; } _offsetSegment(sb, shapeIndex * 6); } else if (shapeIndex !== "reverse") { if (i && shapeIndex < 0) { // only happens if an array is passed as shapeIndex and a negative value is defined for an index beyond 0. Very rare, but helpful sometimes. reverseSegment(sb); } _offsetSegment(sb, (shapeIndex < 0 ? -shapeIndex : shapeIndex) * 6); } // otherwise, if it's not a closed shape, consider reversing it if that would make the overall travel less } else if (!reverse && (shapeIndex === "auto" && (Math.abs(eb[0] - sb[0]) + Math.abs(eb[1] - sb[1]) + Math.abs(eb[eb.length - 2] - sb[sb.length - 2]) + Math.abs(eb[eb.length - 1] - sb[sb.length - 1]) > Math.abs(eb[0] - sb[sb.length - 2]) + Math.abs(eb[1] - sb[sb.length - 1]) + Math.abs(eb[eb.length - 2] - sb[0]) + Math.abs(eb[eb.length - 1] - sb[1])) || (shapeIndex % 2))) { reverseSegment(sb); shapeIndices[i] = -1; reverse = true; } else if (shapeIndex === "auto") { shapeIndices[i] = 0; } else if (shapeIndex === "reverse") { shapeIndices[i] = -1; } if (sb.closed !== eb.closed) { //if one is closed and one isn't, don't close either one otherwise the tweening will look weird (but remember, the beginning and final states will honor the actual values, so this only affects the inbetween state) sb.closed = eb.closed = false; } } } log && _log("shapeIndex:[" + shapeIndices.join(",") + "]"); start.shapeIndex = shapeIndices; return shapeIndices; }, _pathFilter = (a, shapeIndex, map, precompile, fillSafe) => { let start = stringToRawPath(a[0]), end = stringToRawPath(a[1]); if (!_equalizeSegmentQuantity(start, end, (shapeIndex || shapeIndex === 0) ? shapeIndex : "auto", map, fillSafe)) { return; // malformed path data or null target } a[0] = rawPathToString(start); a[1] = rawPathToString(end); (precompile === "log" || precompile === true) && _log('precompile:["' + a[0] + '","' + a[1] + '"]'); }, _offsetPoints = (text, offset) => { if (!offset) { return text; } let a = text.match(_numExp) || [], l = a.length, s = "", inc, i, j; if (offset === "reverse") { i = l-1; inc = -2; } else { i = (((parseInt(offset, 10) || 0) * 2 + 1) + l * 100) % l; inc = 2; } for (j = 0; j < l; j += 2) { s += a[i-1] + "," + a[i] + " "; i = (i + inc) % l; } return s; }, // adds a certain number of points while maintaining the polygon/polyline shape (so that the start/end values can have a matching quantity of points to animate). Returns the revised string. _equalizePointQuantity = (a, quantity) => { let tally = 0, x = parseFloat(a[0]), y = parseFloat(a[1]), s = x + "," + y + " ", max = 0.999999, newPointsPerSegment, i, l, j, factor, nextX, nextY; l = a.length; newPointsPerSegment = quantity * 0.5 / (l * 0.5 - 1); for (i = 0; i < l-2; i += 2) { tally += newPointsPerSegment; nextX = parseFloat(a[i+2]); nextY = parseFloat(a[i+3]); if (tally > max) { //compare with 0.99999 instead of 1 in order to prevent rounding errors factor = 1 / (Math.floor(tally) + 1); j = 1; while (tally > max) { s += (x + (nextX - x) * factor * j).toFixed(2) + "," + (y + (nextY - y) * factor * j).toFixed(2) + " "; tally--; j++; } } s += nextX + "," + nextY + " "; x = nextX; y = nextY; } return s; }, _pointsFilter = a => { let startNums = a[0].match(_numExp) || [], endNums = a[1].match(_numExp) || [], dif = endNums.length - startNums.length; if (dif > 0) { a[0] = _equalizePointQuantity(startNums, dif); } else { a[1] = _equalizePointQuantity(endNums, -dif); } }, _buildPointsFilter = shapeIndex => !isNaN(shapeIndex) ? a => { _pointsFilter(a); a[1] = _offsetPoints(a[1], parseInt(shapeIndex, 10)); } : _pointsFilter, _parseShape = (shape, forcePath, target) => { let isString = typeof(shape) === "string", e, type; if (!isString || _selectorExp.test(shape) || (shape.match(_numExp) || []).length < 3) { e = _toArray(shape)[0]; if (e) { type = (e.nodeName + "").toUpperCase(); if (forcePath && type !== "PATH") { // if we were passed an element (or selector text for an element) that isn't a path, convert it. e = convertToPath(e, false); type = "PATH"; } shape = e.getAttribute(type === "PATH" ? "d" : "points") || ""; if (e === target) { // if the shape matches the target element, the user wants to revert to the original which should have been stored in the data-original attribute shape = e.getAttributeNS(null, "data-original") || shape; } } else { _log("WARNING: invalid morph to: " + shape); shape = false; } } return shape; }, // adds a "cpData" property to each segment that's an Array with the angle to each control point (in radians) and length so that we can maintain smooth anchors (interpolating the raw control point coordinates could lead to sharp angles in the middle). So [undefined, undefined, angle, length, angle, length, undefined, undefined, angle, length, angle, length, ...] (anchor slots are undefined) _recordControlPointData = (rawPath) => { let j = rawPath.length, segment, x, y, x2, y2, i, l, cpData; while (--j > -1) { segment = rawPath[j]; cpData = segment.cpData = segment.cpData || []; cpData.length = 0; l = segment.length - 2; for (i = 0; i < l; i += 6) { x = segment[i] - segment[i + 2]; y = segment[i + 1] - segment[i + 3]; x2 = segment[i + 6] - segment[i + 4]; y2 = segment[i + 7] - segment[i + 5]; cpData[i + 2] = _atan2(y, x); cpData[i + 3] = _sqrt(x * x + y * y); cpData[i + 4] = _atan2(y2, x2); cpData[i + 5] = _sqrt(x2 * x2 + y2 * y2); } } return rawPath; }, _parseOriginFactors = v => { let a = v.trim().split(" "), x = ~v.indexOf("left") ? 0 : ~v.indexOf("right") ? 100 : isNaN(parseFloat(a[0])) ? 50 : parseFloat(a[0]), y = ~v.indexOf("top") ? 0 : ~v.indexOf("bottom") ? 100 : isNaN(parseFloat(a[1])) ? 50 : parseFloat(a[1]); return {x:x / 100, y:y / 100}; }, _shortAngle = dif => (dif !== dif % _PI) ? dif + ((dif < 0) ? _2PI : -_2PI) : dif, _morphMessage = "Use MorphSVGPlugin.convertToPath() to convert to a path before morphing.", _tweenRotation = function(start, end, i, linkedPT) { let so = this._origin, // starting origin eo = this._eOrigin, // ending origin dx = start[i] - so.x, dy = start[i+1] - so.y, d = _sqrt(dx * dx + dy * dy), // length from starting origin to starting point sa = _atan2(dy, dx), angleDif, short; dx = end[i] - eo.x; dy = end[i+1] - eo.y; angleDif = _atan2(dy, dx) - sa; short = _shortAngle(angleDif); // in the case of control points, we ALWAYS link them to their anchor so that they don't get torn apart and rotate the opposite direction. If it's not a control point, we look at the most recently linked point as long as they're within a certain rotational range of each other. if (!linkedPT && _lastLinkedAnchor && Math.abs(short + _lastLinkedAnchor.ca) < _angleMin) { linkedPT = _lastLinkedAnchor; } return (this._anchorPT = _lastLinkedAnchor = { _next: this._anchorPT, t: start, sa: sa, // starting angle ca: (linkedPT && short * linkedPT.ca < 0 && Math.abs(short) > _angleMax) ? angleDif : short, //change in angle sl: d, // starting length cl: _sqrt(dx * dx + dy * dy) - d, // change in length i: i }); }, _initCore = required => { gsap = _getGSAP(); PluginClass = PluginClass || (gsap && gsap.plugins.morphSVG); if (gsap && PluginClass) { _toArray = gsap.utils.toArray; _reverting = gsap.core.reverting || function() {}; _doc = document; PluginClass.prototype._tweenRotation = _tweenRotation; _coreInitted = 1; } else if (required) { _log("Please gsap.registerPlugin(MorphSVGPlugin)"); } }; export const MorphSVGPlugin = { version: "3.14.2", name: "morphSVG", rawVars: 1, // otherwise "render" would be interpreted as a function-based value. register(core, Plugin) { gsap = core; PluginClass = Plugin; _initCore(); }, init(target, value, tween, index, targets) { _coreInitted || _initCore(1); if (!value) { _log("invalid shape"); return false; } _isFunction(value) && (value = value.call(tween, index, target, targets)); let type, p, pt, shape, isPoly, shapeIndex, map, startCPData, endCPData, start, end, i, j, l, startSeg, endSeg, precompiled, originFactors, useRotation, curveMode; if (typeof(value) === "string" || value.getBBox || value[0]) { value = {shape:value}; } else if (typeof(value) === "object") { // if there are any function-based values, parse them here (and make a copy of the object so we're not modifying the original) type = {}; for (p in value) { type[p] = _isFunction(value[p]) && p !== "render" ? value[p].call(tween, index, target, targets) : value[p]; } value = type; } let cs = target.nodeType ? window.getComputedStyle(target) : {}, fill = cs.fill + "", fillSafe = !(fill === "none" || (fill.match(_numExp) || [])[3] === "0" || cs.fillRule === "evenodd"), smooth = value.smooth, origins = (value.origin || "50 50").split(","); smooth === true || smooth === "auto" ? (smooth = {}) : typeof(smooth) === "number" && (smooth = {points: smooth}); type = (target.nodeName + "").toUpperCase(); isPoly = (type === "POLYLINE" || type === "POLYGON"); if (type !== "PATH" && !isPoly && !value.prop) { _log("Cannot morph a <" + type + "> element. " + _morphMessage); return false; } p = (type === "PATH") ? "d" : "points"; if (!value.prop && !_isFunction(target.setAttribute)) { return false; } shape = _parseShape(value.shape || value.d || value.points || "", (p === "d"), target); if (isPoly && _commands.test(shape)) { _log("A <" + type + "> cannot accept path data. " + _morphMessage); return false; } shapeIndex = (value.shapeIndex || value.shapeIndex === 0) ? value.shapeIndex : "auto"; map = value.map || MorphSVGPlugin.defaultMap; this._prop = value.prop; this._render = value.render || MorphSVGPlugin.defaultRender; this._apply = ("updateTarget" in value) ? value.updateTarget : MorphSVGPlugin.defaultUpdateTarget; this._rnd = Math.pow(10, isNaN(value.precision) ? 2 : +value.precision); this._tween = tween; if (shape) { this._target = target; precompiled = (typeof(value.precompile) === "object"); start = this._original = this._prop ? target[this._prop] : target.getAttribute(p); if (!this._prop && !target.getAttributeNS(null, "data-original")) { target.setAttributeNS(null, "data-original", start); // record the original state in a data-original attribute so that we can revert to it later. } if (p === "d" || this._prop) { start = stringToRawPath(precompiled ? value.precompile[0] : start); end = stringToRawPath(precompiled ? value.precompile[1] : shape); if (smooth) { j = start.length; while (--j) { // check all the segments AFTER the first one and if they're basically invisible, remove them. _segmentCanBeIgnored(start[j]) && start.splice(j, 1); } _smoothRawPath(start, {...smooth, points: +smooth.points || Math.max(_getDefaultSmoothPoints(start), _getDefaultSmoothPoints(end)), maxSegments: end.length}); _smoothRawPath(end, smooth.redraw === false ? smooth : {...smooth, points: start}); } if (!precompiled && !_equalizeSegmentQuantity(start, end, shapeIndex, map, fillSafe)) { return false; //malformed path data or null target } if (value.precompile === "log" || value.precompile === true) { _log('precompile:["' + rawPathToString(start) + '","' + rawPathToString(end) + '"]'); } useRotation = (value.type || MorphSVGPlugin.defaultType) !== "linear"; curveMode = value.curveMode || useRotation; // curveMode means animating the angle and length of control points rather than the raw coordinates. _recordControlPointData(start); _recordControlPointData(end); if (useRotation) { start.size || _getTotalSize(start); // adds top/left/width/height values end.size || _getTotalSize(end); originFactors = _parseOriginFactors(origins[0]); this._origin = start.origin = {x:start.left + originFactors.x * start.width, y:start.top + originFactors.y * start.height}; origins[1] && (originFactors = _parseOriginFactors(origins[1])); this._eOrigin = {x:end.left + originFactors.x * end.width, y:end.top + originFactors.y * end.height}; } this._rawPath = target._gsRawPath = start; j = start.length; while (--j > -1) { startSeg = start[j]; endSeg = end[j]; startCPData = startSeg.cpData; endCPData = endSeg.cpData; l = startSeg.length; _lastLinkedAnchor = 0; // reset; we use _lastLinkedAnchor in the _tweenRotation() method to help make sure that close points don't get ripped apart and rotate opposite directions. Typically we want to go the shortest direction, but if the previous anchor is going a different direction, we override this logic (within certain thresholds) for (i = 0; i < l; i+=6) { if (endSeg[i] !== startSeg[i] || endSeg[i + 1] !== startSeg[i + 1]) { if (useRotation) { pt = this._tweenRotation(startSeg, endSeg, i); } else { pt = this.add(startSeg, i, startSeg[i], endSeg[i], 0, 0, 0, 0, 0, 1); pt = this.add(startSeg, i + 1, startSeg[i + 1], endSeg[i + 1], 0, 0, 0, 0, 0, 1) || pt; } } } for (i = 0; i < l; i += 2) { if (curveMode && (startCPData[i] !== endCPData[i] || startCPData[i + 1] !== endCPData[i + 1]) && startCPData[i + 1] && endCPData[i + 1]) { // if the angle or length has changed, animate...unless the length of either is 0, in which case we'll just do a direct animation rather than the angle/length interpolation because it's generally more aesthetically pleasing. this._controlPT = { _next: this._controlPT, i: i, j: j, ai: i % 6 > 3 ? i + 2 : i - 2, sa: startCPData[i], ca: _shortAngle(endCPData[i] - startCPData[i]), sl: startCPData[i + 1], cl: endCPData[i + 1] - startCPData[i + 1] }; } else { // the angles/lengths may match, but if the coordinates have changed, do the less expensive animation of just coordinates. endSeg[i] !== startSeg[i] && (pt = this.add(startSeg, i, startSeg[i], endSeg[i], 0, 0, 0, 0, 0, 1)); endSeg[i + 1] !== startSeg[i + 1] && (pt = this.add(startSeg, i + 1, startSeg[i + 1], endSeg[i + 1], 0, 0, 0, 0, 0, 1) || pt); } } } } else { pt = this.add(target, "setAttribute", target.getAttribute(p) + "", shape + "", index, targets, 0, _buildPointsFilter(shapeIndex), p); } if (useRotation) { this.add(this._origin, "x", this._origin.x, this._eOrigin.x, 0, 0, 0, 0, 0, 1); pt = this.add(this._origin, "y", this._origin.y, this._eOrigin.y, 0, 0, 0, 0, 0, 1); } if (pt) { this._props.push("morphSVG"); pt.end = smooth && smooth.persist !== false ? rawPathToString(end) : shape; pt.endProp = p; } } return 1; }, render(ratio, data) { let rawPath = data._rawPath, controlPT = data._controlPT, anchorPT = data._anchorPT, rnd = data._rnd, target = data._target, pt = data._pt, s, space, segment, l, angle, i, j, sin, cos; while (pt) { pt.r(ratio, pt.d); pt = pt._next; } if (ratio === 1 && data._apply) { pt = data._pt; while (pt) { if (pt.end) { if (data._prop) { target[data._prop] = pt.end; } else { target.setAttribute(pt.endProp, pt.end); // make sure the end value is exactly as specified (in case we had to add fabricated points during the tween) } } pt = pt._next; } } else if (rawPath) { // rotationally position the anchors while (anchorPT) { angle = anchorPT.sa + ratio * anchorPT.ca; l = anchorPT.sl + ratio * anchorPT.cl; // length anchorPT.t[anchorPT.i] = data._origin.x + _cos(angle) * l; anchorPT.t[anchorPT.i + 1] = data._origin.y + _sin(angle) * l; anchorPT = anchorPT._next; } while (controlPT) { segment = rawPath[controlPT.j]; i = controlPT.i; angle = controlPT.sa + ratio * controlPT.ca; sin = _sin(angle); cos = _cos(angle); l = controlPT.sl + ratio * controlPT.cl; segment[i] = segment[controlPT.ai] - cos * l; segment[i+1] = segment[controlPT.ai + 1] - sin * l; controlPT = controlPT._next; } if (!ratio && _reverting()) { rawPath = stringToRawPath(data._original); } target._gsRawPath = rawPath; if (data._apply) { s = ""; space = " "; for (j = 0; j < rawPath.length; j++) { segment = rawPath[j]; l = segment.length; s += "M" + (((segment[0] * rnd) | 0) / rnd) + space + (((segment[1] * rnd) | 0) / rnd) + " C"; for (i = 2; i < l; i++) { // this is actually faster than just doing a join() on the array, possibly because the numbers have so many decimal places s += (((segment[i] * rnd) | 0) / rnd) + space; } segment.closed && (s += "z"); } if (data._prop) { target[data._prop] = s; } else { target.setAttribute("d", s); } } } data._render && rawPath && data._render.call(data._tween, rawPath, target); }, kill(property) { this._pt = this._rawPath = 0; }, getRawPath: getRawPath, stringToRawPath: stringToRawPath, rawPathToString: rawPathToString, smoothRawPath: _smoothRawPath, normalizeStrings(shape1, shape2, {shapeIndex, map}) { let result = [shape1, shape2]; _pathFilter(result, shapeIndex, map); return result; }, pathFilter: _pathFilter, pointsFilter: _pointsFilter, getTotalSize: _getTotalSize, equalizeSegmentQuantity: _equalizeSegmentQuantity, convertToPath: (targets, swap) => _toArray(targets).map(target => convertToPath(target, swap !== false)), defaultType: "linear", defaultUpdateTarget: true, defaultMap: "size" }; _getGSAP() && gsap.registerPlugin(MorphSVGPlugin); export { MorphSVGPlugin as default };