/* Disclaimer for Robert Penner's Easing Equations license: 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. */ package flare.animate { /** * Collection of easing functions to control animation rates. * The methods of this class are intended to be used either (a) directly as * values for the easing property of Transition instances, * or (b) to generate such easing functions. * *

Many of these easing functions are adapted from Robert Penner's * collection of easing functions. *

*/ public class Easing { /** * Constructor, throws an error if called, as this is an abstract class. */ public function Easing() { throw new Error("This is an abstract class."); } // -- Function Generators --------------------------------------------- /** * Composes any easeIn function with any easeOut function to create a * custom ease-in/ease-out transition. * @param fi an ease-in function * @param fo an ease-out function * @return the combined ease-in/ease-out function */ public static function easeInOut(fi:Function, fo:Function):Function { return function(t:Number):Number { if (t < 0.5) return 0.5 * fi(2*t); return 0.5 * (1 + fo(2*t-1)); } } /** * A wrapper that specifies additional arguments to an easing function, * such that the resulting function can be called with only the time. * @param f The easing function to wrap * @param arg A list of arguments. There should only be 1 or 2 arguments. */ public static function delegate(f:Function, ...args):Function { if (args.length == 0 || args.length > 2) throw new ArgumentError("There should only be 1 or 2 extra arguments"); return function(t:Number):Number { if (args.length == 1) return f(t,args[0]); return f(t,args[0],args[1]); }; } /** * Easing equation function generator for polynomial easing in: accelerating from zero velocity. * * @param exp The exponent of the polynomial (2 for quadration, 3 for cubic, etc) * @return An ease-in function using the polynomial x^exp */ public static function easeInPoly(exp:Number):Function { return function(t:Number):Number { if (t < 0) return 0; if (t > 1) return 1; else return Math.pow(t, exp); } } /** * Easing equation function generator for polynomial easing out: decelerating from zero velocity. * * @param exp The exponent of the polynomial (2 for quadration, 3 for cubic, etc) * @return An ease-out function using the polynomial x^exp */ public static function easeOutPoly(exp:Number):Function { return function(t:Number):Number { if (t < 0) return 0; if (t > 1) return 1; else return 1 - Math.pow(1-t, exp); } } /** * Easing equation function generator for polynomial easing in/out: acceleration until halfway, then deceleration. * * @param exp The exponent of the polynomial (2 for quadration, 3 for cubic, etc) * @return An ease-in, ease-out function using the polynomial x^exp */ public static function easeInOutPoly(exp:Number):Function { return function(t:Number):Number { if (t < 0) return 0; if (t > 1) return 1; if (t < .5) return 0.5 * Math.pow(2*t, exp); else return 0.5 * (2 - Math.pow(2*(1-t), exp)); } } /** * Easing equation function generator for polynomial easing out/in: deceleration until halfway, then acceleration. * * @param exp The exponent of the polynomial (2 for quadration, 3 for cubic, etc) * @return An ease-out, ease-in function using the polynomial x^exp */ public static function easeOutInPoly(exp:Number):Function { var fi:Function = easeInPoly(exp); var fo:Function = easeOutPoly(exp); return function(t:Number):Number { if (t < 0.5) return fo(2*t)/2; else return 0.5 * (1 + fi(2*t-1)); } } // -- Static Functions ------------------------------------------------ /** * Easing equation that does nothing, simply returns the input value. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function none(t:Number):Number { return t; } /** * Easing equation function for a sinusoidal (sin(t)) easing in: accelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeInSine (t:Number):Number { return 1 - Math.cos(t * (Math.PI/2)); } /** * Easing equation function for a sinusoidal (sin(t)) easing out: decelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeOutSine (t:Number):Number { return Math.sin(t * (Math.PI/2)); } /** * Easing equation function for a sinusoidal (sin(t)) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeInOutSine (t:Number):Number { return -0.5 * (Math.cos(Math.PI*t) - 1); } /** * Easing equation function for a sinusoidal (sin(t)) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeOutInSine (t:Number):Number { if (t < 0.5) return easeOutSine (t*2); return easeInSine((t*2)-1); } /** * Easing equation function for an exponential (2^t) easing in: accelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeInExpo (t:Number):Number { return t==0 ? t : Math.pow(2,10*(t-1)) - 0.001; } /** * Easing equation function for an exponential (2^t) easing out: decelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeOutExpo (t:Number):Number { return (t==1) ? t : 1.001 * (-Math.pow(2, -10*t) + 1); } /** * Easing equation function for an exponential (2^t) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeInOutExpo (t:Number):Number { if (t==0 || t==1) return t; if (t < 0.5) return 0.5 * Math.pow(2, 10*(2*t-1)) - 0.0005; return 0.5 * 1.0005 * (-Math.pow(2, -10 * (2*t-1)) + 2); } /** * Easing equation function for an exponential (2^t) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeOutInExpo (t:Number):Number { if (t < 0.5) return 0.5 * easeOutExpo(2*t); return 0.5 * (1 + easeInExpo(2*t-1)); } /** * Easing equation function for a circular (sqrt(1-t^2)) easing in: accelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeInCirc(t:Number):Number { return -(Math.sqrt(1-t*t) - 1); } /** * Easing equation function for a circular (sqrt(1-t^2)) easing out: decelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeOutCirc(t:Number):Number { return Math.sqrt(1 - (t=t-1)*t); } /** * Easing equation function for a circular (sqrt(1-t^2)) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeInOutCirc(t:Number):Number { if (t < 0.5) return -0.5 * (Math.sqrt(1 - 4*t*t) - 1); return 0.5 * (Math.sqrt(1 - (t=2*t-2)*t) + 1); } /** * Easing equation function for a circular (sqrt(1-t^2)) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeOutInCirc(t:Number):Number { if (t < 0.5) return easeOutCirc(2*t); return 0.5 * (1 + easeInCirc(2*t-1)); } /** * Easing equation function for an elastic (exponentially decaying sine wave) easing in: accelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @param a Amplitude. * @param p Period. * @return The correct value. */ public static function easeInElastic (t:Number, a:Number = Number.NaN, p:Number = Number.NaN):Number { if (t<=0 || t>=1) return t; if (!p) p=0.45; var s:Number; if (!a || a < Math.abs(1)) { a=1; s=p/4; } else s = p/(2*Math.PI) * Math.asin (1/a); return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t-s)*(2*Math.PI)/p )); } /** * Easing equation function for an elastic (exponentially decaying sine wave) easing out: decelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @param a Amplitude. * @param p Period. * @return The correct value. */ public static function easeOutElastic (t:Number, a:Number = Number.NaN, p:Number = Number.NaN):Number { return 1 - easeInElastic(1-t, a, p); } /** * Easing equation function for an elastic (exponentially decaying sine wave) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (an animation fraction between 0 and 1). * @param a Amplitude. * @param p Period. * @return The correct value. */ public static function easeInOutElastic (t:Number, a:Number = Number.NaN, p:Number = Number.NaN):Number { if (t < 0.5) return 0.5 * easeInElastic(2*t, a, p); return 0.5 * (1 + easeOutElastic(2*t-1, a, p)); } /** * Easing equation function for an elastic (exponentially decaying sine wave) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (an animation fraction between 0 and 1). * @param a Amplitude. * @param p Period. * @return The correct value. */ public static function easeOutInElastic (t:Number, a:Number = Number.NaN, p:Number = Number.NaN):Number { if (t < 0.5) return 0.5 * easeOutElastic(2*t, a, p); return 0.5 * (1 + easeInElastic(2*t-1, a, p)); } /** * Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in: accelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @param s Overshoot ammount: higher s means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent). * @return The correct value. */ public static function easeInBack (t:Number, s:Number = Number.NaN):Number { if (!s) s = 1.70158; return t*t*((s+1)*t - s); } /** * Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out: decelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @param s Overshoot ammount: higher s means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent). * @return The correct value. */ public static function easeOutBack (t:Number, s:Number = Number.NaN):Number { if (!s) s = 1.70158; return 1 - (t=1-t)*t*((s+1)*t - s); } /** * Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (an animation fraction between 0 and 1). * @param s Overshoot ammount: higher s means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent). * @return The correct value. */ public static function easeInOutBack (t:Number, s:Number = Number.NaN):Number { if (!s) s = 1.70158 * 1.525; if (t < 0.5) return 0.5 * easeInBack(2*t, s); return 0.5 * (1 + easeOutBack(2*t-1, s)); } /** * Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (an animation fraction between 0 and 1). * @param s Overshoot ammount: higher s means greater overshoot (0 produces cubic easing with no overshoot, and the default value of 1.70158 produces an overshoot of 10 percent). * @return The correct value. */ public static function easeOutInBack (t:Number, s:Number = Number.NaN):Number { if (!s) s = 1.70158 * 1.525; if (t < 0.5) return 0.5 * easeOutBack(2*t, s); return 0.5 * (1 + easeInBack(2*t-1, s)); } /** * Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeInBounce(t:Number):Number { return 1 - easeOutBounce(1-t); } /** * Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeOutBounce (t:Number):Number { if (t < (1/2.75)) { return 7.5625*t*t; } else if (t < (2/2.75)) { return (7.5625*(t-=(1.5/2.75))*t + .75); } else if (t < (2.5/2.75)) { return (7.5625*(t-=(2.25/2.75))*t + .9375); } else { return (7.5625*(t-=(2.625/2.75))*t + .984375); } } /** * Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeInOutBounce (t:Number):Number { if (t < 0.5) return 0.5 * easeInBounce(2*t); return 0.5 * (1 + easeOutBounce(2*t-1)); } /** * Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out/in: deceleration until halfway, then acceleration. * * @param t Current time (an animation fraction between 0 and 1). * @return The correct value. */ public static function easeOutInBounce (t:Number):Number { if (t < 0.5) return 0.5 * easeOutBounce(2*t); return 0.5 * (1 + easeInBounce(2*t-1)); } } // end of class Easing }