bezier-easing

Bezier Curve based easing functions for Javascript animations

This script should not be not be installed directly. It is a library for other scripts to include with the meta directive // @require https://update.greasyfork.org/scripts/7108/29098/bezier-easing.js

You will need to install an extension such as Tampermonkey, Greasemonkey or Violentmonkey to install this script.

You will need to install an extension such as Tampermonkey to install this script.

You will need to install an extension such as Tampermonkey or Violentmonkey to install this script.

You will need to install an extension such as Tampermonkey or Userscripts to install this script.

You will need to install an extension such as Tampermonkey to install this script.

You will need to install a user script manager extension to install this script.

(I already have a user script manager, let me install it!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(I already have a user style manager, let me install it!)

// ==UserScript==
// @name        bezier-easing
// @version     0.4.4
// @description Bezier Curve based easing functions for Javascript animations
// @license		MIT (https://github.com/gre/bezier-easing/blob/master/LICENSE)
// ==/UserScript==

/**
 * BezierEasing - use bezier curve for transition easing function
 * by Gaëtan Renaudeau 2014 – MIT License
 *
 * Credits: is based on Firefox's nsSMILKeySpline.cpp
 * Usage:
 * var spline = BezierEasing(0.25, 0.1, 0.25, 1.0)
 * spline(x) => returns the easing value | x must be in [0, 1] range
 *
 */
(function (definition) {
  if (typeof exports === "object") {
    module.exports = definition();
  } else if (typeof define === 'function' && define.amd) {
    define([], definition);
  } else {
    window.BezierEasing = definition();
  }
}(function () {
  var global = this;

  // These values are established by empiricism with tests (tradeoff: performance VS precision)
  var NEWTON_ITERATIONS = 4;
  var NEWTON_MIN_SLOPE = 0.001;
  var SUBDIVISION_PRECISION = 0.0000001;
  var SUBDIVISION_MAX_ITERATIONS = 10;

  var kSplineTableSize = 11;
  var kSampleStepSize = 1.0 / (kSplineTableSize - 1.0);

  var float32ArraySupported = 'Float32Array' in global;

  function BezierEasing (mX1, mY1, mX2, mY2) {
    // Validate arguments
    if (arguments.length !== 4) {
      throw new Error("BezierEasing requires 4 arguments.");
    }
    for (var i=0; i<4; ++i) {
      if (typeof arguments[i] !== "number" || isNaN(arguments[i]) || !isFinite(arguments[i])) {
        throw new Error("BezierEasing arguments should be integers.");
      } 
    }
    if (mX1 < 0 || mX1 > 1 || mX2 < 0 || mX2 > 1) {
      throw new Error("BezierEasing x values must be in [0, 1] range.");
    }

    var mSampleValues = float32ArraySupported ? new Float32Array(kSplineTableSize) : new Array(kSplineTableSize);
   
    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 newtonRaphsonIterate (aX, aGuessT) {
      for (var i = 0; i < NEWTON_ITERATIONS; ++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;
    }

    function calcSampleValues () {
      for (var i = 0; i < kSplineTableSize; ++i) {
        mSampleValues[i] = calcBezier(i * kSampleStepSize, mX1, mX2);
      }
    }

    function binarySubdivide (aX, aA, aB) {
      var currentX, currentT, i = 0;
      do {
        currentT = aA + (aB - aA) / 2.0;
        currentX = calcBezier(currentT, mX1, mX2) - aX;
        if (currentX > 0.0) {
          aB = currentT;
        } else {
          aA = currentT;
        }
      } while (Math.abs(currentX) > SUBDIVISION_PRECISION && ++i < SUBDIVISION_MAX_ITERATIONS);
      return currentT;
    }

    function getTForX (aX) {
      var intervalStart = 0.0;
      var currentSample = 1;
      var lastSample = kSplineTableSize - 1;

      for (; currentSample != lastSample && mSampleValues[currentSample] <= aX; ++currentSample) {
        intervalStart += kSampleStepSize;
      }
      --currentSample;

      // Interpolate to provide an initial guess for t
      var dist = (aX - mSampleValues[currentSample]) / (mSampleValues[currentSample+1] - mSampleValues[currentSample]);
      var guessForT = intervalStart + dist * kSampleStepSize;

      var initialSlope = getSlope(guessForT, mX1, mX2);
      if (initialSlope >= NEWTON_MIN_SLOPE) {
        return newtonRaphsonIterate(aX, guessForT);
      } else if (initialSlope === 0.0) {
        return guessForT;
      } else {
        return binarySubdivide(aX, intervalStart, intervalStart + kSampleStepSize);
      }
    }

    var _precomputed = false;
    function precompute() {
      _precomputed = true;
      if (mX1 != mY1 || mX2 != mY2)
        calcSampleValues();
    }

    var f = function (aX) {
      if (!_precomputed) precompute();
      if (mX1 === mY1 && mX2 === mY2) return aX; // linear
      // Because JavaScript number are imprecise, we should guarantee the extremes are right.
      if (aX === 0) return 0;
      if (aX === 1) return 1;
      return calcBezier(getTForX(aX), mY1, mY2);
    };

    f.getControlPoints = function() { return [{ x: mX1, y: mY1 }, { x: mX2, y: mY2 }]; };

    var args = [mX1, mY1, mX2, mY2];
    var str = "BezierEasing("+args+")";
    f.toString = function () { return str; };

    var css = "cubic-bezier("+args+")";
    f.toCSS = function () { return css; };

    return f;
  }

  // CSS mapping
  BezierEasing.css = {
    "ease":        BezierEasing(0.25, 0.1, 0.25, 1.0),
    "linear":      BezierEasing(0.00, 0.0, 1.00, 1.0),
    "ease-in":     BezierEasing(0.42, 0.0, 1.00, 1.0),
    "ease-out":    BezierEasing(0.00, 0.0, 0.58, 1.0),
    "ease-in-out": BezierEasing(0.42, 0.0, 0.58, 1.0)
  };

  return BezierEasing;

}));