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react-spring

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/** * Copyright (c) 2015-present, Facebook, Inc. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow * @format */ const NEWTON_ITERATIONS = 4 const NEWTON_MIN_SLOPE = 0.001 const SUBDIVISION_PRECISION = 0.0000001 const SUBDIVISION_MAX_ITERATIONS = 10 const kSplineTableSize = 11 const kSampleStepSize = 1.0 / (kSplineTableSize - 1.0) const float32ArraySupported = typeof Float32Array === 'function' function A(aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1 } function B(aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1 } function C(aA1) { return 3.0 * aA1 } // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2. function calcBezier(aT, aA1, aA2) { return ((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. function getSlope(aT, aA1, aA2) { return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1) } function binarySubdivide(aX, aA, aB, mX1, mX2) { let currentX let currentT let 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, aGuessT, mX1, mX2) { 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 } function _bezier(mX1, mY1, mX2, mY2) { if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) { // eslint-disable-line yoda throw new Error('bezier x values must be in [0, 1] range') } // Precompute samples table const sampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize) if (mX1 !== mY1 || mX2 !== mY2) { for (let i = 0; i < kSplineTableSize; ++i) { sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2) } } function getTForX(aX) { let intervalStart = 0.0 let 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]) const guessForT = intervalStart + dist * kSampleStepSize const initialSlope = getSlope(guessForT, mX1, mX2) if (initialSlope >= NEWTON_MIN_SLOPE) { return newtonRaphsonIterate(aX, guessForT, mX1, mX2) } else if (initialSlope === 0.0) { return guessForT } else { return binarySubdivide( aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2 ) } } return function BezierEasing(x) { if (mX1 === mY1 && mX2 === mY2) { return x // linear } // Because JavaScript number are imprecise, we should guarantee the extremes are right. if (x === 0) { return 0 } if (x === 1) { return 1 } return calcBezier(getTForX(x), mY1, mY2) } } class Easing { static step0(n) { return n > 0 ? 1 : 0 } static step1(n) { return n >= 1 ? 1 : 0 } static linear(t) { return t } static ease(t) { return ease(t) } static quad(t) { return t * t } static cubic(t) { return t * t * t } static poly(n) { return t => t ** n } static sin(t) { return 1 - Math.cos((t * Math.PI) / 2) } static circle(t) { return 1 - Math.sqrt(1 - t * t) } static exp(t) { return 2 ** (10 * (t - 1)) } /** * A simple elastic interaction, similar to a spring. Default bounciness * is 1, which overshoots a little bit once. 0 bounciness doesn't overshoot * at all, and bounciness of N > 1 will overshoot about N times. * * Wolfram Plots: * * http://tiny.cc/elastic_b_1 (default bounciness = 1) * http://tiny.cc/elastic_b_3 (bounciness = 3) */ static elastic(bounciness = 1) { const p = bounciness * Math.PI return t => 1 - Math.cos((t * Math.PI) / 2) ** 3 * Math.cos(t * p) } static back(s) { if (s === undefined) s = 1.70158 return t => t * t * ((s + 1) * t - s) } static bounce(t) { if (t < 1 / 2.75) { return 7.5625 * t * t } if (t < 2 / 2.75) { t -= 1.5 / 2.75 return 7.5625 * t * t + 0.75 } if (t < 2.5 / 2.75) { t -= 2.25 / 2.75 return 7.5625 * t * t + 0.9375 } t -= 2.625 / 2.75 return 7.5625 * t * t + 0.984375 } static bezier(x1, y1, x2, y2) { return _bezier(x1, y1, x2, y2) } static in(easing) { return easing } /** * Runs an easing function backwards. */ static out(easing) { return t => 1 - easing(1 - t) } /** * Makes any easing function symmetrical. */ static inOut(easing) { return t => { if (t < 0.5) return easing(t * 2) / 2 return 1 - easing((1 - t) * 2) / 2 } } } var ease = Easing.bezier(0.42, 0, 1, 1) export default Easing