{"ast":null,"code":"'use strict';\n\nimport _classCallCheck from \"@babel/runtime/helpers/classCallCheck\";\nimport _createClass from \"@babel/runtime/helpers/createClass\";\nimport _bezier from \"./bezier\";\nvar _ease;\nvar Easing = function () {\n function Easing() {\n _classCallCheck(this, Easing);\n }\n _createClass(Easing, null, [{\n key: \"step0\",\n value: function step0(n) {\n return n > 0 ? 1 : 0;\n }\n }, {\n key: \"step1\",\n value: function step1(n) {\n return n >= 1 ? 1 : 0;\n }\n }, {\n key: \"linear\",\n value: function linear(t) {\n return t;\n }\n }, {\n key: \"ease\",\n value: function ease(t) {\n if (!_ease) {\n _ease = Easing.bezier(0.42, 0, 1, 1);\n }\n return _ease(t);\n }\n }, {\n key: \"quad\",\n value: function quad(t) {\n return t * t;\n }\n }, {\n key: \"cubic\",\n value: function cubic(t) {\n return t * t * t;\n }\n }, {\n key: \"poly\",\n value: function poly(n) {\n return function (t) {\n return Math.pow(t, n);\n };\n }\n }, {\n key: \"sin\",\n value: function sin(t) {\n return 1 - Math.cos(t * Math.PI / 2);\n }\n }, {\n key: \"circle\",\n value: function circle(t) {\n return 1 - Math.sqrt(1 - t * t);\n }\n }, {\n key: \"exp\",\n value: function exp(t) {\n return Math.pow(2, 10 * (t - 1));\n }\n }, {\n key: \"elastic\",\n value: function elastic(bounciness) {\n if (bounciness === void 0) {\n bounciness = 1;\n }\n var p = bounciness * Math.PI;\n return function (t) {\n return 1 - Math.pow(Math.cos(t * Math.PI / 2), 3) * Math.cos(t * p);\n };\n }\n }, {\n key: \"back\",\n value: function back(s) {\n if (s === void 0) {\n s = 1.70158;\n }\n return function (t) {\n return t * t * ((s + 1) * t - s);\n };\n }\n }, {\n key: \"bounce\",\n value: function bounce(t) {\n if (t < 1 / 2.75) {\n return 7.5625 * t * t;\n }\n if (t < 2 / 2.75) {\n var _t = t - 1.5 / 2.75;\n return 7.5625 * _t * _t + 0.75;\n }\n if (t < 2.5 / 2.75) {\n var _t2 = t - 2.25 / 2.75;\n return 7.5625 * _t2 * _t2 + 0.9375;\n }\n var t2 = t - 2.625 / 2.75;\n return 7.5625 * t2 * t2 + 0.984375;\n }\n }, {\n key: \"bezier\",\n value: function bezier(x1, y1, x2, y2) {\n return _bezier(x1, y1, x2, y2);\n }\n }, {\n key: \"in\",\n value: function _in(easing) {\n return easing;\n }\n }, {\n key: \"out\",\n value: function out(easing) {\n return function (t) {\n return 1 - easing(1 - t);\n };\n }\n }, {\n key: \"inOut\",\n value: function inOut(easing) {\n return function (t) {\n if (t < 0.5) {\n return easing(t * 2) / 2;\n }\n return 1 - easing((1 - t) * 2) / 2;\n };\n }\n }]);\n return Easing;\n}();\nexport default Easing;","map":{"version":3,"names":["_bezier","ease","Easing","n","t","bezier","Math","pow","cos","PI","sqrt","bounciness","p","s","_t","_t2","t2","x1","y1","x2","y2","easing"],"sources":["/Users/thomaschazot/Documents/But2A/LaSuperMeteo/iut-expo-starter/node_modules/react-native-web/dist/vendor/react-native/Animated/Easing.js"],"sourcesContent":["/**\n * Copyright (c) Meta Platforms, Inc. and affiliates.\n *\n * This source code is licensed under the MIT license found in the\n * LICENSE file in the root directory of this source tree.\n *\n * @format\n * \n */\n'use strict';\n\nimport _bezier from './bezier';\nvar ease;\n/**\n * The `Easing` module implements common easing functions. This module is used\n * by [Animate.timing()](docs/animate.html#timing) to convey physically\n * believable motion in animations.\n *\n * You can find a visualization of some common easing functions at\n * http://easings.net/\n *\n * ### Predefined animations\n *\n * The `Easing` module provides several predefined animations through the\n * following methods:\n *\n * - [`back`](docs/easing.html#back) provides a simple animation where the\n * object goes slightly back before moving forward\n * - [`bounce`](docs/easing.html#bounce) provides a bouncing animation\n * - [`ease`](docs/easing.html#ease) provides a simple inertial animation\n * - [`elastic`](docs/easing.html#elastic) provides a simple spring interaction\n *\n * ### Standard functions\n *\n * Three standard easing functions are provided:\n *\n * - [`linear`](docs/easing.html#linear)\n * - [`quad`](docs/easing.html#quad)\n * - [`cubic`](docs/easing.html#cubic)\n *\n * The [`poly`](docs/easing.html#poly) function can be used to implement\n * quartic, quintic, and other higher power functions.\n *\n * ### Additional functions\n *\n * Additional mathematical functions are provided by the following methods:\n *\n * - [`bezier`](docs/easing.html#bezier) provides a cubic bezier curve\n * - [`circle`](docs/easing.html#circle) provides a circular function\n * - [`sin`](docs/easing.html#sin) provides a sinusoidal function\n * - [`exp`](docs/easing.html#exp) provides an exponential function\n *\n * The following helpers are used to modify other easing functions.\n *\n * - [`in`](docs/easing.html#in) runs an easing function forwards\n * - [`inOut`](docs/easing.html#inout) makes any easing function symmetrical\n * - [`out`](docs/easing.html#out) runs an easing function backwards\n */\n\nclass Easing {\n /**\n * A stepping function, returns 1 for any positive value of `n`.\n */\n static step0(n) {\n return n > 0 ? 1 : 0;\n }\n /**\n * A stepping function, returns 1 if `n` is greater than or equal to 1.\n */\n\n\n static step1(n) {\n return n >= 1 ? 1 : 0;\n }\n /**\n * A linear function, `f(t) = t`. Position correlates to elapsed time one to\n * one.\n *\n * http://cubic-bezier.com/#0,0,1,1\n */\n\n\n static linear(t) {\n return t;\n }\n /**\n * A simple inertial interaction, similar to an object slowly accelerating to\n * speed.\n *\n * http://cubic-bezier.com/#.42,0,1,1\n */\n\n\n static ease(t) {\n if (!ease) {\n ease = Easing.bezier(0.42, 0, 1, 1);\n }\n\n return ease(t);\n }\n /**\n * A quadratic function, `f(t) = t * t`. Position equals the square of elapsed\n * time.\n *\n * http://easings.net/#easeInQuad\n */\n\n\n static quad(t) {\n return t * t;\n }\n /**\n * A cubic function, `f(t) = t * t * t`. Position equals the cube of elapsed\n * time.\n *\n * http://easings.net/#easeInCubic\n */\n\n\n static cubic(t) {\n return t * t * t;\n }\n /**\n * A power function. Position is equal to the Nth power of elapsed time.\n *\n * n = 4: http://easings.net/#easeInQuart\n * n = 5: http://easings.net/#easeInQuint\n */\n\n\n static poly(n) {\n return t => Math.pow(t, n);\n }\n /**\n * A sinusoidal function.\n *\n * http://easings.net/#easeInSine\n */\n\n\n static sin(t) {\n return 1 - Math.cos(t * Math.PI / 2);\n }\n /**\n * A circular function.\n *\n * http://easings.net/#easeInCirc\n */\n\n\n static circle(t) {\n return 1 - Math.sqrt(1 - t * t);\n }\n /**\n * An exponential function.\n *\n * http://easings.net/#easeInExpo\n */\n\n\n static exp(t) {\n return Math.pow(2, 10 * (t - 1));\n }\n /**\n * A simple elastic interaction, similar to a spring oscillating back and\n * forth.\n *\n * Default bounciness is 1, which overshoots a little bit once. 0 bounciness\n * doesn't overshoot at all, and bounciness of N > 1 will overshoot about N\n * times.\n *\n * http://easings.net/#easeInElastic\n */\n\n\n static elastic(bounciness) {\n if (bounciness === void 0) {\n bounciness = 1;\n }\n\n var p = bounciness * Math.PI;\n return t => 1 - Math.pow(Math.cos(t * Math.PI / 2), 3) * Math.cos(t * p);\n }\n /**\n * Use with `Animated.parallel()` to create a simple effect where the object\n * animates back slightly as the animation starts.\n *\n * Wolfram Plot:\n *\n * - http://tiny.cc/back_default (s = 1.70158, default)\n */\n\n\n static back(s) {\n if (s === void 0) {\n s = 1.70158;\n }\n\n return t => t * t * ((s + 1) * t - s);\n }\n /**\n * Provides a simple bouncing effect.\n *\n * http://easings.net/#easeInBounce\n */\n\n\n static bounce(t) {\n if (t < 1 / 2.75) {\n return 7.5625 * t * t;\n }\n\n if (t < 2 / 2.75) {\n var _t = t - 1.5 / 2.75;\n\n return 7.5625 * _t * _t + 0.75;\n }\n\n if (t < 2.5 / 2.75) {\n var _t2 = t - 2.25 / 2.75;\n\n return 7.5625 * _t2 * _t2 + 0.9375;\n }\n\n var t2 = t - 2.625 / 2.75;\n return 7.5625 * t2 * t2 + 0.984375;\n }\n /**\n * Provides a cubic bezier curve, equivalent to CSS Transitions'\n * `transition-timing-function`.\n *\n * A useful tool to visualize cubic bezier curves can be found at\n * http://cubic-bezier.com/\n */\n\n\n static bezier(x1, y1, x2, y2) {\n return _bezier(x1, y1, x2, y2);\n }\n /**\n * Runs an easing function forwards.\n */\n\n\n static in(easing) {\n return easing;\n }\n /**\n * Runs an easing function backwards.\n */\n\n\n static out(easing) {\n return t => 1 - easing(1 - t);\n }\n /**\n * Makes any easing function symmetrical. 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