/** * https://github.com/gre/bezier-easing * BezierEasing - use bezier curve for transition easing function * by Gaëtan Renaudeau 2014 - 2015 – MIT License */ // These values are established by empiricism with tests (tradeoff: performance VS precision) const NEWTON_ITERATIONS = 4 const NEWTON_MIN_SLOPE = 0.001 const SUBDIVISION_PRECISION = 0.0000001 const SUBDIVISION_MAX_ITERATIONS = 10 const kSplineTableSize = 11 const kSampleStepSize = 1.0 / (kSplineTableSize - 1.0) const float32ArraySupported = typeof Float32Array === 'function' function A(aA1: number, aA2: number) { return 1.0 - 3.0 * aA2 + 3.0 * aA1 } function B(aA1: number, aA2: number) { return 3.0 * aA2 - 6.0 * aA1 } function C(aA1: number) { return 3.0 * aA1 } // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2. function calcBezier(aT: number, aA1: number, aA2: number) { return ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT } // Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2. function getSlope(aT: number, aA1: number, aA2: number) { return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1) } function binarySubdivide(aX: number, aA: number, aB: number, mX1: number, mX2: number) { let currentX: number let currentT: number let i = 0 do { currentT = aA + (aB - aA) / 2.0 currentX = calcBezier(currentT, mX1, mX2) - aX if (currentX > 0.0) { aB = currentT } else { aA = currentT } } while (Math.abs(currentX) > SUBDIVISION_PRECISION && ++i < SUBDIVISION_MAX_ITERATIONS) return currentT } function newtonRaphsonIterate(aX: number, aGuessT: number, mX1: number, mX2: number) { for (let i = 0; i < NEWTON_ITERATIONS; ++i) { const currentSlope = getSlope(aGuessT, mX1, mX2) if (currentSlope === 0.0) { return aGuessT } const currentX = calcBezier(aGuessT, mX1, mX2) - aX aGuessT -= currentX / currentSlope } return aGuessT } function LinearEasing(x: number): number { return x } export function bezier( mX1: number, mY1: number, mX2: number, mY2: number ): (x: number) => number { if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) { throw new Error('bezier x values must be in [0, 1] range') } if (mX1 === mY1 && mX2 === mY2) { return LinearEasing } // Precompute samples table const sampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize) for (let i = 0; i < kSplineTableSize; ++i) { sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2) } function getTForX(aX) { let intervalStart = 0.0 let currentSample = 1 const lastSample = kSplineTableSize - 1 for ( ; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample ) { intervalStart += kSampleStepSize } --currentSample // Interpolate to provide an initial guess for t const dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]) const guessForT = intervalStart + dist * kSampleStepSize const initialSlope = getSlope(guessForT, mX1, mX2) if (initialSlope >= NEWTON_MIN_SLOPE) { return newtonRaphsonIterate(aX, guessForT, mX1, mX2) } if (initialSlope === 0.0) { return guessForT } return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2) } return function BezierEasing(x: number) { // Because JavaScript number are imprecise, we should guarantee the extremes are right. if (x === 0 || x === 1) { return x } return calcBezier(getTForX(x), mY1, mY2) } }