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Improve custom easing + more detailed doc about easing : fix #13
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Original file line number | Diff line number | Diff line change |
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/** | ||
* https://github.com/gre/bezier-easing | ||
* BezierEasing - use bezier curve for transition easing function | ||
* by Gaëtan Renaudeau 2014 - 2015 – MIT License | ||
*/ | ||
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// These values are established by empiricism with tests (tradeoff: performance VS precision) | ||
var NEWTON_ITERATIONS = 4; | ||
var NEWTON_MIN_SLOPE = 0.001; | ||
var SUBDIVISION_PRECISION = 0.0000001; | ||
var SUBDIVISION_MAX_ITERATIONS = 10; | ||
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var kSplineTableSize = 11; | ||
var kSampleStepSize = 1.0 / (kSplineTableSize - 1.0); | ||
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var float32ArraySupported = typeof Float32Array === 'function'; | ||
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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; } | ||
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// 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; } | ||
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// 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); } | ||
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function binarySubdivide (aX, aA, aB, mX1, mX2) { | ||
var currentX, currentT, 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; | ||
} | ||
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function newtonRaphsonIterate (aX, aGuessT, mX1, mX2) { | ||
for (var i = 0; i < NEWTON_ITERATIONS; ++i) { | ||
var currentSlope = getSlope(aGuessT, mX1, mX2); | ||
if (currentSlope === 0.0) { | ||
return aGuessT; | ||
} | ||
var currentX = calcBezier(aGuessT, mX1, mX2) - aX; | ||
aGuessT -= currentX / currentSlope; | ||
} | ||
return aGuessT; | ||
} | ||
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window._bezier = function bezier (mX1, mY1, mX2, mY2) { | ||
if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) { | ||
throw new Error('bezier x values must be in [0, 1] range'); | ||
} | ||
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// Precompute samples table | ||
var sampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize); | ||
if (mX1 !== mY1 || mX2 !== mY2) { | ||
for (var i = 0; i < kSplineTableSize; ++i) { | ||
sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2); | ||
} | ||
} | ||
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function getTForX (aX) { | ||
var intervalStart = 0.0; | ||
var currentSample = 1; | ||
var lastSample = kSplineTableSize - 1; | ||
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for (; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample) { | ||
intervalStart += kSampleStepSize; | ||
} | ||
--currentSample; | ||
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// Interpolate to provide an initial guess for t | ||
var dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]); | ||
var guessForT = intervalStart + dist * kSampleStepSize; | ||
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var 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); | ||
} | ||
} | ||
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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); | ||
}; | ||
}; |
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