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1/**
2 * https://github.com/gre/bezier-easing
3 * BezierEasing - use bezier curve for transition easing function
4 * by Gaëtan Renaudeau 2014 - 2015 – MIT License
5 */
6// These values are established by empiricism with tests (tradeoff: performance VS precision)
7export var NEWTON_ITERATIONS = 4;
8export var NEWTON_MIN_SLOPE = 0.001;
9export var SUBDIVISION_PRECISION = 0.0000001;
10export var SUBDIVISION_MAX_ITERATIONS = 10;
11export var kSplineTableSize = 11;
12export var kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);
13export var float32ArraySupported = typeof Float32Array === 'function';
14export var A = function A(aA1, aA2) {
15 return 1.0 - 3.0 * aA2 + 3.0 * aA1;
16};
17export var B = function B(aA1, aA2) {
18 return 3.0 * aA2 - 6.0 * aA1;
19};
20export var C = function C(aA1) {
21 return 3.0 * aA1;
22}; // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
23
24export var calcBezier = function calcBezier(aT, aA1, aA2) {
25 return ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT;
26}; // Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
27
28export var getSlope = function getSlope(aT, aA1, aA2) {
29 return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1);
30};
31export var binarySubdivide = function binarySubdivide(aX, aA, aB, mX1, mX2) {
32 var currentX,
33 currentT,
34 i = 0;
35
36 do {
37 currentT = aA + (aB - aA) / 2.0;
38 currentX = calcBezier(currentT, mX1, mX2) - aX;
39 if (currentX > 0.0) aB = currentT;else aA = currentT;
40 } while (Math.abs(currentX) > SUBDIVISION_PRECISION && ++i < SUBDIVISION_MAX_ITERATIONS);
41
42 return currentT;
43};
44export var newtonRaphsonIterate = function newtonRaphsonIterate(aX, aGuessT, mX1, mX2) {
45 for (var i = 0; i < NEWTON_ITERATIONS; ++i) {
46 var currentSlope = getSlope(aGuessT, mX1, mX2);
47 if (currentSlope === 0.0) return aGuessT;
48 var currentX = calcBezier(aGuessT, mX1, mX2) - aX;
49 aGuessT -= currentX / currentSlope;
50 }
51
52 return aGuessT;
53};
54export var bezier = function bezier(mX1, mY1, mX2, mY2) {
55 if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) throw new Error('bezier x values must be in [0, 1] range');
56 if (mX1 === mY1 && mX2 === mY2) return function (t) {
57 return t;
58 }; // Precompute samples table
59
60 var sampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize);
61
62 for (var i = 0; i < kSplineTableSize; ++i) {
63 sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);
64 }
65
66 var getTForX = function getTForX(aX) {
67 var intervalStart = 0.0;
68 var currentSample = 1;
69 var lastSample = kSplineTableSize - 1;
70
71 for (; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample) {
72 intervalStart += kSampleStepSize;
73 }
74
75 --currentSample; // Interpolate to provide an initial guess for t
76
77 var dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]);
78 var guessForT = intervalStart + dist * kSampleStepSize;
79 var initialSlope = getSlope(guessForT, mX1, mX2);
80 if (initialSlope >= NEWTON_MIN_SLOPE) return newtonRaphsonIterate(aX, guessForT, mX1, mX2);else if (initialSlope === 0.0) return guessForT;else {
81 return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2);
82 }
83 };
84
85 return function (t) {
86 // Because JavaScript number are imprecise, we should guarantee the extremes are right.
87 if (t === 0 || t === 1) return t;
88 return calcBezier(getTForX(t), mY1, mY2);
89 };
90};
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