/** MIT License * * KeySpline - use bezier curve for transition easing function * Copyright (c) 2012 Gaetan Renaudeau * * 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. */ /** * KeySpline - use bezier curve for transition easing function * is inspired from Firefox's nsSMILKeySpline.cpp * Usage: * var spline = new KeySpline(0.25, 0.1, 0.25, 1.0) * spline.get(x) => returns the easing value | x must be in [0, 1] range */ .pragma library function keySpline (mX1, mY1, mX2, mY2) { this.get = function(aX) { if (mX1 == mY1 && mX2 == mY2) return aX; // linear return CalcBezier(GetTForX(aX), mY1, mY2); } 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 GetTForX(aX) { // Newton raphson iteration var aGuessT = aX; for (var i = 0; i < 4; ++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; } }