{"ast":null,"code":"'use strict';\n\nimport _bezier from \"./bezier\";\nvar ease;\nclass Easing {\n  static step0(n) {\n    return n > 0 ? 1 : 0;\n  }\n  static step1(n) {\n    return n >= 1 ? 1 : 0;\n  }\n  static linear(t) {\n    return t;\n  }\n  static ease(t) {\n    if (!ease) {\n      ease = Easing.bezier(0.42, 0, 1, 1);\n    }\n    return ease(t);\n  }\n  static quad(t) {\n    return t * t;\n  }\n  static cubic(t) {\n    return t * t * t;\n  }\n  static poly(n) {\n    return t => Math.pow(t, n);\n  }\n  static sin(t) {\n    return 1 - Math.cos(t * Math.PI / 2);\n  }\n  static circle(t) {\n    return 1 - Math.sqrt(1 - t * t);\n  }\n  static exp(t) {\n    return Math.pow(2, 10 * (t - 1));\n  }\n  static elastic(bounciness) {\n    if (bounciness === void 0) {\n      bounciness = 1;\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  static back(s) {\n    if (s === void 0) {\n      s = 1.70158;\n    }\n    return t => t * t * ((s + 1) * t - s);\n  }\n  static 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  static bezier(x1, y1, x2, y2) {\n    return _bezier(x1, y1, x2, y2);\n  }\n  static in(easing) {\n    return easing;\n  }\n  static out(easing) {\n    return t => 1 - easing(1 - t);\n  }\n  static inOut(easing) {\n    return t => {\n      if (t < 0.5) {\n        return easing(t * 2) / 2;\n      }\n      return 1 - easing((1 - t) * 2) / 2;\n    };\n  }\n}\nexport default Easing;","map":{"version":3,"names":["_bezier","ease","Easing","step0","n","step1","linear","t","bezier","quad","cubic","poly","Math","pow","sin","cos","PI","circle","sqrt","exp","elastic","bounciness","p","back","s","bounce","_t","_t2","t2","x1","y1","x2","y2","in","easing","out","inOut"],"sources":["/Users/pmouli/Documents/GitHub.nosync/boots-strapper/mobile/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\n'use strict';\n\nimport _bezier from './bezier';\nvar ease;\n\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 */\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  /**\n   * A stepping function, returns 1 if `n` is greater than or equal to 1.\n   */\n  static step1(n) {\n    return n >= 1 ? 1 : 0;\n  }\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  static linear(t) {\n    return t;\n  }\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  static ease(t) {\n    if (!ease) {\n      ease = Easing.bezier(0.42, 0, 1, 1);\n    }\n    return ease(t);\n  }\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  static quad(t) {\n    return t * t;\n  }\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  static cubic(t) {\n    return t * t * t;\n  }\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  static poly(n) {\n    return t => Math.pow(t, n);\n  }\n\n  /**\n   * A sinusoidal function.\n   *\n   * http://easings.net/#easeInSine\n   */\n  static sin(t) {\n    return 1 - Math.cos(t * Math.PI / 2);\n  }\n\n  /**\n   * A circular function.\n   *\n   * http://easings.net/#easeInCirc\n   */\n  static circle(t) {\n    return 1 - Math.sqrt(1 - t * t);\n  }\n\n  /**\n   * An exponential function.\n   *\n   * http://easings.net/#easeInExpo\n   */\n  static exp(t) {\n    return Math.pow(2, 10 * (t - 1));\n  }\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  static elastic(bounciness) {\n    if (bounciness === void 0) {\n      bounciness = 1;\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  /**\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  static back(s) {\n    if (s === void 0) {\n      s = 1.70158;\n    }\n    return t => t * t * ((s + 1) * t - s);\n  }\n\n  /**\n   * Provides a simple bouncing effect.\n   *\n   * http://easings.net/#easeInBounce\n   */\n  static 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  /**\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  static bezier(x1, y1, x2, y2) {\n    return _bezier(x1, y1, x2, y2);\n  }\n\n  /**\n   * Runs an easing function forwards.\n   */\n  static in(easing) {\n    return easing;\n  }\n\n  /**\n   * Runs an easing function backwards.\n   */\n  static out(easing) {\n    return t => 1 - easing(1 - t);\n  }\n\n  /**\n   * Makes any easing function symmetrical. 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