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misc-utils-of-mine-generic

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Miscellaneous utilities for JavaScript/TypeScript that I often use

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import { Fn, isObject } from '../type' type Timing = (n: number, c?: number, d?: number, x?: number, y?: number) => number type TimingObject = { fn: (duration: number) => Timing } interface AnimateOptions { duration: number draw: (n: number) => void timing: Timing | TimingObject lapse?: number end?: Fn } export function animate({ duration, draw, timing, lapse, end }: AnimateOptions): Promise<void> { return new Promise(resolve => { if (isObject(timing)) { timing = (timing as any).fn(duration) } let start = Date.now() let progress = 0 requestAnimationFrame(function anim(time) { let timeFraction = (time - start) / duration if (timeFraction > 1) timeFraction = 1 progress = (timing as Timing)(timeFraction, time - start, duration) draw(progress) if (timeFraction < 1) { requestAnimationFrame(anim, lapse) } else { end && end() resolve() } }) }) } function requestAnimationFrame(f: (...args: any[]) => any, lapse = 0) { setTimeout(() => f(Date.now()), lapse) } export namespace easing { function makeEaseOut(timing: Timing) { return function(timeFraction: any) { return 1 - timing(1 - timeFraction) } } function bounceFn(timeFraction: number) { for (let a = 0, b = 1, result; 1; a += b, b /= 2) { if (timeFraction >= (7 - 4 * a) / 11) { return -Math.pow((11 - 6 * a - 11 * timeFraction) / 4, 2) + Math.pow(b, 2) } } } /** * Imagine we are dropping a ball. It falls down, then bounces back a few times and stops. The bounce function does the same, but in the reverse order: “bouncing” starts immediately. * */ export const bounceEasyOut: () => Timing = () => makeEaseOut(bounceFn as any) /** * parabolic curve */ export function quad(timeFraction: number) { return Math.pow(timeFraction, 2) } /** * “bow shooting”. First we “pull the bowstring”, and then “shoot”. * @param x “elasticity coefficient”. The distance of “bowstring pulling” is defined by it. Default value 1.5. */ export const back = (x = 1.5) => (timeFraction: number) => Math.pow(timeFraction, 2) * ((x + 1) * timeFraction - x) /** * @param x “initial range” */ export const elastic = (x = 1.5) => (timeFraction: number) => Math.pow(2, 10 * (timeFraction - 1)) * Math.cos(((20 * Math.PI * x) / 3) * timeFraction) function makeEaseInOut(timing: Timing) { return function(timeFraction: number) { if (timeFraction < 0.5) return timing(2 * timeFraction) / 2 else return (2 - timing(2 * (1 - timeFraction))) / 2 } } export const bounceEaseInOut: () => Timing = () => makeEaseInOut(bounceFn as any) let c = 1 let b = 0 export const easeInQuad: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => c * (t /= d) * t + b } as any) export const easeOutQuad: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => -c * (t /= d) * (t - 2) + b } as any) export const easeInOutQuad: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { if ((t /= d / 2) < 1) return (c / 2) * t * t + b return (-c / 2) * (--t * (t - 2) - 1) + b } } as any) export const easeInElastic: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { let s = 1.70158 let p = 0 let a = c if (t == 0) return b if ((t /= d) == 1) return b + c if (!p) p = d * 0.3 if (a < Math.abs(c)) { a = c let s = p / 4 } else { s = (p / (2 * Math.PI)) * Math.asin(c / a) } return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin(((t * d - s) * (2 * Math.PI)) / p)) + b } } as any) export const easeOutBounce: () => TimingObject = () => ({ fn: (d: number) => (x: number, t: number) => { if ((t /= d) < 1 / 2.75) { return c * (7.5625 * t * t) + b } else if (t < 2 / 2.75) { return c * (7.5625 * (t -= 1.5 / 2.75) * t + 0.75) + b } else if (t < 2.5 / 2.75) { return c * (7.5625 * (t -= 2.25 / 2.75) * t + 0.9375) + b } else { return c * (7.5625 * (t -= 2.625 / 2.75) * t + 0.984375) + b } } } as any) export const easeInCubic: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { return c * (t /= d) * t * t + b } } as any) export const easeOutCubic: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { return c * ((t = t / d - 1) * t * t + 1) + b } } as any) export const easeInOutCubic: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { if ((t /= d / 2) < 1) return (c / 2) * t * t * t + b return (c / 2) * ((t -= 2) * t * t + 2) + b } } as any) export const easeInQuart: Timing = () => ({ fn: (d: number) => (x: number, t: number) => { return c * (t /= d) * t * t * t + b } } as any) export const easeInOutQuart: Timing = () => ({ fn: (d: number) => (x: number, t: number) => { if ((t /= d / 2) < 1) return (c / 2) * t * t * t * t + b return (-c / 2) * ((t -= 2) * t * t * t - 2) + b } } as any) export const easeInQuint: Timing = () => ({ fn: (d: number) => (x: number, t: number) => { return c * (t /= d) * t * t * t * t + b } } as any) export const easeOutQuint: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { return c * ((t = t / d - 1) * t * t * t * t + 1) + b } } as any) export const easeInExpo: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { return t == 0 ? b : c * Math.pow(2, 10 * (t / d - 1)) + b } } as any) export const easeInOutQuint: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { if ((t /= d / 2) < 1) return (c / 2) * t * t * t * t * t + b return (c / 2) * ((t -= 2) * t * t * t * t + 2) + b } } as any) export const easeInSine: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { return -c * Math.cos((t / d) * (Math.PI / 2)) + c + b } } as any) export const easeInOutElastic: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { let s = 1.70158 let p = 0 let a = c if (t == 0) return b if ((t /= d / 2) == 2) return b + c if (!p) p = d * (0.3 * 1.5) if (a < Math.abs(c)) { a = c let s = p / 4 } else { s = (p / (2 * Math.PI)) * Math.asin(c / a) } if (t < 1) return -0.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin(((t * d - s) * (2 * Math.PI)) / p)) + b return a * Math.pow(2, -10 * (t -= 1)) * Math.sin(((t * d - s) * (2 * Math.PI)) / p) * 0.5 + c + b } } as any) export const easeOutElastic: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { let s = 1.70158 let p = 0 let a = c if (t == 0) return b if ((t /= d) == 1) return b + c if (!p) p = d * 0.3 if (a < Math.abs(c)) { a = c let s = p / 4 } else { s = (p / (2 * Math.PI)) * Math.asin(c / a) } return a * Math.pow(2, -10 * t) * Math.sin(((t * d - s) * (2 * Math.PI)) / p) + c + b } } as any) export const easeInOutExpo: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { if (t == 0) return b if (t == d) return b + c if ((t /= d / 2) < 1) return (c / 2) * Math.pow(2, 10 * (t - 1)) + b return (c / 2) * (-Math.pow(2, -10 * --t) + 2) + b } } as any) export const easeInOutBack: () => Timing = () => ({ fn: (d: number) => (x: number, t: number) => { let s = 1.70158 if ((t /= d / 2) < 1) return (c / 2) * (t * t * (((s *= 1.525) + 1) * t - s)) + b return (c / 2) * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b } } as any) export const easeOutBack: () => Timing = () => ({ fn: (d: number) => (x: number, t: number, d: number) => { let s = 1.70158 return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b } } as any) export const easeInBounce: () => TimingObject = () => ({ fn: (d: number) => (x: number, t: number, d: number) => { return c - easeOutBounce().fn(d)(x, d - t, 0, c, d) + b } } as any) export const easeInOutBounce: () => Timing = () => ({ fn: (d: number) => (x: number, t: number, d: number) => { if (t < d / 2) return easeInBounce().fn(d)(x, t * 2, 0, c, d) * 0.5 + b return easeOutBounce().fn(d)(x, t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b } } as any) } // animate({ // duration: 2000, // timing: easeInQuad(), // lapse: 20, // draw(progress) { // console.log(progress * 100 + '%'); // } // }); // TODO: // easeInOutSine: function (x, t, b, c, d) { // return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b; // }, // easeOutExpo: function (x, t, b, c, d) { // return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b; // }, // easeInCirc: function (x, t, b, c, d) { // return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b; // }, // easeOutCirc: function (x, t, b, c, d) { // return c * Math.sqrt(1 - (t=t/d-1)*t) + b; // }, // easeInOutCirc: function (x, t, b, c, d) { // if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b; // return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b; // }, // easeInBack: function (x, t, b, c, d, s) { // if (s == undefined) s = 1.70158; // return c*(t/=d)*t*((s+1)*t - s) + b; // }, // easeInBounce: function (x, t, b, c, d) { // return c - jQuery.easing.easeOutBounce (x, d-t, 0, c, d) + b; // }, // easeInOutBounce: function (x, t, b, c, d) { // if (t < d/2) return jQuery.easing.easeInBounce (x, t*2, 0, c, d) * .5 + b; // return jQuery.easing.easeOutBounce (x, t*2-d, 0, c, d) * .5 + c*.5 + b; // } // animate({ // duration: 1000, // timing(timeFraction) { // return timeFraction; // }, // draw(progress) { // console.log(progress * 100 + '%'); // } // }); // setImmediate((t)=>{ // console.log(t); // }) // function requestAnimationFrame(f){ // setImmediate(()=>f(Date.now())) // } // function animate({duration, draw, timing}) { // let start = performance.now(); // requestAnimationFrame(function animate(time) { // let timeFraction = (time - start) / duration; // if (timeFraction > 1) timeFraction = 1; // let progress = timing(timeFraction) // draw(progress); // if (timeFraction < 1) { // requestAnimationFrame(animate); // } // }); // } // The code for it: