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372 lines
12 KiB
372 lines
12 KiB
/*
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YUI 3.17.2 (build 9c3c78e)
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Copyright 2014 Yahoo! Inc. All rights reserved.
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Licensed under the BSD License.
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http://yuilibrary.com/license/
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*/
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YUI.add('anim-easing', function (Y, NAME) {
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/*
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TERMS OF USE - EASING EQUATIONS
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Open source under the BSD License.
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Copyright 2001 Robert Penner All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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* Neither the name of the author nor the names of contributors may be used to
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endorse or promote products derived from this software without specific prior
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written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
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OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
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OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/**
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* The easing module provides methods for customizing
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* how an animation behaves during each run.
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* @class Easing
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* @module anim
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* @submodule anim-easing
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*/
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var Easing = {
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/**
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* Uniform speed between points.
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* @for Easing
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* @method easeNone
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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easeNone: function (t, b, c, d) {
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return c*t/d + b;
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},
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/**
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* Begins slowly and accelerates towards end. (quadratic)
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* @method easeIn
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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easeIn: function (t, b, c, d) {
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return c*(t/=d)*t + b;
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},
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/**
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* Begins quickly and decelerates towards end. (quadratic)
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* @method easeOut
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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easeOut: function (t, b, c, d) {
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return -c *(t/=d)*(t-2) + b;
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},
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/**
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* Begins slowly and decelerates towards end. (quadratic)
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* @method easeBoth
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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easeBoth: function (t, b, c, d) {
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if ((t /= d/2) < 1) {
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return c/2*t*t + b;
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}
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return -c/2 * ((--t)*(t-2) - 1) + b;
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},
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/**
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* Begins slowly and accelerates towards end. (quartic)
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* @method easeInStrong
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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easeInStrong: function (t, b, c, d) {
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return c*(t/=d)*t*t*t + b;
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},
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/**
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* Begins quickly and decelerates towards end. (quartic)
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* @method easeOutStrong
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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easeOutStrong: function (t, b, c, d) {
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return -c * ((t=t/d-1)*t*t*t - 1) + b;
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},
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/**
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* Begins slowly and decelerates towards end. (quartic)
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* @method easeBothStrong
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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easeBothStrong: function (t, b, c, d) {
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if ((t /= d/2) < 1) {
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return c/2*t*t*t*t + b;
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}
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return -c/2 * ((t-=2)*t*t*t - 2) + b;
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},
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/**
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* Snap in elastic effect.
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* @method elasticIn
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @param {Number} a Amplitude (optional)
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* @param {Number} p Period (optional)
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* @return {Number} The computed value for the current animation frame
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*/
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elasticIn: function (t, b, c, d, a, p) {
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var s;
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if (t === 0) {
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return b;
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}
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if ( (t /= d) === 1 ) {
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return b+c;
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}
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if (!p) {
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p = d* 0.3;
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}
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if (!a || a < Math.abs(c)) {
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a = c;
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s = p/4;
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}
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else {
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s = p/(2*Math.PI) * Math.asin (c/a);
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}
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return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
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},
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/**
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* Snap out elastic effect.
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* @method elasticOut
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @param {Number} a Amplitude (optional)
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* @param {Number} p Period (optional)
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* @return {Number} The computed value for the current animation frame
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*/
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elasticOut: function (t, b, c, d, a, p) {
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var s;
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if (t === 0) {
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return b;
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}
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if ( (t /= d) === 1 ) {
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return b+c;
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}
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if (!p) {
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p=d * 0.3;
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}
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if (!a || a < Math.abs(c)) {
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a = c;
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s = p / 4;
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}
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else {
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s = p/(2*Math.PI) * Math.asin (c/a);
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}
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return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b;
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},
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/**
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* Snap both elastic effect.
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* @method elasticBoth
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @param {Number} a Amplitude (optional)
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* @param {Number} p Period (optional)
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* @return {Number} The computed value for the current animation frame
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*/
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elasticBoth: function (t, b, c, d, a, p) {
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var s;
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if (t === 0) {
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return b;
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}
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if ( (t /= d/2) === 2 ) {
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return b+c;
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}
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if (!p) {
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p = d*(0.3*1.5);
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}
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if ( !a || a < Math.abs(c) ) {
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a = c;
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s = p/4;
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}
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else {
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s = p/(2*Math.PI) * Math.asin (c/a);
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}
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if (t < 1) {
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return -0.5*(a*Math.pow(2,10*(t-=1)) *
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Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
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}
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return a*Math.pow(2,-10*(t-=1)) *
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Math.sin( (t*d-s)*(2*Math.PI)/p )*0.5 + c + b;
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},
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/**
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* Backtracks slightly, then reverses direction and moves to end.
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* @method backIn
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @param {Number} s Overshoot (optional)
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* @return {Number} The computed value for the current animation frame
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*/
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backIn: function (t, b, c, d, s) {
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if (s === undefined) {
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s = 1.70158;
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}
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if (t === d) {
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t -= 0.001;
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}
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return c*(t/=d)*t*((s+1)*t - s) + b;
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},
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/**
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* Overshoots end, then reverses and comes back to end.
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* @method backOut
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @param {Number} s Overshoot (optional)
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* @return {Number} The computed value for the current animation frame
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*/
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backOut: function (t, b, c, d, s) {
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if (typeof s === 'undefined') {
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s = 1.70158;
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}
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return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
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},
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/**
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* Backtracks slightly, then reverses direction, overshoots end,
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* then reverses and comes back to end.
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* @method backBoth
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @param {Number} s Overshoot (optional)
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* @return {Number} The computed value for the current animation frame
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*/
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backBoth: function (t, b, c, d, s) {
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if (typeof s === 'undefined') {
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s = 1.70158;
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}
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if ((t /= d/2 ) < 1) {
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return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;
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}
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return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;
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},
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/**
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* Bounce off of start.
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* @method bounceIn
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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bounceIn: function (t, b, c, d) {
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return c - Y.Easing.bounceOut(d-t, 0, c, d) + b;
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},
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/**
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* Bounces off end.
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* @method bounceOut
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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bounceOut: function (t, b, c, d) {
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if ((t/=d) < (1/2.75)) {
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return c*(7.5625*t*t) + b;
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} else if (t < (2/2.75)) {
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return c*(7.5625*(t-=(1.5/2.75))*t + 0.75) + b;
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} else if (t < (2.5/2.75)) {
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return c*(7.5625*(t-=(2.25/2.75))*t + 0.9375) + b;
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}
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return c*(7.5625*(t-=(2.625/2.75))*t + 0.984375) + b;
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},
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/**
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* Bounces off start and end.
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* @method bounceBoth
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* @param {Number} t Time value used to compute current value
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* @param {Number} b Starting value
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* @param {Number} c Delta between start and end values
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* @param {Number} d Total length of animation
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* @return {Number} The computed value for the current animation frame
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*/
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bounceBoth: function (t, b, c, d) {
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if (t < d/2) {
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return Y.Easing.bounceIn(t * 2, 0, c, d) * 0.5 + b;
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}
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return Y.Easing.bounceOut(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b;
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}
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};
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Y.Easing = Easing;
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}, '3.17.2', {"requires": ["anim-base"]});
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