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Summary:fast & accurate implementation See https://github.com/gre/bezier-easing the library is embedded in React Native fixes #6207 & to follow #6340 (or to replace it) cc vjeux tests --- [the lib tests](https://github.com/gre/bezier-easing/blob/master/test/test.js) ensure the library is accurate. It is tested that the library have a precision better than ±0.000001 . performance --- On my macbook pro, [the lib benchmark](https://github.com/gre/bezier-easing/blob/master/benchmark.js) have: ``` BezierEasing: instanciation x 1,043,725 ops/sec ±1.46% (82 runs sampled) BezierEasing: call x 7,866,642 ops/sec ±0.93% (85 runs sampled) BezierEasing: instanciation + call x 803,051 ops/sec ±1.58% (74 runs sampled) ``` Closes https://github.com/facebook/react-native/pull/6433 Differential Revision: D3045854 Pulled By: vjeux fb-gh-sync-id: b3c5dba19195a6719967b4fdc8ef940cc067b1f4 shipit-source-id: b3c5dba19195a6719967b4fdc8ef940cc067b1f4
107 lines
3.5 KiB
JavaScript
107 lines
3.5 KiB
JavaScript
/**
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* https://github.com/gre/bezier-easing
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* BezierEasing - use bezier curve for transition easing function
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* by Gaëtan Renaudeau 2014 - 2015 – MIT License
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*
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* @providesModule bezier
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*/
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// These values are established by empiricism with tests (tradeoff: performance VS precision)
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var NEWTON_ITERATIONS = 4;
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var NEWTON_MIN_SLOPE = 0.001;
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var SUBDIVISION_PRECISION = 0.0000001;
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var SUBDIVISION_MAX_ITERATIONS = 10;
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var kSplineTableSize = 11;
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var kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);
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var float32ArraySupported = typeof Float32Array === 'function';
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function A (aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1; }
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function B (aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1; }
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function C (aA1) { return 3.0 * aA1; }
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// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
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function calcBezier (aT, aA1, aA2) { return ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT; }
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// Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
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function getSlope (aT, aA1, aA2) { return 3.0 * A(aA1, aA2) * aT * aT + 2.0 * B(aA1, aA2) * aT + C(aA1); }
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function binarySubdivide (aX, aA, aB, mX1, mX2) {
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var currentX, currentT, i = 0;
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do {
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currentT = aA + (aB - aA) / 2.0;
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currentX = calcBezier(currentT, mX1, mX2) - aX;
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if (currentX > 0.0) {
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aB = currentT;
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} else {
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aA = currentT;
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}
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} while (Math.abs(currentX) > SUBDIVISION_PRECISION && ++i < SUBDIVISION_MAX_ITERATIONS);
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return currentT;
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}
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function newtonRaphsonIterate (aX, aGuessT, mX1, mX2) {
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for (var i = 0; i < NEWTON_ITERATIONS; ++i) {
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var currentSlope = getSlope(aGuessT, mX1, mX2);
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if (currentSlope === 0.0) {
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return aGuessT;
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}
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var currentX = calcBezier(aGuessT, mX1, mX2) - aX;
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aGuessT -= currentX / currentSlope;
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}
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return aGuessT;
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}
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module.exports = function bezier (mX1, mY1, mX2, mY2) {
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if (!(0 <= mX1 && mX1 <= 1 && 0 <= mX2 && mX2 <= 1)) { // eslint-disable-line yoda
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throw new Error('bezier x values must be in [0, 1] range');
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}
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// Precompute samples table
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var sampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize);
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if (mX1 !== mY1 || mX2 !== mY2) {
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for (var i = 0; i < kSplineTableSize; ++i) {
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sampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);
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}
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}
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function getTForX (aX) {
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var intervalStart = 0.0;
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var currentSample = 1;
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var lastSample = kSplineTableSize - 1;
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for (; currentSample !== lastSample && sampleValues[currentSample] <= aX; ++currentSample) {
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intervalStart += kSampleStepSize;
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}
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--currentSample;
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// Interpolate to provide an initial guess for t
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var dist = (aX - sampleValues[currentSample]) / (sampleValues[currentSample + 1] - sampleValues[currentSample]);
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var guessForT = intervalStart + dist * kSampleStepSize;
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var initialSlope = getSlope(guessForT, mX1, mX2);
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if (initialSlope >= NEWTON_MIN_SLOPE) {
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return newtonRaphsonIterate(aX, guessForT, mX1, mX2);
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} else if (initialSlope === 0.0) {
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return guessForT;
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} else {
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return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize, mX1, mX2);
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}
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}
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return function BezierEasing (x) {
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if (mX1 === mY1 && mX2 === mY2) {
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return x; // linear
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}
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// Because JavaScript number are imprecise, we should guarantee the extremes are right.
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if (x === 0) {
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return 0;
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}
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if (x === 1) {
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return 1;
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}
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return calcBezier(getTForX(x), mY1, mY2);
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};
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};
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