zrender
Version:
A lightweight graphic library providing 2d draw for Apache ECharts
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text/typescript
/**
* 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;