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cubic-bezier.html
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<script>
'use strict';
/** MIT License
*
* KeySpline - use bezier curve for transition easing function
* Copyright (c) 2012 Gaetan Renaudeau <renaudeau.gaetan@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
class CubicBezier {
constructor(mX1, mY1, mX2, mY2) {
this.mX1 = mX1;
this.mY1 = mY1;
this.mX2 = mX2;
this.mY2 = mY2;
}
getTiming(aX) {
if (this.mX1 == this.mY1 && this.mX2 == this.mY2) return aX; // linear
return this.CalcBezier(this.GetTForX(aX), this.mY1, this.mY2);
}
A(aA1, aA2) {return 1.0 - 3.0 * aA2 + 3.0 * aA1;}
B(aA1, aA2) {return 3.0 * aA2 - 6.0 * aA1;}
C(aA1) {return 3.0 * aA1;}
CalcBezier(aT, aA1, aA2) {
return ((this.A(aA1, aA2)*aT + this.B(aA1, aA2))*aT + this.C(aA1))*aT;
}
GetSlope(aT, aA1, aA2) {
return 3.0 * this.A(aA1, aA2)*aT*aT + 2.0 * this.B(aA1, aA2) * aT + this.C(aA1);
}
GetTForX(aX) {
// Newton raphson iteration
let aGuessT = aX;
for (let i = 0; i < 4; ++i) {
const currentSlope = this.GetSlope(aGuessT, this.mX1, this.mX2);
if (currentSlope == 0.0) return aGuessT;
const currentX = this.CalcBezier(aGuessT, this.mX1, this.mX2) - aX;
aGuessT -= currentX / currentSlope;
}
return aGuessT;
}
}
</script>