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251 lines
6.1 KiB
251 lines
6.1 KiB
/**
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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*
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* This source code is licensed under the MIT license found in the
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* LICENSE file in the root directory of this source tree.
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*
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* @format
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* @flow strict
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*/
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'use strict';
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let ease;
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/**
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* The `Easing` module implements common easing functions. This module is used
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* by [Animate.timing()](docs/animate.html#timing) to convey physically
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* believable motion in animations.
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*
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* You can find a visualization of some common easing functions at
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* http://easings.net/
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*
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* ### Predefined animations
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*
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* The `Easing` module provides several predefined animations through the
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* following methods:
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*
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* - [`back`](docs/easing.html#back) provides a simple animation where the
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* object goes slightly back before moving forward
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* - [`bounce`](docs/easing.html#bounce) provides a bouncing animation
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* - [`ease`](docs/easing.html#ease) provides a simple inertial animation
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* - [`elastic`](docs/easing.html#elastic) provides a simple spring interaction
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*
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* ### Standard functions
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*
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* Three standard easing functions are provided:
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*
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* - [`linear`](docs/easing.html#linear)
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* - [`quad`](docs/easing.html#quad)
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* - [`cubic`](docs/easing.html#cubic)
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*
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* The [`poly`](docs/easing.html#poly) function can be used to implement
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* quartic, quintic, and other higher power functions.
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*
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* ### Additional functions
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*
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* Additional mathematical functions are provided by the following methods:
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*
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* - [`bezier`](docs/easing.html#bezier) provides a cubic bezier curve
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* - [`circle`](docs/easing.html#circle) provides a circular function
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* - [`sin`](docs/easing.html#sin) provides a sinusoidal function
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* - [`exp`](docs/easing.html#exp) provides an exponential function
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*
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* The following helpers are used to modify other easing functions.
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*
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* - [`in`](docs/easing.html#in) runs an easing function forwards
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* - [`inOut`](docs/easing.html#inout) makes any easing function symmetrical
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* - [`out`](docs/easing.html#out) runs an easing function backwards
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*/
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const Easing = {
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/**
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* A stepping function, returns 1 for any positive value of `n`.
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*/
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step0(n: number): number {
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return n > 0 ? 1 : 0;
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},
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/**
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* A stepping function, returns 1 if `n` is greater than or equal to 1.
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*/
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step1(n: number): number {
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return n >= 1 ? 1 : 0;
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},
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/**
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* A linear function, `f(t) = t`. Position correlates to elapsed time one to
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* one.
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*
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* http://cubic-bezier.com/#0,0,1,1
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*/
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linear(t: number): number {
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return t;
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},
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/**
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* A simple inertial interaction, similar to an object slowly accelerating to
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* speed.
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*
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* http://cubic-bezier.com/#.42,0,1,1
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*/
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ease(t: number): number {
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if (!ease) {
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ease = Easing.bezier(0.42, 0, 1, 1);
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}
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return ease(t);
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},
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/**
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* A quadratic function, `f(t) = t * t`. Position equals the square of elapsed
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* time.
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*
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* http://easings.net/#easeInQuad
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*/
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quad(t: number): number {
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return t * t;
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},
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/**
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* A cubic function, `f(t) = t * t * t`. Position equals the cube of elapsed
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* time.
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*
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* http://easings.net/#easeInCubic
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*/
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cubic(t: number): number {
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return t * t * t;
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},
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/**
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* A power function. Position is equal to the Nth power of elapsed time.
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*
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* n = 4: http://easings.net/#easeInQuart
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* n = 5: http://easings.net/#easeInQuint
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*/
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poly(n: number): (t: number) => number {
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return (t: number) => Math.pow(t, n);
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},
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/**
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* A sinusoidal function.
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*
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* http://easings.net/#easeInSine
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*/
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sin(t: number): number {
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return 1 - Math.cos((t * Math.PI) / 2);
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},
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/**
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* A circular function.
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*
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* http://easings.net/#easeInCirc
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*/
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circle(t: number): number {
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return 1 - Math.sqrt(1 - t * t);
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},
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/**
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* An exponential function.
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*
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* http://easings.net/#easeInExpo
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*/
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exp(t: number): number {
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return Math.pow(2, 10 * (t - 1));
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},
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/**
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* A simple elastic interaction, similar to a spring oscillating back and
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* forth.
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*
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* Default bounciness is 1, which overshoots a little bit once. 0 bounciness
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* doesn't overshoot at all, and bounciness of N > 1 will overshoot about N
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* times.
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*
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* http://easings.net/#easeInElastic
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*/
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elastic(bounciness: number = 1): (t: number) => number {
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const p = bounciness * Math.PI;
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return t => 1 - Math.pow(Math.cos((t * Math.PI) / 2), 3) * Math.cos(t * p);
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},
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/**
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* Use with `Animated.parallel()` to create a simple effect where the object
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* animates back slightly as the animation starts.
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*
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* https://easings.net/#easeInBack
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*/
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back(s: number = 1.70158): (t: number) => number {
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return t => t * t * ((s + 1) * t - s);
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},
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/**
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* Provides a simple bouncing effect.
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*
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* http://easings.net/#easeInBounce
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*/
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bounce(t: number): number {
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if (t < 1 / 2.75) {
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return 7.5625 * t * t;
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}
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if (t < 2 / 2.75) {
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const t2 = t - 1.5 / 2.75;
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return 7.5625 * t2 * t2 + 0.75;
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}
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if (t < 2.5 / 2.75) {
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const t2 = t - 2.25 / 2.75;
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return 7.5625 * t2 * t2 + 0.9375;
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}
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const t2 = t - 2.625 / 2.75;
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return 7.5625 * t2 * t2 + 0.984375;
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},
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/**
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* Provides a cubic bezier curve, equivalent to CSS Transitions'
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* `transition-timing-function`.
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*
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* A useful tool to visualize cubic bezier curves can be found at
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* http://cubic-bezier.com/
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*/
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bezier(
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x1: number,
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y1: number,
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x2: number,
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y2: number,
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): (t: number) => number {
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const _bezier = require('./bezier');
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return _bezier(x1, y1, x2, y2);
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},
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/**
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* Runs an easing function forwards.
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*/
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in(easing: (t: number) => number): (t: number) => number {
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return easing;
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},
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/**
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* Runs an easing function backwards.
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*/
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out(easing: (t: number) => number): (t: number) => number {
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return t => 1 - easing(1 - t);
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},
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/**
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* Makes any easing function symmetrical. The easing function will run
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* forwards for half of the duration, then backwards for the rest of the
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* duration.
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*/
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inOut(easing: (t: number) => number): (t: number) => number {
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return t => {
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if (t < 0.5) {
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return easing(t * 2) / 2;
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}
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return 1 - easing((1 - t) * 2) / 2;
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};
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},
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};
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module.exports = Easing;
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