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zrender

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A lightweight graphic library providing 2d draw for Apache ECharts

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/** * 缓动代码来自 https://github.com/sole/tween.js/blob/master/src/Tween.js * @see http://sole.github.io/tween.js/examples/03_graphs.html * @exports zrender/animation/easing */ type easingFunc = (percent: number) => number; export type AnimationEasing = keyof typeof easingFuncs | easingFunc; const easingFuncs = { /** * @param {number} k * @return {number} */ linear(k: number) { return k; }, /** * @param {number} k * @return {number} */ quadraticIn(k: number) { return k * k; }, /** * @param {number} k * @return {number} */ quadraticOut(k: number) { return k * (2 - k); }, /** * @param {number} k * @return {number} */ quadraticInOut(k: number) { if ((k *= 2) < 1) { return 0.5 * k * k; } return -0.5 * (--k * (k - 2) - 1); }, // 三次方的缓动(t^3) /** * @param {number} k * @return {number} */ cubicIn(k: number) { return k * k * k; }, /** * @param {number} k * @return {number} */ cubicOut(k: number) { return --k * k * k + 1; }, /** * @param {number} k * @return {number} */ cubicInOut(k: number) { if ((k *= 2) < 1) { return 0.5 * k * k * k; } return 0.5 * ((k -= 2) * k * k + 2); }, // 四次方的缓动(t^4) /** * @param {number} k * @return {number} */ quarticIn(k: number) { return k * k * k * k; }, /** * @param {number} k * @return {number} */ quarticOut(k: number) { return 1 - (--k * k * k * k); }, /** * @param {number} k * @return {number} */ quarticInOut(k: number) { if ((k *= 2) < 1) { return 0.5 * k * k * k * k; } return -0.5 * ((k -= 2) * k * k * k - 2); }, // 五次方的缓动(t^5) /** * @param {number} k * @return {number} */ quinticIn(k: number) { return k * k * k * k * k; }, /** * @param {number} k * @return {number} */ quinticOut(k: number) { return --k * k * k * k * k + 1; }, /** * @param {number} k * @return {number} */ quinticInOut(k: number) { if ((k *= 2) < 1) { return 0.5 * k * k * k * k * k; } return 0.5 * ((k -= 2) * k * k * k * k + 2); }, // 正弦曲线的缓动(sin(t)) /** * @param {number} k * @return {number} */ sinusoidalIn(k: number) { return 1 - Math.cos(k * Math.PI / 2); }, /** * @param {number} k * @return {number} */ sinusoidalOut(k: number) { return Math.sin(k * Math.PI / 2); }, /** * @param {number} k * @return {number} */ sinusoidalInOut(k: number) { return 0.5 * (1 - Math.cos(Math.PI * k)); }, // 指数曲线的缓动(2^t) /** * @param {number} k * @return {number} */ exponentialIn(k: number) { return k === 0 ? 0 : Math.pow(1024, k - 1); }, /** * @param {number} k * @return {number} */ exponentialOut(k: number) { return k === 1 ? 1 : 1 - Math.pow(2, -10 * k); }, /** * @param {number} k * @return {number} */ exponentialInOut(k: number) { if (k === 0) { return 0; } if (k === 1) { return 1; } if ((k *= 2) < 1) { return 0.5 * Math.pow(1024, k - 1); } return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2); }, // 圆形曲线的缓动(sqrt(1-t^2)) /** * @param {number} k * @return {number} */ circularIn(k: number) { return 1 - Math.sqrt(1 - k * k); }, /** * @param {number} k * @return {number} */ circularOut(k: number) { return Math.sqrt(1 - (--k * k)); }, /** * @param {number} k * @return {number} */ circularInOut(k: number) { if ((k *= 2) < 1) { return -0.5 * (Math.sqrt(1 - k * k) - 1); } return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1); }, // 创建类似于弹簧在停止前来回振荡的动画 /** * @param {number} k * @return {number} */ elasticIn(k: number) { let s; let a = 0.1; let p = 0.4; if (k === 0) { return 0; } if (k === 1) { return 1; } if (!a || a < 1) { a = 1; s = p / 4; } else { s = p * Math.asin(1 / a) / (2 * Math.PI); } return -(a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); }, /** * @param {number} k * @return {number} */ elasticOut(k: number) { let s; let a = 0.1; let p = 0.4; if (k === 0) { return 0; } if (k === 1) { return 1; } if (!a || a < 1) { a = 1; s = p / 4; } else { s = p * Math.asin(1 / a) / (2 * Math.PI); } return (a * Math.pow(2, -10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1); }, /** * @param {number} k * @return {number} */ elasticInOut(k: number) { let s; let a = 0.1; let p = 0.4; if (k === 0) { return 0; } if (k === 1) { return 1; } if (!a || a < 1) { a = 1; s = p / 4; } else { s = p * Math.asin(1 / a) / (2 * Math.PI); } if ((k *= 2) < 1) { return -0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); } return a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1; }, // 在某一动画开始沿指示的路径进行动画处理前稍稍收回该动画的移动 /** * @param {number} k * @return {number} */ backIn(k: number) { let s = 1.70158; return k * k * ((s + 1) * k - s); }, /** * @param {number} k * @return {number} */ backOut(k: number) { let s = 1.70158; return --k * k * ((s + 1) * k + s) + 1; }, /** * @param {number} k * @return {number} */ backInOut(k: number) { let s = 1.70158 * 1.525; if ((k *= 2) < 1) { return 0.5 * (k * k * ((s + 1) * k - s)); } return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2); }, // 创建弹跳效果 /** * @param {number} k * @return {number} */ bounceIn(k: number) { return 1 - easingFuncs.bounceOut(1 - k); }, /** * @param {number} k * @return {number} */ bounceOut(k: number) { if (k < (1 / 2.75)) { return 7.5625 * k * k; } else if (k < (2 / 2.75)) { return 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; } else if (k < (2.5 / 2.75)) { return 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; } else { return 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; } }, /** * @param {number} k * @return {number} */ bounceInOut(k: number) { if (k < 0.5) { return easingFuncs.bounceIn(k * 2) * 0.5; } return easingFuncs.bounceOut(k * 2 - 1) * 0.5 + 0.5; } }; export default easingFuncs;