1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
|
/*
Copyright (c) 2008, Yahoo! Inc. All rights reserved.
Code licensed under the BSD License:
http://developer.yahoo.net/yui/license.txt
version: 3.0.0pr2
*/
YUI.add('anim-easing', function(Y) {
/*
TERMS OF USE - EASING EQUATIONS
Open source under the BSD License.
Copyright 2001 Robert Penner All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
* Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* The easing module provides methods for customizing
* how an animation behaves during each run.
* @class Easing
* @module anim
* @submodule anim-easing
*/
Y.Easing = {
/**
* Uniform speed between points.
* @method easeNone
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
easeNone: function (t, b, c, d) {
return c*t/d + b;
},
/**
* Begins slowly and accelerates towards end. (quadratic)
* @method easeIn
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
easeIn: function (t, b, c, d) {
return c*(t/=d)*t + b;
},
/**
* Begins quickly and decelerates towards end. (quadratic)
* @method easeOut
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
easeOut: function (t, b, c, d) {
return -c *(t/=d)*(t-2) + b;
},
/**
* Begins slowly and decelerates towards end. (quadratic)
* @method easeBoth
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
easeBoth: function (t, b, c, d) {
if ((t/=d/2) < 1) {
return c/2*t*t + b;
}
return -c/2 * ((--t)*(t-2) - 1) + b;
},
/**
* Begins slowly and accelerates towards end. (quartic)
* @method easeInStrong
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
easeInStrong: function (t, b, c, d) {
return c*(t/=d)*t*t*t + b;
},
/**
* Begins quickly and decelerates towards end. (quartic)
* @method easeOutStrong
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
easeOutStrong: function (t, b, c, d) {
return -c * ((t=t/d-1)*t*t*t - 1) + b;
},
/**
* Begins slowly and decelerates towards end. (quartic)
* @method easeBothStrong
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
easeBothStrong: function (t, b, c, d) {
if ((t/=d/2) < 1) {
return c/2*t*t*t*t + b;
}
return -c/2 * ((t-=2)*t*t*t - 2) + b;
},
/**
* Snap in elastic effect.
* @method elasticIn
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @param {Number} a Amplitude (optional)
* @param {Number} p Period (optional)
* @return {Number} The computed value for the current animation frame
*/
elasticIn: function (t, b, c, d, a, p) {
var s;
if (t === 0) {
return b;
}
if ( (t /= d) === 1 ) {
return b+c;
}
if (!p) {
p = d* 0.3;
}
if (!a || a < Math.abs(c)) {
a = c;
s = p/4;
}
else {
s = p/(2*Math.PI) * Math.asin (c/a);
}
return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
},
/**
* Snap out elastic effect.
* @method elasticOut
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @param {Number} a Amplitude (optional)
* @param {Number} p Period (optional)
* @return {Number} The computed value for the current animation frame
*/
elasticOut: function (t, b, c, d, a, p) {
var s;
if (t === 0) {
return b;
}
if ( (t /= d) === 1 ) {
return b+c;
}
if (!p) {
p=d * 0.3;
}
if (!a || a < Math.abs(c)) {
a = c;
s = p / 4;
}
else {
s = p/(2*Math.PI) * Math.asin (c/a);
}
return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b;
},
/**
* Snap both elastic effect.
* @method elasticBoth
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @param {Number} a Amplitude (optional)
* @param {Number} p Period (optional)
* @return {Number} The computed value for the current animation frame
*/
elasticBoth: function (t, b, c, d, a, p) {
var s;
if (t === 0) {
return b;
}
if ( (t /= d/2) === 2 ) {
return b+c;
}
if (!p) {
p = d*(0.3*1.5);
}
if ( !a || a < Math.abs(c) ) {
a = c;
s = p/4;
}
else {
s = p/(2*Math.PI) * Math.asin (c/a);
}
if (t < 1) {
return -0.5*(a*Math.pow(2,10*(t-=1)) *
Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
}
return a*Math.pow(2,-10*(t-=1)) *
Math.sin( (t*d-s)*(2*Math.PI)/p )*0.5 + c + b;
},
/**
* Backtracks slightly, then reverses direction and moves to end.
* @method backIn
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @param {Number} s Overshoot (optional)
* @return {Number} The computed value for the current animation frame
*/
backIn: function (t, b, c, d, s) {
if (s == undefined) {
s = 1.70158;
}
if (t === d) {
t -= 0.001;
}
return c*(t/=d)*t*((s+1)*t - s) + b;
},
/**
* Overshoots end, then reverses and comes back to end.
* @method backOut
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @param {Number} s Overshoot (optional)
* @return {Number} The computed value for the current animation frame
*/
backOut: function (t, b, c, d, s) {
if (typeof s === 'undefined') {
s = 1.70158;
}
return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
},
/**
* Backtracks slightly, then reverses direction, overshoots end,
* then reverses and comes back to end.
* @method backBoth
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @param {Number} s Overshoot (optional)
* @return {Number} The computed value for the current animation frame
*/
backBoth: function (t, b, c, d, s) {
if (typeof s === 'undefined') {
s = 1.70158;
}
if ((t /= d/2 ) < 1) {
return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;
}
return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;
},
/**
* Bounce off of start.
* @method bounceIn
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
bounceIn: function (t, b, c, d) {
return c - Y.Easing.bounceOut(d-t, 0, c, d) + b;
},
/**
* Bounces off end.
* @method bounceOut
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
bounceOut: function (t, b, c, d) {
if ((t/=d) < (1/2.75)) {
return c*(7.5625*t*t) + b;
} else if (t < (2/2.75)) {
return c*(7.5625*(t-=(1.5/2.75))*t + 0.75) + b;
} else if (t < (2.5/2.75)) {
return c*(7.5625*(t-=(2.25/2.75))*t + 0.9375) + b;
}
return c*(7.5625*(t-=(2.625/2.75))*t + 0.984375) + b;
},
/**
* Bounces off start and end.
* @method bounceBoth
* @param {Number} t Time value used to compute current value
* @param {Number} b Starting value
* @param {Number} c Delta between start and end values
* @param {Number} d Total length of animation
* @return {Number} The computed value for the current animation frame
*/
bounceBoth: function (t, b, c, d) {
if (t < d/2) {
return Y.Easing.bounceIn(t * 2, 0, c, d) * 0.5 + b;
}
return Y.Easing.bounceOut(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b;
}
};
}, '3.0.0pr2' ,{requires:['anim-base']});
|