Bezier Curve based easing functions for Javascript animations
This script should not be not be installed directly. It is a library for other scripts to include with the meta directive // @require https://update.greasyfork.org/scripts/7108/29098/bezier-easing.js
// ==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; }));