misc-utils-of-mine-generic
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Miscellaneous utilities for JavaScript/TypeScript that I often use
366 lines (315 loc) • 10.9 kB
text/typescript
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: