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JavaScript

"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _base = require("./base");
var _AnimatedBezier = _interopRequireDefault(require("./core/AnimatedBezier"));
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
/**
* The `Easing` module implements common easing functions. This module is used
* by [Animate.timing()](docs/animate.html#timing) to convey physically
* believable motion in animations.
*
* You can find a visualization of some common easing functions at
* http://easings.net/
*
* ### Predefined animations
*
* The `Easing` module provides several predefined animations through the
* following methods:
*
* - [`back`](docs/easing.html#back) provides a simple animation where the
* object goes slightly back before moving forward
* - [`bounce`](docs/easing.html#bounce) provides a bouncing animation
* - [`ease`](docs/easing.html#ease) provides a simple inertial animation
* - [`elastic`](docs/easing.html#elastic) provides a simple spring interaction
*
* ### Standard functions
*
* Three standard easing functions are provided:
*
* - [`linear`](docs/easing.html#linear)
* - [`quad`](docs/easing.html#quad)
* - [`cubic`](docs/easing.html#cubic)
*
* The [`poly`](docs/easing.html#poly) function can be used to implement
* quartic, quintic, and other higher power functions.
*
* ### Additional functions
*
* Additional mathematical functions are provided by the following methods:
*
* - [`bezier`](docs/easing.html#bezier) provides a cubic bezier curve
* - [`circle`](docs/easing.html#circle) provides a circular function
* - [`sin`](docs/easing.html#sin) provides a sinusoidal function
* - [`exp`](docs/easing.html#exp) provides an exponential function
*
* The following helpers are used to modify other easing functions.
*
* - [`in`](docs/easing.html#in) runs an easing function forwards
* - [`inOut`](docs/easing.html#inout) makes any easing function symmetrical
* - [`out`](docs/easing.html#out) runs an easing function backwards
*/
class Easing {
/**
* A linear function, `f(t) = t`. Position correlates to elapsed time one to
* one.
*
* http://cubic-bezier.com/#0,0,1,1
*/
static linear(t) {
return t;
}
/**
* A simple inertial interaction, similar to an object slowly accelerating to
* speed.
*
* http://cubic-bezier.com/#.42,0,1,1
*/
static ease(t) {
return new _AnimatedBezier.default(t, 0.42, 0, 1, 1);
}
/**
* A quadratic function, `f(t) = t * t`. Position equals the square of elapsed
* time.
*
* http://easings.net/#easeInQuad
*/
static quad(t) {
return (0, _base.multiply)(t, t);
}
/**
* A cubic function, `f(t) = t * t * t`. Position equals the cube of elapsed
* time.
*
* http://easings.net/#easeInCubic
*/
static cubic(t) {
return (0, _base.multiply)(t, t, t);
}
/**
* A power function. Position is equal to the Nth power of elapsed time.
*
* n = 4: http://easings.net/#easeInQuart
* n = 5: http://easings.net/#easeInQuint
*/
static poly(n) {
return t => (0, _base.pow)(t, n);
}
/**
* A sinusoidal function.
*
* http://easings.net/#easeInSine
*/
static sin(t) {
return (0, _base.sub)(1, (0, _base.cos)((0, _base.multiply)(t, Math.PI, 0.5)));
}
/**
* A circular function.
*
* http://easings.net/#easeInCirc
*/
static circle(t) {
return (0, _base.sub)(1, (0, _base.sqrt)((0, _base.sub)(1, (0, _base.multiply)(t, t))));
}
/**
* An exponential function.
*
* http://easings.net/#easeInExpo
*/
static exp(t) {
return (0, _base.pow)(2, (0, _base.multiply)(10, (0, _base.sub)(t, 1)));
}
/**
* A simple elastic interaction, similar to a spring oscillating back and
* forth.
*
* 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.
*
* http://easings.net/#easeInElastic
*/
static elastic(bounciness = 1) {
const p = bounciness * Math.PI;
return t => (0, _base.sub)(1, (0, _base.multiply)((0, _base.pow)((0, _base.cos)((0, _base.multiply)(t, Math.PI, 0.5)), 3), (0, _base.cos)((0, _base.multiply)(t, p))));
}
/**
* Use with `Animated.parallel()` to create a simple effect where the object
* animates back slightly as the animation starts.
*
* Wolfram Plot:
*
* - http://tiny.cc/back_default (s = 1.70158, default)
*/
static back(s) {
if (s === undefined) {
s = 1.70158;
}
return t => (0, _base.multiply)(t, t, (0, _base.sub)((0, _base.multiply)((0, _base.add)(s, 1), t), s));
}
/**
* Provides a simple bouncing effect.
*
* http://easings.net/#easeInBounce
*/
static bounce(t) {
const sq = v => (0, _base.multiply)(7.5625, v, v);
return (0, _base.cond)((0, _base.lessThan)(t, 1 / 2.75), sq(t), (0, _base.cond)((0, _base.lessThan)(t, 2 / 2.75), (0, _base.add)(0.75, sq((0, _base.sub)(t, 1.5 / 2.75))), (0, _base.cond)((0, _base.lessThan)(t, 2.5 / 2.76), (0, _base.add)(0.9375, sq((0, _base.sub)(t, 2.25 / 2.75))), (0, _base.add)(0.984375, sq((0, _base.sub)(t, 2.625 / 2.75))))));
}
/**
* Provides a cubic bezier curve, equivalent to CSS Transitions'
* `transition-timing-function`.
*
* A useful tool to visualize cubic bezier curves can be found at
* http://cubic-bezier.com/
*/
static bezier(x1, y1, x2, y2) {
return t => new _AnimatedBezier.default(t, x1, y1, x2, y2);
}
/**
* Runs an easing function forwards.
*/
static in(easing) {
return easing;
}
/**
* Runs an easing function backwards.
*/
static out(easing) {
return t => (0, _base.sub)(1, easing((0, _base.sub)(1, t)));
}
/**
* Makes any easing function symmetrical. The easing function will run
* forwards for half of the duration, then backwards for the rest of the
* duration.
*/
static inOut(easing) {
return t => (0, _base.cond)((0, _base.lessThan)(t, 0.5), (0, _base.divide)(easing((0, _base.multiply)(t, 2)), 2), (0, _base.sub)(1, (0, _base.divide)(easing((0, _base.multiply)((0, _base.sub)(1, t), 2)), 2)));
}
}
exports.default = Easing;
//# sourceMappingURL=Easing.js.map