569 lines
17 KiB
JavaScript
569 lines
17 KiB
JavaScript
/**
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* Copyright 2004-present Facebook. All Rights Reserved.
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*
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* @providesModule buildStyleInterpolator
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*/
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/**
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* Cannot "use strict" because we must use eval in this file.
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*/
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/* eslint-disable global-strict */
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var keyOf = require('fbjs/lib/keyOf');
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var X_DIM = keyOf({x: null});
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var Y_DIM = keyOf({y: null});
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var Z_DIM = keyOf({z: null});
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var W_DIM = keyOf({w: null});
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var TRANSFORM_ROTATE_NAME = keyOf({transformRotateRadians: null});
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var ShouldAllocateReusableOperationVars = {
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transformRotateRadians: true,
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transformScale: true,
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transformTranslate: true,
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};
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var InitialOperationField = {
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transformRotateRadians: [0, 0, 0, 1],
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transformTranslate: [0, 0, 0],
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transformScale: [1, 1, 1],
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};
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/**
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* Creates a highly specialized animation function that may be evaluated every
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* frame. For example:
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*
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* var ToTheLeft = {
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* opacity: {
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* from: 1,
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* to: 0.7,
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* min: 0,
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* max: 1,
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* type: 'linear',
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* extrapolate: false,
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* round: 100,
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* },
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* left: {
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* from: 0,
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* to: -SCREEN_WIDTH * 0.3,
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* min: 0,
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* max: 1,
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* type: 'linear',
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* extrapolate: true,
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* round: PixelRatio.get(),
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* },
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* };
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*
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* var toTheLeft = buildStyleInterpolator(ToTheLeft);
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*
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* Would returns a specialized function of the form:
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*
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* function(result, value) {
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* var didChange = false;
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* var nextScalarVal;
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* var ratio;
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* ratio = (value - 0) / 1;
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* ratio = ratio > 1 ? 1 : (ratio < 0 ? 0 : ratio);
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* nextScalarVal = Math.round(100 * (1 * (1 - ratio) + 0.7 * ratio)) / 100;
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* if (!didChange) {
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* var prevVal = result.opacity;
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* result.opacity = nextScalarVal;
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* didChange = didChange || (nextScalarVal !== prevVal);
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* } else {
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* result.opacity = nextScalarVal;
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* }
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* ratio = (value - 0) / 1;
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* nextScalarVal = Math.round(2 * (0 * (1 - ratio) + -30 * ratio)) / 2;
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* if (!didChange) {
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* var prevVal = result.left;
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* result.left = nextScalarVal;
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* didChange = didChange || (nextScalarVal !== prevVal);
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* } else {
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* result.left = nextScalarVal;
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* }
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* return didChange;
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* }
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*/
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var ARGUMENT_NAMES_RE = /([^\s,]+)/g;
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/**
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* This is obviously a huge hack. Proper tooling would allow actual inlining.
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* This only works in a few limited cases (where there is no function return
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* value, and the function operates mutatively on parameters).
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*
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* Example:
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*
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*
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* var inlineMe(a, b) {
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* a = b + b;
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* };
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*
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* inline(inlineMe, ['hi', 'bye']); // "hi = bye + bye;"
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*
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* @param {function} func Any simple function who's arguments can be replaced via a regex.
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* @param {array<string>} replaceWithArgs Corresponding names of variables
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* within an environment, to replace `func` args with.
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* @return {string} Resulting function body string.
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*/
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var inline = function(func, replaceWithArgs) {
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var fnStr = func.toString();
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var parameterNames = fnStr.slice(fnStr.indexOf('(') + 1, fnStr.indexOf(')'))
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.match(ARGUMENT_NAMES_RE) ||
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[];
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var replaceRegexStr = parameterNames.map(function(paramName) {
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return '\\b' + paramName + '\\b';
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}).join('|');
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var replaceRegex = new RegExp(replaceRegexStr, 'g');
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var fnBody = fnStr.substring(fnStr.indexOf('{') + 1, fnStr.lastIndexOf('}'));
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var newFnBody = fnBody.replace(replaceRegex, function(parameterName) {
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var indexInParameterNames = parameterNames.indexOf(parameterName);
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var replacementName = replaceWithArgs[indexInParameterNames];
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return replacementName;
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});
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return newFnBody.split('\n');
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};
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/**
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* Simply a convenient way to inline functions using the function's toString
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* method.
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*/
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var MatrixOps = {
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unroll: function(matVar, m0, m1, m2, m3, m4, m5, m6, m7, m8, m9, m10, m11, m12, m13, m14, m15) {
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m0 = matVar[0];
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m1 = matVar[1];
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m2 = matVar[2];
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m3 = matVar[3];
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m4 = matVar[4];
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m5 = matVar[5];
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m6 = matVar[6];
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m7 = matVar[7];
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m8 = matVar[8];
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m9 = matVar[9];
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m10 = matVar[10];
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m11 = matVar[11];
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m12 = matVar[12];
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m13 = matVar[13];
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m14 = matVar[14];
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m15 = matVar[15];
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},
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matrixDiffers: function(retVar, matVar, m0, m1, m2, m3, m4, m5, m6, m7, m8, m9, m10, m11, m12, m13, m14, m15) {
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retVar = retVar ||
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m0 !== matVar[0] ||
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m1 !== matVar[1] ||
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m2 !== matVar[2] ||
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m3 !== matVar[3] ||
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m4 !== matVar[4] ||
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m5 !== matVar[5] ||
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m6 !== matVar[6] ||
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m7 !== matVar[7] ||
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m8 !== matVar[8] ||
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m9 !== matVar[9] ||
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m10 !== matVar[10] ||
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m11 !== matVar[11] ||
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m12 !== matVar[12] ||
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m13 !== matVar[13] ||
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m14 !== matVar[14] ||
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m15 !== matVar[15];
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},
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transformScale: function(matVar, opVar) {
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// Scaling matVar by opVar
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var x = opVar[0];
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var y = opVar[1];
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var z = opVar[2];
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matVar[0] = matVar[0] * x;
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matVar[1] = matVar[1] * x;
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matVar[2] = matVar[2] * x;
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matVar[3] = matVar[3] * x;
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matVar[4] = matVar[4] * y;
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matVar[5] = matVar[5] * y;
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matVar[6] = matVar[6] * y;
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matVar[7] = matVar[7] * y;
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matVar[8] = matVar[8] * z;
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matVar[9] = matVar[9] * z;
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matVar[10] = matVar[10] * z;
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matVar[11] = matVar[11] * z;
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matVar[12] = matVar[12];
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matVar[13] = matVar[13];
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matVar[14] = matVar[14];
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matVar[15] = matVar[15];
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},
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/**
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* All of these matrix transforms are not general purpose utilities, and are
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* only suitable for being inlined for the use of building up interpolators.
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*/
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transformTranslate: function(matVar, opVar) {
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// Translating matVar by opVar
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var x = opVar[0];
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var y = opVar[1];
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var z = opVar[2];
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matVar[12] = matVar[0] * x + matVar[4] * y + matVar[8] * z + matVar[12];
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matVar[13] = matVar[1] * x + matVar[5] * y + matVar[9] * z + matVar[13];
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matVar[14] = matVar[2] * x + matVar[6] * y + matVar[10] * z + matVar[14];
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matVar[15] = matVar[3] * x + matVar[7] * y + matVar[11] * z + matVar[15];
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},
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/**
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* @param {array} matVar Both the input, and the output matrix.
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* @param {quaternion specification} q Four element array describing rotation.
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*/
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transformRotateRadians: function(matVar, q) {
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// Rotating matVar by q
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var xQuat = q[0], yQuat = q[1], zQuat = q[2], wQuat = q[3];
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var x2Quat = xQuat + xQuat;
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var y2Quat = yQuat + yQuat;
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var z2Quat = zQuat + zQuat;
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var xxQuat = xQuat * x2Quat;
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var xyQuat = xQuat * y2Quat;
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var xzQuat = xQuat * z2Quat;
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var yyQuat = yQuat * y2Quat;
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var yzQuat = yQuat * z2Quat;
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var zzQuat = zQuat * z2Quat;
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var wxQuat = wQuat * x2Quat;
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var wyQuat = wQuat * y2Quat;
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var wzQuat = wQuat * z2Quat;
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// Step 1: Inlines the construction of a quaternion matrix (`quatMat`)
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var quatMat0 = 1 - (yyQuat + zzQuat);
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var quatMat1 = xyQuat + wzQuat;
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var quatMat2 = xzQuat - wyQuat;
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var quatMat4 = xyQuat - wzQuat;
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var quatMat5 = 1 - (xxQuat + zzQuat);
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var quatMat6 = yzQuat + wxQuat;
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var quatMat8 = xzQuat + wyQuat;
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var quatMat9 = yzQuat - wxQuat;
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var quatMat10 = 1 - (xxQuat + yyQuat);
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// quatMat3/7/11/12/13/14 = 0, quatMat15 = 1
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// Step 2: Inlines multiplication, takes advantage of constant quatMat cells
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var a00 = matVar[0];
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var a01 = matVar[1];
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var a02 = matVar[2];
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var a03 = matVar[3];
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var a10 = matVar[4];
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var a11 = matVar[5];
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var a12 = matVar[6];
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var a13 = matVar[7];
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var a20 = matVar[8];
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var a21 = matVar[9];
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var a22 = matVar[10];
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var a23 = matVar[11];
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var b0 = quatMat0, b1 = quatMat1, b2 = quatMat2;
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matVar[0] = b0 * a00 + b1 * a10 + b2 * a20;
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matVar[1] = b0 * a01 + b1 * a11 + b2 * a21;
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matVar[2] = b0 * a02 + b1 * a12 + b2 * a22;
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matVar[3] = b0 * a03 + b1 * a13 + b2 * a23;
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b0 = quatMat4; b1 = quatMat5; b2 = quatMat6;
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matVar[4] = b0 * a00 + b1 * a10 + b2 * a20;
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matVar[5] = b0 * a01 + b1 * a11 + b2 * a21;
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matVar[6] = b0 * a02 + b1 * a12 + b2 * a22;
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matVar[7] = b0 * a03 + b1 * a13 + b2 * a23;
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b0 = quatMat8; b1 = quatMat9; b2 = quatMat10;
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matVar[8] = b0 * a00 + b1 * a10 + b2 * a20;
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matVar[9] = b0 * a01 + b1 * a11 + b2 * a21;
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matVar[10] = b0 * a02 + b1 * a12 + b2 * a22;
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matVar[11] = b0 * a03 + b1 * a13 + b2 * a23;
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}
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};
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// Optimized version of general operation applications that can be used when
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// the target matrix is known to be the identity matrix.
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var MatrixOpsInitial = {
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transformScale: function(matVar, opVar) {
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// Scaling matVar known to be identity by opVar
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matVar[0] = opVar[0];
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matVar[1] = 0;
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matVar[2] = 0;
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matVar[3] = 0;
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matVar[4] = 0;
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matVar[5] = opVar[1];
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matVar[6] = 0;
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matVar[7] = 0;
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matVar[8] = 0;
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matVar[9] = 0;
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matVar[10] = opVar[2];
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matVar[11] = 0;
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matVar[12] = 0;
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matVar[13] = 0;
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matVar[14] = 0;
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matVar[15] = 1;
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},
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transformTranslate: function(matVar, opVar) {
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// Translating matVar known to be identity by opVar';
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matVar[0] = 1;
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matVar[1] = 0;
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matVar[2] = 0;
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matVar[3] = 0;
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matVar[4] = 0;
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matVar[5] = 1;
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matVar[6] = 0;
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matVar[7] = 0;
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matVar[8] = 0;
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matVar[9] = 0;
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matVar[10] = 1;
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matVar[11] = 0;
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matVar[12] = opVar[0];
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matVar[13] = opVar[1];
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matVar[14] = opVar[2];
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matVar[15] = 1;
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},
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/**
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* @param {array} matVar Both the input, and the output matrix - assumed to be
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* identity.
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* @param {quaternion specification} q Four element array describing rotation.
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*/
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transformRotateRadians: function(matVar, q) {
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// Rotating matVar which is known to be identity by q
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var xQuat = q[0], yQuat = q[1], zQuat = q[2], wQuat = q[3];
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var x2Quat = xQuat + xQuat;
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var y2Quat = yQuat + yQuat;
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var z2Quat = zQuat + zQuat;
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var xxQuat = xQuat * x2Quat;
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var xyQuat = xQuat * y2Quat;
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var xzQuat = xQuat * z2Quat;
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var yyQuat = yQuat * y2Quat;
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var yzQuat = yQuat * z2Quat;
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var zzQuat = zQuat * z2Quat;
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var wxQuat = wQuat * x2Quat;
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var wyQuat = wQuat * y2Quat;
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var wzQuat = wQuat * z2Quat;
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// Step 1: Inlines the construction of a quaternion matrix (`quatMat`)
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var quatMat0 = 1 - (yyQuat + zzQuat);
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var quatMat1 = xyQuat + wzQuat;
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var quatMat2 = xzQuat - wyQuat;
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var quatMat4 = xyQuat - wzQuat;
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var quatMat5 = 1 - (xxQuat + zzQuat);
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var quatMat6 = yzQuat + wxQuat;
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var quatMat8 = xzQuat + wyQuat;
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var quatMat9 = yzQuat - wxQuat;
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var quatMat10 = 1 - (xxQuat + yyQuat);
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// quatMat3/7/11/12/13/14 = 0, quatMat15 = 1
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// Step 2: Inlines the multiplication with identity matrix.
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var b0 = quatMat0, b1 = quatMat1, b2 = quatMat2;
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matVar[0] = b0;
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matVar[1] = b1;
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matVar[2] = b2;
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matVar[3] = 0;
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b0 = quatMat4; b1 = quatMat5; b2 = quatMat6;
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matVar[4] = b0;
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matVar[5] = b1;
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matVar[6] = b2;
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matVar[7] = 0;
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b0 = quatMat8; b1 = quatMat9; b2 = quatMat10;
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matVar[8] = b0;
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matVar[9] = b1;
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matVar[10] = b2;
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matVar[11] = 0;
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matVar[12] = 0;
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matVar[13] = 0;
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matVar[14] = 0;
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matVar[15] = 1;
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}
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};
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var setNextValAndDetectChange = function(name, tmpVarName) {
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return (
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' if (!didChange) {\n' +
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' var prevVal = result.' + name + ';\n' +
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' result.' + name + ' = ' + tmpVarName + ';\n' +
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' didChange = didChange || (' + tmpVarName + ' !== prevVal);\n' +
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' } else {\n' +
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' result.' + name + ' = ' + tmpVarName + ';\n' +
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' }\n'
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);
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};
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var computeNextValLinear = function(anim, from, to, tmpVarName) {
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var hasRoundRatio = 'round' in anim;
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var roundRatio = anim.round;
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var fn = ' ratio = (value - ' + anim.min + ') / ' + (anim.max - anim.min) + ';\n';
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if (!anim.extrapolate) {
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fn += ' ratio = ratio > 1 ? 1 : (ratio < 0 ? 0 : ratio);\n';
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}
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var roundOpen = (hasRoundRatio ? 'Math.round(' + roundRatio + ' * ' : '' );
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var roundClose = (hasRoundRatio ? ') / ' + roundRatio : '' );
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fn +=
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' ' + tmpVarName + ' = ' +
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roundOpen +
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'(' + from + ' * (1 - ratio) + ' + to + ' * ratio)' +
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roundClose + ';\n';
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return fn;
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};
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var computeNextValLinearScalar = function(anim) {
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return computeNextValLinear(anim, anim.from, anim.to, 'nextScalarVal');
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};
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var computeNextValConstant = function(anim) {
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var constantExpression = JSON.stringify(anim.value);
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return ' nextScalarVal = ' + constantExpression + ';\n';
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};
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var computeNextValStep = function(anim) {
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return (
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' nextScalarVal = value >= ' +
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(anim.threshold + ' ? ' + anim.to + ' : ' + anim.from) + ';\n'
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);
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};
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var computeNextValIdentity = function(anim) {
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return ' nextScalarVal = value;\n';
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};
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|
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var operationVar = function(name) {
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return name + 'ReuseOp';
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};
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|
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var createReusableOperationVars = function(anims) {
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var ret = '';
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for (var name in anims) {
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if (ShouldAllocateReusableOperationVars[name]) {
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ret += 'var ' + operationVar(name) + ' = [];\n';
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}
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}
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return ret;
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};
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|
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var newlines = function(statements) {
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return '\n' + statements.join('\n') + '\n';
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};
|
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|
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/**
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* @param {Animation} anim Configuration entry.
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* @param {key} dimension Key to examine in `from`/`to`.
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* @param {number} index Field in operationVar to set.
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* @return {string} Code that sets the operation variable's field.
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*/
|
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var computeNextMatrixOperationField = function(anim, name, dimension, index) {
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var fieldAccess = operationVar(name) + '[' + index + ']';
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if (anim.from[dimension] !== undefined && anim.to[dimension] !== undefined) {
|
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return ' ' + anim.from[dimension] !== anim.to[dimension] ?
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computeNextValLinear(anim, anim.from[dimension], anim.to[dimension], fieldAccess) :
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fieldAccess + ' = ' + anim.from[dimension] + ';';
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} else {
|
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return ' ' + fieldAccess + ' = ' + InitialOperationField[name][index] + ';';
|
|
}
|
|
};
|
|
|
|
var unrolledVars = [];
|
|
for (var varIndex = 0; varIndex < 16; varIndex++) {
|
|
unrolledVars.push('m' + varIndex);
|
|
}
|
|
var setNextMatrixAndDetectChange = function(orderedMatrixOperations) {
|
|
var fn = [
|
|
' var transform = result.transform !== undefined ? ' +
|
|
'result.transform : (result.transform = [{ matrix: [] }]);' +
|
|
' var transformMatrix = transform[0].matrix;'
|
|
];
|
|
fn.push.apply(
|
|
fn,
|
|
inline(MatrixOps.unroll, ['transformMatrix'].concat(unrolledVars))
|
|
);
|
|
for (var i = 0; i < orderedMatrixOperations.length; i++) {
|
|
var opName = orderedMatrixOperations[i];
|
|
if (i === 0) {
|
|
fn.push.apply(
|
|
fn,
|
|
inline(MatrixOpsInitial[opName], ['transformMatrix', operationVar(opName)])
|
|
);
|
|
} else {
|
|
fn.push.apply(
|
|
fn,
|
|
inline(MatrixOps[opName], ['transformMatrix', operationVar(opName)])
|
|
);
|
|
}
|
|
}
|
|
fn.push.apply(
|
|
fn,
|
|
inline(MatrixOps.matrixDiffers, ['didChange', 'transformMatrix'].concat(unrolledVars))
|
|
);
|
|
return fn;
|
|
};
|
|
|
|
var InterpolateMatrix = {
|
|
transformTranslate: true,
|
|
transformRotateRadians: true,
|
|
transformScale: true,
|
|
};
|
|
|
|
var createFunctionString = function(anims) {
|
|
// We must track the order they appear in so transforms are applied in the
|
|
// correct order.
|
|
var orderedMatrixOperations = [];
|
|
|
|
// Wrapping function allows the final function to contain state (for
|
|
// caching).
|
|
var fn = 'return (function() {\n';
|
|
fn += createReusableOperationVars(anims);
|
|
fn += 'return function(result, value) {\n';
|
|
fn += ' var didChange = false;\n';
|
|
fn += ' var nextScalarVal;\n';
|
|
fn += ' var ratio;\n';
|
|
|
|
for (var name in anims) {
|
|
var anim = anims[name];
|
|
if (anim.type === 'linear') {
|
|
if (InterpolateMatrix[name]) {
|
|
orderedMatrixOperations.push(name);
|
|
var setOperations = [
|
|
computeNextMatrixOperationField(anim, name, X_DIM, 0),
|
|
computeNextMatrixOperationField(anim, name, Y_DIM, 1),
|
|
computeNextMatrixOperationField(anim, name, Z_DIM, 2)
|
|
];
|
|
if (name === TRANSFORM_ROTATE_NAME) {
|
|
setOperations.push(computeNextMatrixOperationField(anim, name, W_DIM, 3));
|
|
}
|
|
fn += newlines(setOperations);
|
|
} else {
|
|
fn += computeNextValLinearScalar(anim, 'nextScalarVal');
|
|
fn += setNextValAndDetectChange(name, 'nextScalarVal');
|
|
}
|
|
} else if (anim.type === 'constant') {
|
|
fn += computeNextValConstant(anim);
|
|
fn += setNextValAndDetectChange(name, 'nextScalarVal');
|
|
} else if (anim.type === 'step') {
|
|
fn += computeNextValStep(anim);
|
|
fn += setNextValAndDetectChange(name, 'nextScalarVal');
|
|
} else if (anim.type === 'identity') {
|
|
fn += computeNextValIdentity(anim);
|
|
fn += setNextValAndDetectChange(name, 'nextScalarVal');
|
|
}
|
|
}
|
|
if (orderedMatrixOperations.length) {
|
|
fn += newlines(setNextMatrixAndDetectChange(orderedMatrixOperations));
|
|
}
|
|
fn += ' return didChange;\n';
|
|
fn += '};\n';
|
|
fn += '})()';
|
|
return fn;
|
|
};
|
|
|
|
/**
|
|
* @param {object} anims Animation configuration by style property name.
|
|
* @return {function} Function accepting style object, that mutates that style
|
|
* object and returns a boolean describing if any update was actually applied.
|
|
*/
|
|
var buildStyleInterpolator = function(anims) {
|
|
// Defer compiling this method until we really need it.
|
|
var interpolator = null;
|
|
function lazyStyleInterpolator(result, value) {
|
|
if (interpolator === null) {
|
|
interpolator = Function(createFunctionString(anims))();
|
|
}
|
|
return interpolator(result, value);
|
|
}
|
|
return lazyStyleInterpolator;
|
|
};
|
|
|
|
module.exports = buildStyleInterpolator;
|