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'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); function addUniqueItem(arr, item) { if (arr.indexOf(item) === -1) arr.push(item); } function removeItem(arr, item) { const index = arr.indexOf(item); if (index > -1) arr.splice(index, 1); } // Adapted from array-move function moveItem([...arr], fromIndex, toIndex) { const startIndex = fromIndex < 0 ? arr.length + fromIndex : fromIndex; if (startIndex >= 0 && startIndex < arr.length) { const endIndex = toIndex < 0 ? arr.length + toIndex : toIndex; const [item] = arr.splice(fromIndex, 1); arr.splice(endIndex, 0, item); } return arr; } const clamp = (min, max, v) => { if (v > max) return max; if (v < min) return min; return v; }; exports.warning = () => { }; exports.invariant = () => { }; if (process.env.NODE_ENV !== "production") { exports.warning = (check, message) => { if (!check && typeof console !== "undefined") { console.warn(message); } }; exports.invariant = (check, message) => { if (!check) { throw new Error(message); } }; } const MotionGlobalConfig = {}; /** * Check if value is a numerical string, ie a string that is purely a number eg "100" or "-100.1" */ const isNumericalString = (v) => /^-?(?:\d+(?:\.\d+)?|\.\d+)$/u.test(v); function isObject(value) { return typeof value === "object" && value !== null; } /** * Check if the value is a zero value string like "0px" or "0%" */ const isZeroValueString = (v) => /^0[^.\s]+$/u.test(v); /*#__NO_SIDE_EFFECTS__*/ function memo(callback) { let result; return () => { if (result === undefined) result = callback(); return result; }; } /*#__NO_SIDE_EFFECTS__*/ const noop = (any) => any; /** * Pipe * Compose other transformers to run linearily * pipe(min(20), max(40)) * @param {...functions} transformers * @return {function} */ const combineFunctions = (a, b) => (v) => b(a(v)); const pipe = (...transformers) => transformers.reduce(combineFunctions); /* Progress within given range Given a lower limit and an upper limit, we return the progress (expressed as a number 0-1) represented by the given value, and limit that progress to within 0-1. @param [number]: Lower limit @param [number]: Upper limit @param [number]: Value to find progress within given range @return [number]: Progress of value within range as expressed 0-1 */ /*#__NO_SIDE_EFFECTS__*/ const progress = (from, to, value) => { const toFromDifference = to - from; return toFromDifference === 0 ? 1 : (value - from) / toFromDifference; }; class SubscriptionManager { constructor() { this.subscriptions = []; } add(handler) { addUniqueItem(this.subscriptions, handler); return () => removeItem(this.subscriptions, handler); } notify(a, b, c) { const numSubscriptions = this.subscriptions.length; if (!numSubscriptions) return; if (numSubscriptions === 1) { /** * If there's only a single handler we can just call it without invoking a loop. */ this.subscriptions[0](a, b, c); } else { for (let i = 0; i < numSubscriptions; i++) { /** * Check whether the handler exists before firing as it's possible * the subscriptions were modified during this loop running. */ const handler = this.subscriptions[i]; handler && handler(a, b, c); } } } getSize() { return this.subscriptions.length; } clear() { this.subscriptions.length = 0; } } /** * Converts seconds to milliseconds * * @param seconds - Time in seconds. * @return milliseconds - Converted time in milliseconds. */ /*#__NO_SIDE_EFFECTS__*/ const secondsToMilliseconds = (seconds) => seconds * 1000; /*#__NO_SIDE_EFFECTS__*/ const millisecondsToSeconds = (milliseconds) => milliseconds / 1000; /* Convert velocity into velocity per second @param [number]: Unit per frame @param [number]: Frame duration in ms */ function velocityPerSecond(velocity, frameDuration) { return frameDuration ? velocity * (1000 / frameDuration) : 0; } const warned = new Set(); function hasWarned(message) { return warned.has(message); } function warnOnce(condition, message, element) { if (condition || warned.has(message)) return; console.warn(message); if (element) console.warn(element); warned.add(message); } const wrap = (min, max, v) => { const rangeSize = max - min; return ((((v - min) % rangeSize) + rangeSize) % rangeSize) + min; }; /* Bezier function generator This has been modified from Gaƫtan Renaudeau's BezierEasing https://github.com/gre/bezier-easing/blob/master/src/index.js https://github.com/gre/bezier-easing/blob/master/LICENSE I've removed the newtonRaphsonIterate algo because in benchmarking it wasn't noticiably faster than binarySubdivision, indeed removing it usually improved times, depending on the curve. I also removed the lookup table, as for the added bundle size and loop we're only cutting ~4 or so subdivision iterations. I bumped the max iterations up to 12 to compensate and this still tended to be faster for no perceivable loss in accuracy. Usage const easeOut = cubicBezier(.17,.67,.83,.67); const x = easeOut(0.5); // returns 0.627... */ // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2. const calcBezier = (t, a1, a2) => (((1.0 - 3.0 * a2 + 3.0 * a1) * t + (3.0 * a2 - 6.0 * a1)) * t + 3.0 * a1) * t; const subdivisionPrecision = 0.0000001; const subdivisionMaxIterations = 12; function binarySubdivide(x, lowerBound, upperBound, mX1, mX2) { let currentX; let currentT; let i = 0; do { currentT = lowerBound + (upperBound - lowerBound) / 2.0; currentX = calcBezier(currentT, mX1, mX2) - x; if (currentX > 0.0) { upperBound = currentT; } else { lowerBound = currentT; } } while (Math.abs(currentX) > subdivisionPrecision && ++i < subdivisionMaxIterations); return currentT; } function cubicBezier(mX1, mY1, mX2, mY2) { // If this is a linear gradient, return linear easing if (mX1 === mY1 && mX2 === mY2) return noop; const getTForX = (aX) => binarySubdivide(aX, 0, 1, mX1, mX2); // If animation is at start/end, return t without easing return (t) => t === 0 || t === 1 ? t : calcBezier(getTForX(t), mY1, mY2); } // Accepts an easing function and returns a new one that outputs mirrored values for // the second half of the animation. Turns easeIn into easeInOut. const mirrorEasing = (easing) => (p) => p <= 0.5 ? easing(2 * p) / 2 : (2 - easing(2 * (1 - p))) / 2; // Accepts an easing function and returns a new one that outputs reversed values. // Turns easeIn into easeOut. const reverseEasing = (easing) => (p) => 1 - easing(1 - p); const backOut = /*@__PURE__*/ cubicBezier(0.33, 1.53, 0.69, 0.99); const backIn = /*@__PURE__*/ reverseEasing(backOut); const backInOut = /*@__PURE__*/ mirrorEasing(backIn); const anticipate = (p) => (p *= 2) < 1 ? 0.5 * backIn(p) : 0.5 * (2 - Math.pow(2, -10 * (p - 1))); const circIn = (p) => 1 - Math.sin(Math.acos(p)); const circOut = reverseEasing(circIn); const circInOut = mirrorEasing(circIn); const easeIn = /*@__PURE__*/ cubicBezier(0.42, 0, 1, 1); const easeOut = /*@__PURE__*/ cubicBezier(0, 0, 0.58, 1); const easeInOut = /*@__PURE__*/ cubicBezier(0.42, 0, 0.58, 1); function steps(numSteps, direction = "end") { return (progress) => { progress = direction === "end" ? Math.min(progress, 0.999) : Math.max(progress, 0.001); const expanded = progress * numSteps; const rounded = direction === "end" ? Math.floor(expanded) : Math.ceil(expanded); return clamp(0, 1, rounded / numSteps); }; } const isEasingArray = (ease) => { return Array.isArray(ease) && typeof ease[0] !== "number"; }; function getEasingForSegment(easing, i) { return isEasingArray(easing) ? easing[wrap(0, easing.length, i)] : easing; } const isBezierDefinition = (easing) => Array.isArray(easing) && typeof easing[0] === "number"; const easingLookup = { linear: noop, easeIn, easeInOut, easeOut, circIn, circInOut, circOut, backIn, backInOut, backOut, anticipate, }; const isValidEasing = (easing) => { return typeof easing === "string"; }; const easingDefinitionToFunction = (definition) => { if (isBezierDefinition(definition)) { // If cubic bezier definition, create bezier curve exports.invariant(definition.length === 4, `Cubic bezier arrays must contain four numerical values.`); const [x1, y1, x2, y2] = definition; return cubicBezier(x1, y1, x2, y2); } else if (isValidEasing(definition)) { // Else lookup from table exports.invariant(easingLookup[definition] !== undefined, `Invalid easing type '${definition}'`); return easingLookup[definition]; } return definition; }; exports.MotionGlobalConfig = MotionGlobalConfig; exports.SubscriptionManager = SubscriptionManager; exports.addUniqueItem = addUniqueItem; exports.anticipate = anticipate; exports.backIn = backIn; exports.backInOut = backInOut; exports.backOut = backOut; exports.circIn = circIn; exports.circInOut = circInOut; exports.circOut = circOut; exports.clamp = clamp; exports.cubicBezier = cubicBezier; exports.easeIn = easeIn; exports.easeInOut = easeInOut; exports.easeOut = easeOut; exports.easingDefinitionToFunction = easingDefinitionToFunction; exports.getEasingForSegment = getEasingForSegment; exports.hasWarned = hasWarned; exports.isBezierDefinition = isBezierDefinition; exports.isEasingArray = isEasingArray; exports.isNumericalString = isNumericalString; exports.isObject = isObject; exports.isZeroValueString = isZeroValueString; exports.memo = memo; exports.millisecondsToSeconds = millisecondsToSeconds; exports.mirrorEasing = mirrorEasing; exports.moveItem = moveItem; exports.noop = noop; exports.pipe = pipe; exports.progress = progress; exports.removeItem = removeItem; exports.reverseEasing = reverseEasing; exports.secondsToMilliseconds = secondsToMilliseconds; exports.steps = steps; exports.velocityPerSecond = velocityPerSecond; exports.warnOnce = warnOnce; exports.wrap = wrap;