'use strict'; import { Bezier } from './Bezier'; /** * The `Easing` module implements common easing functions. This module is used * by [Animate.timing()](docs/animate.html#timing) to convey physically * believable motion in animations. * * You can find a visualization of some common easing functions at * http://easings.net/ * * ### Predefined animations * * The `Easing` module provides several predefined animations through the * following methods: * * - [`back`](docs/easing.html#back) provides a simple animation where the * object goes slightly back before moving forward * - [`bounce`](docs/easing.html#bounce) provides a bouncing animation * - [`ease`](docs/easing.html#ease) provides a simple inertial animation * - [`elastic`](docs/easing.html#elastic) provides a simple spring interaction * * ### Standard functions * * Three standard easing functions are provided: * * - [`linear`](docs/easing.html#linear) * - [`quad`](docs/easing.html#quad) * - [`cubic`](docs/easing.html#cubic) * * The [`poly`](docs/easing.html#poly) function can be used to implement * quartic, quintic, and other higher power functions. * * ### Additional functions * * Additional mathematical functions are provided by the following methods: * * - [`bezier`](docs/easing.html#bezier) provides a cubic bezier curve * - [`circle`](docs/easing.html#circle) provides a circular function * - [`sin`](docs/easing.html#sin) provides a sinusoidal function * - [`exp`](docs/easing.html#exp) provides an exponential function * * The following helpers are used to modify other easing functions. * * - [`in`](docs/easing.html#in) runs an easing function forwards * - [`inOut`](docs/easing.html#inout) makes any easing function symmetrical * - [`out`](docs/easing.html#out) runs an easing function backwards */ export type EasingFunction = (t: number) => number; /** * @deprecated Please use {@link EasingFunction} type instead. */ export type EasingFn = EasingFunction; export type EasingFunctionFactory = { factory: () => EasingFunction }; /** * @deprecated Please use {@link EasingFunctionFactory} type instead. */ export type EasingFactoryFn = EasingFunctionFactory; /** * A linear function, `f(t) = t`. Position correlates to elapsed time one to * one. * * http://cubic-bezier.com/#0,0,1,1 */ function linear(t: number): number { 'worklet'; return t; } /** * A simple inertial interaction, similar to an object slowly accelerating to * speed. * * http://cubic-bezier.com/#.42,0,1,1 */ function ease(t: number): number { 'worklet'; return Bezier(0.42, 0, 1, 1)(t); } /** * A quadratic function, `f(t) = t * t`. Position equals the square of elapsed * time. * * http://easings.net/#easeInQuad */ function quad(t: number): number { 'worklet'; return t * t; } /** * A cubic function, `f(t) = t * t * t`. Position equals the cube of elapsed * time. * * http://easings.net/#easeInCubic */ function cubic(t: number): number { 'worklet'; return t * t * t; } /** * A power function. Position is equal to the Nth power of elapsed time. * * n = 4: http://easings.net/#easeInQuart * n = 5: http://easings.net/#easeInQuint */ function poly(n: number): EasingFunction { 'worklet'; return (t) => { 'worklet'; return Math.pow(t, n); }; } /** * A sinusoidal function. * * http://easings.net/#easeInSine */ function sin(t: number): number { 'worklet'; return 1 - Math.cos((t * Math.PI) / 2); } /** * A circular function. * * http://easings.net/#easeInCirc */ function circle(t: number): number { 'worklet'; return 1 - Math.sqrt(1 - t * t); } /** * An exponential function. * * http://easings.net/#easeInExpo */ function exp(t: number): number { 'worklet'; return Math.pow(2, 10 * (t - 1)); } /** * A simple elastic interaction, similar to a spring oscillating back and * forth. * * Default bounciness is 1, which overshoots a little bit once. 0 bounciness * doesn't overshoot at all, and bounciness of N \> 1 will overshoot about N * times. * * http://easings.net/#easeInElastic */ function elastic(bounciness = 1): EasingFunction { 'worklet'; const p = bounciness * Math.PI; return (t) => { 'worklet'; return 1 - Math.pow(Math.cos((t * Math.PI) / 2), 3) * Math.cos(t * p); }; } /** * Use with `Animated.parallel()` to create a simple effect where the object * animates back slightly as the animation starts. * * Wolfram Plot: * * - http://tiny.cc/back_default (s = 1.70158, default) */ function back(s = 1.70158): (t: number) => number { 'worklet'; return (t) => { 'worklet'; return t * t * ((s + 1) * t - s); }; } /** * Provides a simple bouncing effect. * * http://easings.net/#easeInBounce */ function bounce(t: number): number { 'worklet'; if (t < 1 / 2.75) { return 7.5625 * t * t; } if (t < 2 / 2.75) { const t2 = t - 1.5 / 2.75; return 7.5625 * t2 * t2 + 0.75; } if (t < 2.5 / 2.75) { const t2 = t - 2.25 / 2.75; return 7.5625 * t2 * t2 + 0.9375; } const t2 = t - 2.625 / 2.75; return 7.5625 * t2 * t2 + 0.984375; } /** * Provides a cubic bezier curve, equivalent to CSS Transitions' * `transition-timing-function`. * * A useful tool to visualize cubic bezier curves can be found at * http://cubic-bezier.com/ */ function bezier( x1: number, y1: number, x2: number, y2: number ): { factory: () => (x: number) => number } { 'worklet'; return { factory: () => { 'worklet'; return Bezier(x1, y1, x2, y2); }, }; } function bezierFn( x1: number, y1: number, x2: number, y2: number ): (x: number) => number { 'worklet'; return Bezier(x1, y1, x2, y2); } /** * Runs an easing function forwards. */ function in_(easing: EasingFunction): EasingFunction { 'worklet'; return easing; } /** * Runs an easing function backwards. */ function out(easing: EasingFunction): EasingFunction { 'worklet'; return (t) => { 'worklet'; return 1 - easing(1 - t); }; } /** * Makes any easing function symmetrical. The easing function will run * forwards for half of the duration, then backwards for the rest of the * duration. */ function inOut(easing: EasingFunction): EasingFunction { 'worklet'; return (t) => { 'worklet'; if (t < 0.5) { return easing(t * 2) / 2; } return 1 - easing((1 - t) * 2) / 2; }; } /** * The `steps` easing function jumps between discrete values at regular intervals, * creating a stepped animation effect. The `n` parameter determines the number of * steps in the animation, and the `roundToNextStep` parameter determines whether the animation * should start at the beginning or end of each step. */ function steps(n = 10, roundToNextStep = true): EasingFunction { 'worklet'; return (t) => { 'worklet'; const value = Math.min(Math.max(t, 0), 1) * n; if (roundToNextStep) { return Math.ceil(value) / n; } return Math.floor(value) / n; }; } const EasingObject = { linear, ease, quad, cubic, poly, sin, circle, exp, elastic, back, bounce, bezier, bezierFn, steps, in: in_, out, inOut, }; export const Easing = EasingObject;