bezier-easing

Bezier Curve based easing functions for Javascript animations

Tento skript by neměl být instalován přímo. Jedná se o knihovnu, kterou by měly jiné skripty využívat pomocí meta příkazu // @require https://update.greasyfork.org/scripts/7108/29098/bezier-easing.js

K instalaci tototo skriptu si budete muset nainstalovat rozšíření jako Tampermonkey, Greasemonkey nebo Violentmonkey.

You will need to install an extension such as Tampermonkey to install this script.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Userscripts.

You will need to install an extension such as Tampermonkey to install this script.

K instalaci tohoto skriptu si budete muset nainstalovat manažer uživatelských skriptů.

(Už mám manažer uživatelských skriptů, nechte mě ho nainstalovat!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(Už mám manažer uživatelských stylů, nechte mě ho nainstalovat!)

// ==UserScript==
// @name        bezier-easing
// @version     0.4.4
// @description Bezier Curve based easing functions for Javascript animations
// @license		MIT (https://github.com/gre/bezier-easing/blob/master/LICENSE)
// ==/UserScript==

/**
 * BezierEasing - use bezier curve for transition easing function
 * by Gaëtan Renaudeau 2014 – MIT License
 *
 * Credits: is based on Firefox's nsSMILKeySpline.cpp
 * Usage:
 * var spline = BezierEasing(0.25, 0.1, 0.25, 1.0)
 * spline(x) => returns the easing value | x must be in [0, 1] range
 *
 */
(function (definition) {
  if (typeof exports === "object") {
    module.exports = definition();
  } else if (typeof define === 'function' && define.amd) {
    define([], definition);
  } else {
    window.BezierEasing = definition();
  }
}(function () {
  var global = this;

  // These values are established by empiricism with tests (tradeoff: performance VS precision)
  var NEWTON_ITERATIONS = 4;
  var NEWTON_MIN_SLOPE = 0.001;
  var SUBDIVISION_PRECISION = 0.0000001;
  var SUBDIVISION_MAX_ITERATIONS = 10;

  var kSplineTableSize = 11;
  var kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);

  var float32ArraySupported = 'Float32Array' in global;

  function BezierEasing (mX1, mY1, mX2, mY2) {
    // Validate arguments
    if (arguments.length !== 4) {
      throw new Error("BezierEasing requires 4 arguments.");
    }
    for (var i=0; i<4; ++i) {
      if (typeof arguments[i] !== "number" || isNaN(arguments[i]) || !isFinite(arguments[i])) {
        throw new Error("BezierEasing arguments should be integers.");
      } 
    }
    if (mX1 < 0 || mX1 > 1 || mX2 < 0 || mX2 > 1) {
      throw new Error("BezierEasing x values must be in [0, 1] range.");
    }

    var mSampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize);
   
    function A (aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1; }
    function B (aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1; }
    function C (aA1)      { return 3.0 * aA1; }
   
    // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
    function calcBezier (aT, aA1, aA2) {
      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, aA1, aA2) {
      return 3.0 * A(aA1, aA2)*aT*aT + 2.0 * B(aA1, aA2) * aT + C(aA1);
    }

    function newtonRaphsonIterate (aX, aGuessT) {
      for (var i = 0; i < NEWTON_ITERATIONS; ++i) {
        var currentSlope = getSlope(aGuessT, mX1, mX2);
        if (currentSlope === 0.0) return aGuessT;
        var currentX = calcBezier(aGuessT, mX1, mX2) - aX;
        aGuessT -= currentX / currentSlope;
      }
      return aGuessT;
    }

    function calcSampleValues () {
      for (var i = 0; i < kSplineTableSize; ++i) {
        mSampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);
      }
    }

    function binarySubdivide (aX, aA, aB) {
      var currentX, currentT, 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 getTForX (aX) {
      var intervalStart = 0.0;
      var currentSample = 1;
      var lastSample = kSplineTableSize - 1;

      for (; currentSample != lastSample && mSampleValues[currentSample] <= aX; ++currentSample) {
        intervalStart += kSampleStepSize;
      }
      --currentSample;

      // Interpolate to provide an initial guess for t
      var dist = (aX - mSampleValues[currentSample]) / (mSampleValues[currentSample+1] - mSampleValues[currentSample]);
      var guessForT = intervalStart + dist * kSampleStepSize;

      var initialSlope = getSlope(guessForT, mX1, mX2);
      if (initialSlope >= NEWTON_MIN_SLOPE) {
        return newtonRaphsonIterate(aX, guessForT);
      } else if (initialSlope === 0.0) {
        return guessForT;
      } else {
        return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize);
      }
    }

    var _precomputed = false;
    function precompute() {
      _precomputed = true;
      if (mX1 != mY1 || mX2 != mY2)
        calcSampleValues();
    }

    var f = function (aX) {
      if (!_precomputed) precompute();
      if (mX1 === mY1 && mX2 === mY2) return aX; // linear
      // Because JavaScript number are imprecise, we should guarantee the extremes are right.
      if (aX === 0) return 0;
      if (aX === 1) return 1;
      return calcBezier(getTForX(aX), mY1, mY2);
    };

    f.getControlPoints = function() { return [{ x: mX1, y: mY1 }, { x: mX2, y: mY2 }]; };

    var args = [mX1, mY1, mX2, mY2];
    var str = "BezierEasing("+args+")";
    f.toString = function () { return str; };

    var css = "cubic-bezier("+args+")";
    f.toCSS = function () { return css; };

    return f;
  }

  // CSS mapping
  BezierEasing.css = {
    "ease":        BezierEasing(0.25, 0.1, 0.25, 1.0),
    "linear":      BezierEasing(0.00, 0.0, 1.00, 1.0),
    "ease-in":     BezierEasing(0.42, 0.0, 1.00, 1.0),
    "ease-out":    BezierEasing(0.00, 0.0, 0.58, 1.0),
    "ease-in-out": BezierEasing(0.42, 0.0, 0.58, 1.0)
  };

  return BezierEasing;

}));