react-native-redash
Version:
Utility library for React Native Reanimated
254 lines (232 loc) • 6.16 kB
text/typescript
import type { Vector } from "./Vectors";
export const { PI } = Math;
export const TAU = PI * 2;
/**
* @summary Convert a boolean value into a number.
* This can be useful in reanimated since 0 and 1 are used for conditional statements.
* @worklet
*/
export const bin = (value: boolean): 0 | 1 => {
"worklet";
return value ? 1 : 0;
};
/**
* Linear interpolation
* @param value
* @param x
* @param y
* @worklet
*/
export const mix = (value: number, x: number, y: number) => {
"worklet";
return x * (1 - value) + y * value;
};
/**
* @summary Check is value is almost equal to the target.
* @worklet
*/
export const approximates = (
value: number,
target: number,
epsilon = 0.001
) => {
"worklet";
return Math.abs(value - target) < epsilon;
};
/**
* @summary Normalize any radian value between 0 and 2PI.
* For example, if the value is -PI/2, it will be comverted to 1.5PI.
* Or 4PI will be converted to 0.
* @worklet
*/
export const normalizeRad = (value: number) => {
"worklet";
const rest = value % TAU;
return rest > 0 ? rest : TAU + rest;
};
/**
* @summary Transforms an angle from radians to degrees.
* @worklet
*/
export const toDeg = (rad: number) => {
"worklet";
return (rad * 180) / Math.PI;
};
/**
* @summary Transforms an angle from degrees to radians.
* @worklet
*/
export const toRad = (deg: number) => {
"worklet";
return (deg * Math.PI) / 180;
};
/**
*
* @summary Returns the average value
* @worklet
*/
export const avg = (values: number[]) => {
"worklet";
return values.reduce((a, v) => a + v, 0) / values.length;
};
/**
* @summary Returns true if node is within lowerBound and upperBound.
* @worklet
*/
export const between = (
value: number,
lowerBound: number,
upperBound: number,
inclusive = true
) => {
"worklet";
if (inclusive) {
return value >= lowerBound && value <= upperBound;
}
return value > lowerBound && value < upperBound;
};
/**
* @summary Clamps a node with a lower and upper bound.
* @example
clamp(-1, 0, 100); // 0
clamp(1, 0, 100); // 1
clamp(101, 0, 100); // 100
* @worklet
*/
export const clamp = (
value: number,
lowerBound: number,
upperBound: number
) => {
"worklet";
return Math.min(Math.max(lowerBound, value), upperBound);
};
/**
* @description Returns the coordinate of a cubic bezier curve. t is the length of the curve from 0 to 1.
* cubicBezier(0, p0, p1, p2, p3) equals p0 and cubicBezier(1, p0, p1, p2, p3) equals p3.
* p0 and p3 are respectively the starting and ending point of the curve. p1 and p2 are the control points.
* @worklet
*/
export const cubicBezier = (
t: number,
from: number,
c1: number,
c2: number,
to: number
) => {
"worklet";
const term = 1 - t;
const a = 1 * term ** 3 * t ** 0 * from;
const b = 3 * term ** 2 * t ** 1 * c1;
const c = 3 * term ** 1 * t ** 2 * c2;
const d = 1 * term ** 0 * t ** 3 * to;
return a + b + c + d;
};
/**
* @summary Computes animation node rounded to precision.
* @worklet
*/
export const round = (value: number, precision = 0) => {
"worklet";
const p = Math.pow(10, precision);
return Math.round(value * p) / p;
};
// https://stackoverflow.com/questions/27176423/function-to-solve-cubic-equation-analytically
const cuberoot = (x: number) => {
"worklet";
const y = Math.pow(Math.abs(x), 1 / 3);
return x < 0 ? -y : y;
};
const solveCubic = (a: number, b: number, c: number, d: number) => {
"worklet";
if (Math.abs(a) < 1e-8) {
// Quadratic case, ax^2+bx+c=0
a = b;
b = c;
c = d;
if (Math.abs(a) < 1e-8) {
// Linear case, ax+b=0
a = b;
b = c;
if (Math.abs(a) < 1e-8) {
// Degenerate case
return [];
}
return [-b / a];
}
const D = b * b - 4 * a * c;
if (Math.abs(D) < 1e-8) {
return [-b / (2 * a)];
} else if (D > 0) {
return [(-b + Math.sqrt(D)) / (2 * a), (-b - Math.sqrt(D)) / (2 * a)];
}
return [];
}
// Convert to depressed cubic t^3+pt+q = 0 (subst x = t - b/3a)
const p = (3 * a * c - b * b) / (3 * a * a);
const q = (2 * b * b * b - 9 * a * b * c + 27 * a * a * d) / (27 * a * a * a);
let roots;
if (Math.abs(p) < 1e-8) {
// p = 0 -> t^3 = -q -> t = -q^1/3
roots = [cuberoot(-q)];
} else if (Math.abs(q) < 1e-8) {
// q = 0 -> t^3 + pt = 0 -> t(t^2+p)=0
roots = [0].concat(p < 0 ? [Math.sqrt(-p), -Math.sqrt(-p)] : []);
} else {
const D = (q * q) / 4 + (p * p * p) / 27;
if (Math.abs(D) < 1e-8) {
// D = 0 -> two roots
roots = [(-1.5 * q) / p, (3 * q) / p];
} else if (D > 0) {
// Only one real root
const u = cuberoot(-q / 2 - Math.sqrt(D));
roots = [u - p / (3 * u)];
} else {
// D < 0, three roots, but needs to use complex numbers/trigonometric solution
const u = 2 * Math.sqrt(-p / 3);
const t = Math.acos((3 * q) / p / u) / 3; // D < 0 implies p < 0 and acos argument in [-1..1]
const k = (2 * Math.PI) / 3;
roots = [u * Math.cos(t), u * Math.cos(t - k), u * Math.cos(t - 2 * k)];
}
}
// Convert back from depressed cubic
for (let i = 0; i < roots.length; i++) {
roots[i] -= b / (3 * a);
}
return roots;
};
/**
* @summary Given a cubic Bèzier curve, return the y value for x.
* @example
const x = 116;
const from = vec.create(59, 218);
const c1 = vec.create(131, 39);
const c2 = vec.create(204, 223);
const to = vec.create(227, 89);
// y= 139
const y = cubicBezierYForX(x, from, c1, c2, to)));
* @worklet
*/
export const cubicBezierYForX = (
x: number,
a: Vector,
b: Vector,
c: Vector,
d: Vector,
precision = 2
) => {
"worklet";
const pa = -a.x + 3 * b.x - 3 * c.x + d.x;
const pb = 3 * a.x - 6 * b.x + 3 * c.x;
const pc = -3 * a.x + 3 * b.x;
const pd = a.x - x;
// eslint-disable-next-line prefer-destructuring
const t = solveCubic(pa, pb, pc, pd)
.map((root) => round(root, precision))
.filter((root) => root >= 0 && root <= 1)[0];
return cubicBezier(t, a.y, b.y, c.y, d.y);
};
export const fract = (x: number) => {
"worklet";
return x - Math.floor(x);
};