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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.createSpringEasing = exports.createEasingFunction = exports.configBezier = exports.ACCURACY = void 0; var ACCURACY = exports.ACCURACY = 1e-4; var cubicBezierFactor = (c1, c2) => [0, 3 * c1, 3 * c2 - 6 * c1, 3 * c1 - 3 * c2 + 1]; var evaluatePolynomial = (params, animationElapsedTime) => params.map((param, i) => param * animationElapsedTime ** i).reduce((pre, curr) => pre + curr); var cubicBezier = (c1, c2) => animationElapsedTime => { var params = cubicBezierFactor(c1, c2); return evaluatePolynomial(params, animationElapsedTime); }; var derivativeCubicBezier = (c1, c2) => animationElapsedTime => { var params = cubicBezierFactor(c1, c2); var newParams = [...params.map((param, i) => param * i).slice(1), 0]; return evaluatePolynomial(newParams, animationElapsedTime); }; var parseCubicBezier = easing => { var _easingParts$; var easingParts = easing.split('('); if (easingParts.length !== 2 || easingParts[0] !== 'cubic-bezier') { return null; } var numbers = (_easingParts$ = easingParts[1]) === null || _easingParts$ === void 0 || (_easingParts$ = _easingParts$.split(')')[0]) === null || _easingParts$ === void 0 ? void 0 : _easingParts$.split(','); if (numbers == null || numbers.length !== 4) { return null; } var coords = numbers.map(x => parseFloat(x)); return [coords[0], coords[1], coords[2], coords[3]]; }; var getBezierCoordinates = function getBezierCoordinates() { for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) { args[_key] = arguments[_key]; } if (args.length === 1) { switch (args[0]) { case 'linear': return [0.0, 0.0, 1.0, 1.0]; case 'ease': return [0.25, 0.1, 0.25, 1.0]; case 'ease-in': return [0.42, 0.0, 1.0, 1.0]; case 'ease-out': return [0.42, 0.0, 0.58, 1.0]; case 'ease-in-out': return [0.0, 0.0, 0.58, 1.0]; default: { var easing = parseCubicBezier(args[0]); if (easing) { return easing; } } } } if (args.length === 4) { return args; } // Fallback for invalid inputs. The previous implementation was buggy and would lead to NaN. // Returning linear easing is a safe default. return [0.0, 0.0, 1.0, 1.0]; }; var createBezierEasing = (x1, y1, x2, y2) => { var curveX = cubicBezier(x1, x2); var curveY = cubicBezier(y1, y2); var derCurveX = derivativeCubicBezier(x1, x2); var rangeValue = value => { if (value > 1) { return 1; } if (value < 0) { return 0; } return value; }; var bezier = _animationElapsedTime => { var animationElapsedTime = _animationElapsedTime > 1 ? 1 : _animationElapsedTime; var x = animationElapsedTime; for (var i = 0; i < 8; ++i) { var evalT = curveX(x) - animationElapsedTime; var derVal = derCurveX(x); if (Math.abs(evalT - animationElapsedTime) < ACCURACY || derVal < ACCURACY) { return curveY(x); } x = rangeValue(x - evalT / derVal); } return curveY(x); }; bezier.isStepper = false; return bezier; }; // calculate cubic-bezier using Newton's method var configBezier = exports.configBezier = function configBezier() { return createBezierEasing(...getBezierCoordinates(...arguments)); }; /** * Creates a performance-optimized, progress-based spring easing function. * It pre-calculates ("bakes") spring physics frames upfront based on a fixed duration, * then returns a pure, lightweight function mapping progress (0 to 1) to the animated position. * This approach is ideal for low-power devices because it removes heavy physics math from the frame loop. */ var createSpringEasing = exports.createSpringEasing = function createSpringEasing() { var config = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; var _config$stiff = config.stiff, stiff = _config$stiff === void 0 ? 100 : _config$stiff, _config$damping = config.damping, damping = _config$damping === void 0 ? 8 : _config$damping, _config$dt = config.dt, dt = _config$dt === void 0 ? 16.67 : _config$dt; var destX = 1; var positions = [0]; var currX = 0; var currV = 0; // Safety valve to prevent accidental infinite loops if physics config is extreme var maxIterations = 10000; var iterations = 0; // 1. Run the simulation until the spring completely stops moving while (iterations < maxIterations) { var FSpring = -(currX - destX) * stiff; var FDamping = currV * damping; currV += (FSpring - FDamping) * dt / 1000; currX += currV * dt / 1000; positions.push(currX); // Stop only when position is essentially at 1.0 AND bounce velocity has died down if (Math.abs(currX - destX) < ACCURACY && Math.abs(currV) < ACCURACY) { break; } iterations++; } // Force the absolute final element to be exactly 1.0 for a perfect finish positions[positions.length - 1] = destX; var maxIndex = positions.length - 1; // 2. The ultra-smooth runtime function mapping your 0..1 progress return t => { var _positions$index, _positions, _positions$index2; if (t <= 0) return 0; if (t >= 1) return destX; // Scale t (0..1) proportionally across our entire pre-calculated array var exactFrame = t * maxIndex; var index = Math.floor(exactFrame); var fraction = exactFrame - index; // Blend between the two closest frames return ((_positions$index = positions[index]) !== null && _positions$index !== void 0 ? _positions$index : 0) + (((_positions = positions[index + 1]) !== null && _positions !== void 0 ? _positions : 0) - ((_positions$index2 = positions[index]) !== null && _positions$index2 !== void 0 ? _positions$index2 : 0)) * fraction; }; }; /** * @inline */ var createEasingFunction = easing => { if (typeof easing === 'string') { switch (easing) { case 'ease': case 'ease-in-out': case 'ease-out': case 'ease-in': case 'linear': return configBezier(easing); case 'spring': return createSpringEasing(); default: if (easing.split('(')[0] === 'cubic-bezier') { return configBezier(easing); } } } if (typeof easing === 'function') { return easing; } return null; }; exports.createEasingFunction = createEasingFunction;