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{"ast":null,"code":"'use strict';\n\nimport _classCallCheck from \"@babel/runtime/helpers/classCallCheck\";\nimport _createClass from \"@babel/runtime/helpers/createClass\";\nimport _get from \"@babel/runtime/helpers/get\";\nimport _inherits from \"@babel/runtime/helpers/inherits\";\nimport _possibleConstructorReturn from \"@babel/runtime/helpers/possibleConstructorReturn\";\nimport _getPrototypeOf from \"@babel/runtime/helpers/getPrototypeOf\";\nfunction _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; }\nfunction _isNativeReflectConstruct() { if (typeof Reflect === \"undefined\" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === \"function\") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }\nimport AnimatedValue from \"../nodes/AnimatedValue\";\nimport AnimatedValueXY from \"../nodes/AnimatedValueXY\";\nimport AnimatedInterpolation from \"../nodes/AnimatedInterpolation\";\nimport Animation from \"./Animation\";\nimport SpringConfig from \"../SpringConfig\";\nimport invariant from 'fbjs/lib/invariant';\nimport { shouldUseNativeDriver } from \"../NativeAnimatedHelper\";\nvar SpringAnimation = function (_Animation) {\n _inherits(SpringAnimation, _Animation);\n var _super = _createSuper(SpringAnimation);\n function SpringAnimation(config) {\n var _this;\n _classCallCheck(this, SpringAnimation);\n var _config$overshootClam, _config$restDisplacem, _config$restSpeedThre, _config$velocity, _config$velocity2, _config$delay, _config$isInteraction, _config$iterations;\n _this = _super.call(this);\n _this._overshootClamping = (_config$overshootClam = config.overshootClamping) !== null && _config$overshootClam !== void 0 ? _config$overshootClam : false;\n _this._restDisplacementThreshold = (_config$restDisplacem = config.restDisplacementThreshold) !== null && _config$restDisplacem !== void 0 ? _config$restDisplacem : 0.001;\n _this._restSpeedThreshold = (_config$restSpeedThre = config.restSpeedThreshold) !== null && _config$restSpeedThre !== void 0 ? _config$restSpeedThre : 0.001;\n _this._initialVelocity = (_config$velocity = config.velocity) !== null && _config$velocity !== void 0 ? _config$velocity : 0;\n _this._lastVelocity = (_config$velocity2 = config.velocity) !== null && _config$velocity2 !== void 0 ? _config$velocity2 : 0;\n _this._toValue = config.toValue;\n _this._delay = (_config$delay = config.delay) !== null && _config$delay !== void 0 ? _config$delay : 0;\n _this._useNativeDriver = shouldUseNativeDriver(config);\n _this.__isInteraction = (_config$isInteraction = config.isInteraction) !== null && _config$isInteraction !== void 0 ? _config$isInteraction : !_this._useNativeDriver;\n _this.__iterations = (_config$iterations = config.iterations) !== null && _config$iterations !== void 0 ? _config$iterations : 1;\n if (config.stiffness !== undefined || config.damping !== undefined || config.mass !== undefined) {\n var _config$stiffness, _config$damping, _config$mass;\n invariant(config.bounciness === undefined && config.speed === undefined && config.tension === undefined && config.friction === undefined, 'You can define one of bounciness/speed, tension/friction, or stiffness/damping/mass, but not more than one');\n _this._stiffness = (_config$stiffness = config.stiffness) !== null && _config$stiffness !== void 0 ? _config$stiffness : 100;\n _this._damping = (_config$damping = config.damping) !== null && _config$damping !== void 0 ? _config$damping : 10;\n _this._mass = (_config$mass = config.mass) !== null && _config$mass !== void 0 ? _config$mass : 1;\n } else if (config.bounciness !== undefined || config.speed !== undefined) {\n var _config$bounciness, _config$speed;\n invariant(config.tension === undefined && config.friction === undefined && config.stiffness === undefined && config.damping === undefined && config.mass === undefined, 'You can define one of bounciness/speed, tension/friction, or stiffness/damping/mass, but not more than one');\n var springConfig = SpringConfig.fromBouncinessAndSpeed((_config$bounciness = config.bounciness) !== null && _config$bounciness !== void 0 ? _config$bounciness : 8, (_config$speed = config.speed) !== null && _config$speed !== void 0 ? _config$speed : 12);\n _this._stiffness = springConfig.stiffness;\n _this._damping = springConfig.damping;\n _this._mass = 1;\n } else {\n var _config$tension, _config$friction;\n var _springConfig = SpringConfig.fromOrigamiTensionAndFriction((_config$tension = config.tension) !== null && _config$tension !== void 0 ? _config$tension : 40, (_config$friction = config.friction) !== null && _config$friction !== void 0 ? _config$friction : 7);\n _this._stiffness = _springConfig.stiffness;\n _this._damping = _springConfig.damping;\n _this._mass = 1;\n }\n invariant(_this._stiffness > 0, 'Stiffness value must be greater than 0');\n invariant(_this._damping > 0, 'Damping value must be greater than 0');\n invariant(_this._mass > 0, 'Mass value must be greater than 0');\n return _this;\n }\n _createClass(SpringAnimation, [{\n key: \"__getNativeAnimationConfig\",\n value: function __getNativeAnimationConfig() {\n var _this$_initialVelocit;\n return {\n type: 'spring',\n overshootClamping: this._overshootClamping,\n restDisplacementThreshold: this._restDisplacementThreshold,\n restSpeedThreshold: this._restSpeedThreshold,\n stiffness: this._stiffness,\n damping: this._damping,\n mass: this._mass,\n initialVelocity: (_this$_initialVelocit = this._initialVelocity) !== null && _this$_initialVelocit !== void 0 ? _this$_initialVelocit : this._lastVelocity,\n toValue: this._toValue,\n iterations: this.__iterations\n };\n }\n }, {\n key: \"start\",\n value: function start(fromValue, onUpdate, onEnd, previousAnimation, animatedValue) {\n var _this2 = this;\n this.__active = true;\n this._startPosition = fromValue;\n this._lastPosition = this._startPosition;\n this._onUpdate = onUpdate;\n this.__onEnd = onEnd;\n this._lastTime = Date.now();\n this._frameTime = 0.0;\n if (previousAnimation instanceof SpringAnimation) {\n var internalState = previousAnimation.getInternalState();\n this._lastPosition = internalState.lastPosition;\n this._lastVelocity = internalState.lastVelocity;\n this._initialVelocity = this._lastVelocity;\n this._lastTime = internalState.lastTime;\n }\n var start = function start() {\n if (_this2._useNativeDriver) {\n _this2.__startNativeAnimation(animatedValue);\n } else {\n _this2.onUpdate();\n }\n };\n if (this._delay) {\n this._timeout = setTimeout(start, this._delay);\n } else {\n start();\n }\n }\n }, {\n key: \"getInternalState\",\n value: function getInternalState() {\n return {\n lastPosition: this._lastPosition,\n lastVelocity: this._lastVelocity,\n lastTime: this._lastTime\n };\n }\n }, {\n key: \"onUpdate\",\n value: function onUpdate() {\n var MAX_STEPS = 64;\n var now = Date.now();\n if (now > this._lastTime + MAX_STEPS) {\n now = this._lastTime + MAX_STEPS;\n }\n var deltaTime = (now - this._lastTime) / 1000;\n this._frameTime += deltaTime;\n var c = this._damping;\n var m = this._mass;\n var k = this._stiffness;\n var v0 = -this._initialVelocity;\n var zeta = c / (2 * Math.sqrt(k * m));\n var omega0 = Math.sqrt(k / m);\n var omega1 = omega0 * Math.sqrt(1.0 - zeta * zeta);\n var x0 = this._toValue - this._startPosition;\n var position = 0.0;\n var velocity = 0.0;\n var t = this._frameTime;\n if (zeta < 1) {\n var envelope = Math.exp(-zeta * omega0 * t);\n position = this._toValue - envelope * ((v0 + zeta * omega0 * x0) / omega1 * Math.sin(omega1 * t) + x0 * Math.cos(omega1 * t));\n velocity = zeta * omega0 * envelope * (Math.sin(omega1 * t) * (v0 + zeta * omega0 * x0) / omega1 + x0 * Math.cos(omega1 * t)) - envelope * (Math.cos(omega1 * t) * (v0 + zeta * omega0 * x0) - omega1 * x0 * Math.sin(omega1 * t));\n } else {\n var _envelope = Math.exp(-omega0 * t);\n position = this._toValue - _envelope * (x0 + (v0 + omega0 * x0) * t);\n velocity = _envelope * (v0 * (t * omega0 - 1) + t * x0 * (omega0 * omega0));\n }\n this._lastTime = now;\n this._lastPosition = position;\n this._lastVelocity = velocity;\n this._onUpdate(position);\n if (!this.__active) {\n return;\n }\n var isOvershooting = false;\n if (this._overshootClamping && this._stiffness !== 0) {\n if (this._startPosition < this._toValue) {\n isOvershooting = position > this._toValue;\n } else {\n isOvershooting = position < this._toValue;\n }\n }\n var isVelocity = Math.abs(velocity) <= this._restSpeedThreshold;\n var isDisplacement = true;\n if (this._stiffness !== 0) {\n isDisplacement = Math.abs(this._toValue - position) <= this._restDisplacementThreshold;\n }\n if (isOvershooting || isVelocity && isDisplacement) {\n if (this._stiffness !== 0) {\n this._lastPosition = this._toValue;\n this._lastVelocity = 0;\n this._onUpdate(this._toValue);\n }\n this.__debouncedOnEnd({\n finished: true\n });\n return;\n }\n this._animationFrame = requestAnimationFrame(this.onUpdate.bind(this));\n }\n }, {\n key: \"stop\",\n value: function stop() {\n _get(_getPrototypeOf(SpringAnimation.prototype), \"stop\", this).call(this);\n this.__active = false;\n clearTimeout(this._timeout);\n global.cancelAnimationFrame(this._animationFrame);\n this.__debouncedOnEnd({\n finished: false\n });\n }\n }]);\n return SpringAnimation;\n}(Animation);\nexport default SpringAnimation;","map":{"version":3,"names":["AnimatedValue","AnimatedValueXY","AnimatedInterpolation","Animation","SpringConfig","invariant","shouldUseNativeDriver","SpringAnimation","config","_config$overshootClam","_config$restDisplacem","_config$restSpeedThre","_config$velocity","_config$velocity2","_config$delay","_config$isInteraction","_config$iterations","_overshootClamping","overshootClamping","_restDisplacementThreshold","restDisplacementThreshold","_restSpeedThreshold","restSpeedThreshold","_initialVelocity","velocity","_lastVelocity","_toValue","toValue","_delay","delay","_useNativeDriver","__isInteraction","isInteraction","__iterations","iterations","stiffness","undefined","damping","mass","_config$stiffness","_config$damping","_config$mass","bounciness","speed","tension","friction","_stiffness","_damping","_mass","_config$bounciness","_config$speed","springConfig","fromBouncinessAndSpeed","_config$tension","_config$friction","_springConfig","fromOrigamiTensionAndFriction","_this$_initialVelocit","type","initialVelocity","fromValue","onUpdate","onEnd","previousAnimation","animatedValue","__active","_startPosition","_lastPosition","_onUpdate","__onEnd","_lastTime","Date","now","_frameTime","internalState","getInternalState","lastPosition","lastVelocity","lastTime","start","__startNativeAnimation","_timeout","setTimeout","MAX_STEPS","deltaTime","c","m","k","v0","zeta","Math","sqrt","omega0","omega1","x0","position","t","envelope","exp","sin","cos","_envelope","isOvershooting","isVelocity","abs","isDisplacement","__debouncedOnEnd","finished","_animationFrame","requestAnimationFrame","bind","clearTimeout","global","cancelAnimationFrame"],"sources":["/Users/thomaschazot/Documents/But2A/LaSuperMeteo/iut-expo-starter/node_modules/react-native-web/dist/vendor/react-native/Animated/animations/SpringAnimation.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 * \n * @format\n */\n'use strict';\n\nimport AnimatedValue from '../nodes/AnimatedValue';\nimport AnimatedValueXY from '../nodes/AnimatedValueXY';\nimport AnimatedInterpolation from '../nodes/AnimatedInterpolation';\nimport Animation from './Animation';\nimport SpringConfig from '../SpringConfig';\nimport invariant from 'fbjs/lib/invariant';\nimport { shouldUseNativeDriver } from '../NativeAnimatedHelper';\n\nclass SpringAnimation extends Animation {\n constructor(config) {\n var _config$overshootClam, _config$restDisplacem, _config$restSpeedThre, _config$velocity, _config$velocity2, _config$delay, _config$isInteraction, _config$iterations;\n\n super();\n this._overshootClamping = (_config$overshootClam = config.overshootClamping) !== null && _config$overshootClam !== void 0 ? _config$overshootClam : false;\n this._restDisplacementThreshold = (_config$restDisplacem = config.restDisplacementThreshold) !== null && _config$restDisplacem !== void 0 ? _config$restDisplacem : 0.001;\n this._restSpeedThreshold = (_config$restSpeedThre = config.restSpeedThreshold) !== null && _config$restSpeedThre !== void 0 ? _config$restSpeedThre : 0.001;\n this._initialVelocity = (_config$velocity = config.velocity) !== null && _config$velocity !== void 0 ? _config$velocity : 0;\n this._lastVelocity = (_config$velocity2 = config.velocity) !== null && _config$velocity2 !== void 0 ? _config$velocity2 : 0;\n this._toValue = config.toValue;\n this._delay = (_config$delay = config.delay) !== null && _config$delay !== void 0 ? _config$delay : 0;\n this._useNativeDriver = shouldUseNativeDriver(config);\n this.__isInteraction = (_config$isInteraction = config.isInteraction) !== null && _config$isInteraction !== void 0 ? _config$isInteraction : !this._useNativeDriver;\n this.__iterations = (_config$iterations = config.iterations) !== null && _config$iterations !== void 0 ? _config$iterations : 1;\n\n if (config.stiffness !== undefined || config.damping !== undefined || config.mass !== undefined) {\n var _config$stiffness, _config$damping, _config$mass;\n\n invariant(config.bounciness === undefined && config.speed === undefined && config.tension === undefined && config.friction === undefined, 'You can define one of bounciness/speed, tension/friction, or stiffness/damping/mass, but not more than one');\n this._stiffness = (_config$stiffness = config.stiffness) !== null && _config$stiffness !== void 0 ? _config$stiffness : 100;\n this._damping = (_config$damping = config.damping) !== null && _config$damping !== void 0 ? _config$damping : 10;\n this._mass = (_config$mass = config.mass) !== null && _config$mass !== void 0 ? _config$mass : 1;\n } else if (config.bounciness !== undefined || config.speed !== undefined) {\n var _config$bounciness, _config$speed;\n\n // Convert the origami bounciness/speed values to stiffness/damping\n // We assume mass is 1.\n invariant(config.tension === undefined && config.friction === undefined && config.stiffness === undefined && config.damping === undefined && config.mass === undefined, 'You can define one of bounciness/speed, tension/friction, or stiffness/damping/mass, but not more than one');\n var springConfig = SpringConfig.fromBouncinessAndSpeed((_config$bounciness = config.bounciness) !== null && _config$bounciness !== void 0 ? _config$bounciness : 8, (_config$speed = config.speed) !== null && _config$speed !== void 0 ? _config$speed : 12);\n this._stiffness = springConfig.stiffness;\n this._damping = springConfig.damping;\n this._mass = 1;\n } else {\n var _config$tension, _config$friction;\n\n // Convert the origami tension/friction values to stiffness/damping\n // We assume mass is 1.\n var _springConfig = SpringConfig.fromOrigamiTensionAndFriction((_config$tension = config.tension) !== null && _config$tension !== void 0 ? _config$tension : 40, (_config$friction = config.friction) !== null && _config$friction !== void 0 ? _config$friction : 7);\n\n this._stiffness = _springConfig.stiffness;\n this._damping = _springConfig.damping;\n this._mass = 1;\n }\n\n invariant(this._stiffness > 0, 'Stiffness value must be greater than 0');\n invariant(this._damping > 0, 'Damping value must be greater than 0');\n invariant(this._mass > 0, 'Mass value must be greater than 0');\n }\n\n __getNativeAnimationConfig() {\n var _this$_initialVelocit;\n\n return {\n type: 'spring',\n overshootClamping: this._overshootClamping,\n restDisplacementThreshold: this._restDisplacementThreshold,\n restSpeedThreshold: this._restSpeedThreshold,\n stiffness: this._stiffness,\n damping: this._damping,\n mass: this._mass,\n initialVelocity: (_this$_initialVelocit = this._initialVelocity) !== null && _this$_initialVelocit !== void 0 ? _this$_initialVelocit : this._lastVelocity,\n toValue: this._toValue,\n iterations: this.__iterations\n };\n }\n\n start(fromValue, onUpdate, onEnd, previousAnimation, animatedValue) {\n this.__active = true;\n this._startPosition = fromValue;\n this._lastPosition = this._startPosition;\n this._onUpdate = onUpdate;\n this.__onEnd = onEnd;\n this._lastTime = Date.now();\n this._frameTime = 0.0;\n\n if (previousAnimation instanceof SpringAnimation) {\n var internalState = previousAnimation.getInternalState();\n this._lastPosition = internalState.lastPosition;\n this._lastVelocity = internalState.lastVelocity; // Set the initial velocity to the last velocity\n\n this._initialVelocity = this._lastVelocity;\n this._lastTime = internalState.lastTime;\n }\n\n var start = () => {\n if (this._useNativeDriver) {\n this.__startNativeAnimation(animatedValue);\n } else {\n this.onUpdate();\n }\n }; // If this._delay is more than 0, we start after the timeout.\n\n\n if (this._delay) {\n this._timeout = setTimeout(start, this._delay);\n } else {\n start();\n }\n }\n\n getInternalState() {\n return {\n lastPosition: this._lastPosition,\n lastVelocity: this._lastVelocity,\n lastTime: this._lastTime\n };\n }\n /**\n * This spring model is based off of a damped harmonic oscillator\n * (https://en.wikipedia.org/wiki/Harmonic_oscillator#Damped_harmonic_oscillator).\n *\n * We use the closed form of the second order differential equation:\n *\n * x'' + (2ζ⍵_0)x' + ⍵^2x = 0\n *\n * where\n * ⍵_0 = √(k / m) (undamped angular frequency of the oscillator),\n * ζ = c / 2√mk (damping ratio),\n * c = damping constant\n * k = stiffness\n * m = mass\n *\n * The derivation of the closed form is described in detail here:\n * http://planetmath.org/sites/default/files/texpdf/39745.pdf\n *\n * This algorithm happens to match the algorithm used by CASpringAnimation,\n * a QuartzCore (iOS) API that creates spring animations.\n */\n\n\n onUpdate() {\n // If for some reason we lost a lot of frames (e.g. process large payload or\n // stopped in the debugger), we only advance by 4 frames worth of\n // computation and will continue on the next frame. It's better to have it\n // running at faster speed than jumping to the end.\n var MAX_STEPS = 64;\n var now = Date.now();\n\n if (now > this._lastTime + MAX_STEPS) {\n now = this._lastTime + MAX_STEPS;\n }\n\n var deltaTime = (now - this._lastTime) / 1000;\n this._frameTime += deltaTime;\n var c = this._damping;\n var m = this._mass;\n var k = this._stiffness;\n var v0 = -this._initialVelocity;\n var zeta = c / (2 * Math.sqrt(k * m)); // damping ratio\n\n var omega0 = Math.sqrt(k / m); // undamped angular frequency of the oscillator (rad/ms)\n\n var omega1 = omega0 * Math.sqrt(1.0 - zeta * zeta); // exponential decay\n\n var x0 = this._toValue - this._startPosition; // calculate the oscillation from x0 = 1 to x = 0\n\n var position = 0.0;\n var velocity = 0.0;\n var t = this._frameTime;\n\n if (zeta < 1) {\n // Under damped\n var envelope = Math.exp(-zeta * omega0 * t);\n position = this._toValue - envelope * ((v0 + zeta * omega0 * x0) / omega1 * Math.sin(omega1 * t) + x0 * Math.cos(omega1 * t)); // This looks crazy -- it's actually just the derivative of the\n // oscillation function\n\n velocity = zeta * omega0 * envelope * (Math.sin(omega1 * t) * (v0 + zeta * omega0 * x0) / omega1 + x0 * Math.cos(omega1 * t)) - envelope * (Math.cos(omega1 * t) * (v0 + zeta * omega0 * x0) - omega1 * x0 * Math.sin(omega1 * t));\n } else {\n // Critically damped\n var _envelope = Math.exp(-omega0 * t);\n\n position = this._toValue - _envelope * (x0 + (v0 + omega0 * x0) * t);\n velocity = _envelope * (v0 * (t * omega0 - 1) + t * x0 * (omega0 * omega0));\n }\n\n this._lastTime = now;\n this._lastPosition = position;\n this._lastVelocity = velocity;\n\n this._onUpdate(position);\n\n if (!this.__active) {\n // a listener might have stopped us in _onUpdate\n return;\n } // Conditions for stopping the spring animation\n\n\n var isOvershooting = false;\n\n if (this._overshootClamping && this._stiffness !== 0) {\n if (this._startPosition < this._toValue) {\n isOvershooting = position > this._toValue;\n } else {\n isOvershooting = position < this._toValue;\n }\n }\n\n var isVelocity = Math.abs(velocity) <= this._restSpeedThreshold;\n\n var isDisplacement = true;\n\n if (this._stiffness !== 0) {\n isDisplacement = Math.abs(this._toValue - position) <= this._restDisplacementThreshold;\n }\n\n if (isOvershooting || isVelocity && isDisplacement) {\n if (this._stiffness !== 0) {\n // Ensure that we end up with a round value\n this._lastPosition = this._toValue;\n this._lastVelocity = 0;\n\n this._onUpdate(this._toValue);\n }\n\n this.__debouncedOnEnd({\n finished: true\n });\n\n return;\n }\n\n this._animationFrame = requestAnimationFrame(this.onUpdate.bind(this));\n }\n\n stop() {\n super.stop();\n this.__active = false;\n clearTimeout(this._timeout);\n global.cancelAnimationFrame(this._animationFrame);\n\n this.__debouncedOnEnd({\n finished: false\n });\n }\n\n}\n\nexport default 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