motion 10.1.3 → 10.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (102) hide show
  1. package/CHANGELOG.md +22 -0
  2. package/README.md +1 -0
  3. package/dist/main.cjs.js +4 -0
  4. package/dist/main.es.js +2 -0
  5. package/dist/motion.min.js +1 -1
  6. package/dist/motion.umd.js +524 -189
  7. package/dist/size-animate-dom.js +1 -1
  8. package/dist/size-animate-style.js +1 -1
  9. package/dist/size-react.js +1 -1
  10. package/dist/size-spring.js +1 -1
  11. package/dist/size-timeline-dom.js +1 -1
  12. package/dist/size-webpack-animate.js +1 -1
  13. package/dist/targets/dom/animate-style.cjs.js +136 -111
  14. package/dist/targets/dom/animate-style.es.js +139 -114
  15. package/dist/targets/dom/animate.cjs.js +16 -3
  16. package/dist/targets/dom/animate.es.js +17 -4
  17. package/dist/targets/dom/data.cjs.js +4 -2
  18. package/dist/targets/dom/data.es.js +4 -2
  19. package/dist/targets/dom/style.cjs.js +1 -1
  20. package/dist/targets/dom/style.es.js +2 -2
  21. package/dist/targets/dom/timeline/index.cjs.js +17 -7
  22. package/dist/targets/dom/timeline/index.es.js +18 -8
  23. package/dist/targets/dom/timeline/utils/calc-time.cjs.js +3 -1
  24. package/dist/targets/dom/timeline/utils/calc-time.es.js +3 -1
  25. package/dist/targets/dom/utils/apply.cjs.js +4 -8
  26. package/dist/targets/dom/utils/apply.es.js +3 -7
  27. package/dist/targets/dom/utils/controls.cjs.js +6 -2
  28. package/dist/targets/dom/utils/controls.es.js +6 -2
  29. package/dist/targets/dom/utils/css-var.cjs.js +2 -2
  30. package/dist/targets/dom/utils/css-var.es.js +3 -3
  31. package/dist/targets/dom/utils/easing.cjs.js +7 -2
  32. package/dist/targets/dom/utils/easing.es.js +7 -3
  33. package/dist/targets/dom/utils/feature-detection.cjs.js +4 -4
  34. package/dist/targets/dom/utils/feature-detection.es.js +4 -4
  35. package/dist/targets/dom/utils/get-style-name.cjs.js +13 -0
  36. package/dist/targets/dom/utils/get-style-name.es.js +9 -0
  37. package/dist/targets/dom/utils/keyframes.cjs.js +2 -4
  38. package/dist/targets/dom/utils/keyframes.es.js +2 -4
  39. package/dist/targets/dom/utils/options.cjs.js +1 -1
  40. package/dist/targets/dom/utils/options.es.js +1 -1
  41. package/dist/targets/dom/utils/stop-animation.cjs.js +2 -0
  42. package/dist/targets/dom/utils/stop-animation.es.js +2 -0
  43. package/dist/targets/dom/utils/transforms.cjs.js +10 -7
  44. package/dist/targets/dom/utils/transforms.es.js +10 -7
  45. package/dist/targets/js/{animate-number.cjs.js → NumberAnimation.cjs.js} +42 -29
  46. package/dist/targets/js/{animate-number.es.js → NumberAnimation.es.js} +43 -29
  47. package/dist/targets/js/easing/glide/generator.cjs.js +99 -0
  48. package/dist/targets/js/easing/glide/generator.es.js +95 -0
  49. package/dist/targets/js/easing/glide/index.cjs.js +10 -0
  50. package/dist/targets/js/easing/glide/index.es.js +6 -0
  51. package/dist/targets/js/easing/spring/generator.cjs.js +64 -0
  52. package/dist/targets/js/easing/spring/generator.es.js +57 -0
  53. package/dist/targets/js/easing/spring/index.cjs.js +10 -0
  54. package/dist/targets/js/easing/spring/index.es.js +6 -0
  55. package/dist/targets/js/easing/utils/create-generator-easing.cjs.js +71 -0
  56. package/dist/targets/js/easing/utils/create-generator-easing.es.js +67 -0
  57. package/dist/targets/js/easing/{get-function.cjs.js → utils/get-function.cjs.js} +3 -3
  58. package/dist/targets/js/easing/{get-function.es.js → utils/get-function.es.js} +3 -3
  59. package/dist/targets/js/easing/utils/has-reached-target.cjs.js +10 -0
  60. package/dist/targets/js/easing/utils/has-reached-target.es.js +6 -0
  61. package/dist/targets/js/easing/utils/pregenerate-keyframes.cjs.js +34 -0
  62. package/dist/targets/js/easing/utils/pregenerate-keyframes.es.js +30 -0
  63. package/dist/targets/react/hooks/use-animation.cjs.js +5 -2
  64. package/dist/targets/react/hooks/use-animation.es.js +5 -2
  65. package/dist/targets/react/utils/keyframes.cjs.js +5 -3
  66. package/dist/targets/react/utils/keyframes.es.js +6 -4
  67. package/dist/utils/is-number.cjs.js +7 -0
  68. package/dist/utils/is-number.es.js +3 -0
  69. package/dist/utils/stagger.cjs.js +3 -2
  70. package/dist/utils/stagger.es.js +3 -2
  71. package/dist/utils/velocity-per-second.cjs.js +15 -0
  72. package/dist/utils/velocity-per-second.es.js +11 -0
  73. package/package.json +8 -14
  74. package/types/index.d.ts +2 -0
  75. package/types/targets/dom/animate-style.d.ts +2 -2
  76. package/types/targets/dom/data.d.ts +1 -7
  77. package/types/targets/dom/style.d.ts +1 -1
  78. package/types/targets/dom/types.d.ts +24 -18
  79. package/types/targets/dom/utils/apply.d.ts +3 -2
  80. package/types/targets/dom/utils/controls.d.ts +3 -3
  81. package/types/targets/dom/utils/easing.d.ts +2 -1
  82. package/types/targets/dom/utils/get-style-name.d.ts +1 -0
  83. package/types/targets/dom/utils/keyframes.d.ts +1 -1
  84. package/types/targets/dom/utils/stop-animation.d.ts +1 -1
  85. package/types/targets/dom/utils/transforms.d.ts +2 -2
  86. package/types/targets/js/{animate-number.d.ts → NumberAnimation.d.ts} +2 -3
  87. package/types/targets/js/easing/glide/generator.d.ts +5 -0
  88. package/types/targets/js/easing/glide/index.d.ts +2 -0
  89. package/types/targets/js/easing/glide/types.d.ts +14 -0
  90. package/types/targets/js/easing/spring/generator.d.ts +6 -0
  91. package/types/targets/js/easing/spring/index.d.ts +2 -0
  92. package/types/targets/js/easing/spring/types.d.ts +10 -0
  93. package/types/targets/js/easing/utils/create-generator-easing.d.ts +3 -0
  94. package/types/targets/js/easing/{get-function.d.ts → utils/get-function.d.ts} +2 -2
  95. package/types/targets/js/easing/utils/has-reached-target.d.ts +1 -0
  96. package/types/targets/js/easing/utils/pregenerate-keyframes.d.ts +7 -0
  97. package/types/targets/js/types.d.ts +11 -0
  98. package/types/utils/is-number.d.ts +1 -0
  99. package/types/generators/index.d.ts +0 -2
  100. package/types/generators/spring/create.d.ts +0 -13
  101. package/types/generators/spring/index.d.ts +0 -2
  102. package/types/generators/types.d.ts +0 -7
@@ -4,13 +4,11 @@ Object.defineProperty(exports, '__esModule', { value: true });
4
4
 
5
5
  var defaults = require('../dom/utils/defaults.cjs.js');
6
6
  var easing = require('../dom/utils/easing.cjs.js');
7
- var getFunction = require('./easing/get-function.cjs.js');
7
+ var getFunction = require('./easing/utils/get-function.cjs.js');
8
8
  var interpolate = require('./utils/interpolate.cjs.js');
9
9
 
10
- class Animation {
11
- constructor(output, keyframes,
12
- // TODO Merge in defaults
13
- { easing: easing$1 = defaults.defaults.easing, duration = defaults.defaults.duration, delay = defaults.defaults.delay, endDelay = defaults.defaults.endDelay, offset, repeat = defaults.defaults.repeat, direction = "normal", }) {
10
+ class NumberAnimation {
11
+ constructor(output, keyframes = [0, 1], { easing: easing$1 = defaults.defaults.easing, duration = defaults.defaults.duration, delay = defaults.defaults.delay, endDelay = defaults.defaults.endDelay, repeat = defaults.defaults.repeat, offset, direction = "normal", } = {}) {
14
12
  this.startTime = 0;
15
13
  this.rate = 1;
16
14
  this.t = 0;
@@ -21,50 +19,69 @@ class Animation {
21
19
  this.reject = reject;
22
20
  });
23
21
  const totalDuration = duration * (repeat + 1);
22
+ /**
23
+ * We don't currently support custom easing (spring, glide etc) in NumberAnimation
24
+ * (although this is completely possible), so this will have been hydrated by
25
+ * animateStyle.
26
+ */
27
+ if (easing.isCustomEasing(easing$1))
28
+ easing$1 = "ease";
24
29
  const interpolate$1 = interpolate.slowInterpolateNumbers(keyframes, offset, easing.isEasingList(easing$1)
25
30
  ? easing$1.map(getFunction.getEasingFunction)
26
31
  : getFunction.getEasingFunction(easing$1));
27
32
  this.tick = (timestamp) => {
28
- if (this.playState === "finished") {
29
- const latest = interpolate$1(1);
30
- output(latest);
31
- this.resolve(latest);
32
- return;
33
- }
34
- if (this.pauseTime) {
33
+ if (this.pauseTime)
35
34
  timestamp = this.pauseTime;
36
- }
37
35
  let t = (timestamp - this.startTime) * this.rate;
38
36
  this.t = t;
39
37
  // Convert to seconds
40
38
  t /= 1000;
41
39
  // Rebase on delay
42
40
  t = Math.max(t - delay, 0);
41
+ /**
42
+ * If this animation has finished, set the current time
43
+ * to the total duration.
44
+ */
45
+ if (this.playState === "finished")
46
+ t = totalDuration;
47
+ /**
48
+ * Get the current progress (0-1) of the animation. If t is >
49
+ * than duration we'll get values like 2.5 (midway through the
50
+ * third iteration)
51
+ */
43
52
  const progress = t / duration;
44
53
  // TODO progress += iterationStart
54
+ /**
55
+ * Get the current iteration (0 indexed). For instance the floor of
56
+ * 2.5 is 2.
57
+ */
45
58
  let currentIteration = Math.floor(progress);
59
+ /**
60
+ * Get the current progress of the iteration by taking the remainder
61
+ * so 2.5 is 0.5 through iteration 2
62
+ */
46
63
  let iterationProgress = progress % 1.0;
47
64
  if (!iterationProgress && progress >= 1) {
48
65
  iterationProgress = 1;
49
66
  }
50
- if (iterationProgress === 1) {
51
- currentIteration--;
52
- }
53
- // Reverse progress
67
+ /**
68
+ * If iteration progress is 1 we count that as the end
69
+ * of the previous iteration.
70
+ */
71
+ iterationProgress === 1 && currentIteration--;
72
+ /**
73
+ * Reverse progress if we're not running in "normal" direction
74
+ */
54
75
  const iterationIsOdd = currentIteration % 2;
55
76
  if (direction === "reverse" ||
56
77
  (direction === "alternate" && iterationIsOdd) ||
57
78
  (direction === "alternate-reverse" && !iterationIsOdd)) {
58
79
  iterationProgress = 1 - iterationProgress;
59
80
  }
60
- const interpolationIsFinished = t >= totalDuration;
61
- const interpolationProgress = interpolationIsFinished
62
- ? 1
63
- : Math.min(iterationProgress, 1);
64
- const latest = interpolate$1(interpolationProgress);
81
+ const latest = interpolate$1(t >= totalDuration ? 1 : Math.min(iterationProgress, 1));
65
82
  output(latest);
66
- const isFinished = t >= totalDuration + endDelay;
67
- if (isFinished) {
83
+ const isAnimationFinished = this.playState === "finished" || t >= totalDuration + endDelay;
84
+ if (isAnimationFinished) {
68
85
  this.playState = "finished";
69
86
  this.resolve(latest);
70
87
  }
@@ -123,9 +140,5 @@ class Animation {
123
140
  this.rate = rate;
124
141
  }
125
142
  }
126
- function animateNumber(output, keyframes = [0, 1], options = {}) {
127
- return new Animation(output, keyframes, options);
128
- }
129
143
 
130
- exports.Animation = Animation;
131
- exports.animateNumber = animateNumber;
144
+ exports.NumberAnimation = NumberAnimation;
@@ -1,12 +1,10 @@
1
1
  import { defaults } from '../dom/utils/defaults.es.js';
2
- import { isEasingList } from '../dom/utils/easing.es.js';
3
- import { getEasingFunction } from './easing/get-function.es.js';
2
+ import { isCustomEasing, isEasingList } from '../dom/utils/easing.es.js';
3
+ import { getEasingFunction } from './easing/utils/get-function.es.js';
4
4
  import { slowInterpolateNumbers } from './utils/interpolate.es.js';
5
5
 
6
- class Animation {
7
- constructor(output, keyframes,
8
- // TODO Merge in defaults
9
- { easing = defaults.easing, duration = defaults.duration, delay = defaults.delay, endDelay = defaults.endDelay, offset, repeat = defaults.repeat, direction = "normal", }) {
6
+ class NumberAnimation {
7
+ constructor(output, keyframes = [0, 1], { easing = defaults.easing, duration = defaults.duration, delay = defaults.delay, endDelay = defaults.endDelay, repeat = defaults.repeat, offset, direction = "normal", } = {}) {
10
8
  this.startTime = 0;
11
9
  this.rate = 1;
12
10
  this.t = 0;
@@ -17,50 +15,69 @@ class Animation {
17
15
  this.reject = reject;
18
16
  });
19
17
  const totalDuration = duration * (repeat + 1);
18
+ /**
19
+ * We don't currently support custom easing (spring, glide etc) in NumberAnimation
20
+ * (although this is completely possible), so this will have been hydrated by
21
+ * animateStyle.
22
+ */
23
+ if (isCustomEasing(easing))
24
+ easing = "ease";
20
25
  const interpolate = slowInterpolateNumbers(keyframes, offset, isEasingList(easing)
21
26
  ? easing.map(getEasingFunction)
22
27
  : getEasingFunction(easing));
23
28
  this.tick = (timestamp) => {
24
- if (this.playState === "finished") {
25
- const latest = interpolate(1);
26
- output(latest);
27
- this.resolve(latest);
28
- return;
29
- }
30
- if (this.pauseTime) {
29
+ if (this.pauseTime)
31
30
  timestamp = this.pauseTime;
32
- }
33
31
  let t = (timestamp - this.startTime) * this.rate;
34
32
  this.t = t;
35
33
  // Convert to seconds
36
34
  t /= 1000;
37
35
  // Rebase on delay
38
36
  t = Math.max(t - delay, 0);
37
+ /**
38
+ * If this animation has finished, set the current time
39
+ * to the total duration.
40
+ */
41
+ if (this.playState === "finished")
42
+ t = totalDuration;
43
+ /**
44
+ * Get the current progress (0-1) of the animation. If t is >
45
+ * than duration we'll get values like 2.5 (midway through the
46
+ * third iteration)
47
+ */
39
48
  const progress = t / duration;
40
49
  // TODO progress += iterationStart
50
+ /**
51
+ * Get the current iteration (0 indexed). For instance the floor of
52
+ * 2.5 is 2.
53
+ */
41
54
  let currentIteration = Math.floor(progress);
55
+ /**
56
+ * Get the current progress of the iteration by taking the remainder
57
+ * so 2.5 is 0.5 through iteration 2
58
+ */
42
59
  let iterationProgress = progress % 1.0;
43
60
  if (!iterationProgress && progress >= 1) {
44
61
  iterationProgress = 1;
45
62
  }
46
- if (iterationProgress === 1) {
47
- currentIteration--;
48
- }
49
- // Reverse progress
63
+ /**
64
+ * If iteration progress is 1 we count that as the end
65
+ * of the previous iteration.
66
+ */
67
+ iterationProgress === 1 && currentIteration--;
68
+ /**
69
+ * Reverse progress if we're not running in "normal" direction
70
+ */
50
71
  const iterationIsOdd = currentIteration % 2;
51
72
  if (direction === "reverse" ||
52
73
  (direction === "alternate" && iterationIsOdd) ||
53
74
  (direction === "alternate-reverse" && !iterationIsOdd)) {
54
75
  iterationProgress = 1 - iterationProgress;
55
76
  }
56
- const interpolationIsFinished = t >= totalDuration;
57
- const interpolationProgress = interpolationIsFinished
58
- ? 1
59
- : Math.min(iterationProgress, 1);
60
- const latest = interpolate(interpolationProgress);
77
+ const latest = interpolate(t >= totalDuration ? 1 : Math.min(iterationProgress, 1));
61
78
  output(latest);
62
- const isFinished = t >= totalDuration + endDelay;
63
- if (isFinished) {
79
+ const isAnimationFinished = this.playState === "finished" || t >= totalDuration + endDelay;
80
+ if (isAnimationFinished) {
64
81
  this.playState = "finished";
65
82
  this.resolve(latest);
66
83
  }
@@ -119,8 +136,5 @@ class Animation {
119
136
  this.rate = rate;
120
137
  }
121
138
  }
122
- function animateNumber(output, keyframes = [0, 1], options = {}) {
123
- return new Animation(output, keyframes, options);
124
- }
125
139
 
126
- export { Animation, animateNumber };
140
+ export { NumberAnimation };
@@ -0,0 +1,99 @@
1
+ 'use strict';
2
+
3
+ Object.defineProperty(exports, '__esModule', { value: true });
4
+
5
+ var generator = require('../spring/generator.cjs.js');
6
+ var time = require('../../../dom/utils/time.cjs.js');
7
+
8
+ const createGlideGenerator = ({ from = 0, velocity = 0.0, power = 0.8, decay = 0.325, bounceDamping, bounceStiffness, changeTarget, min, max, restDistance = 0.5, restSpeed, }) => {
9
+ decay = time.ms(decay);
10
+ const state = {
11
+ value: from,
12
+ target: from,
13
+ velocity,
14
+ hasReachedTarget: false,
15
+ done: false,
16
+ };
17
+ const isOutOfBounds = (v) => (min !== undefined && v < min) || (max !== undefined && v > max);
18
+ const nearestBoundary = (v) => {
19
+ if (min === undefined)
20
+ return max;
21
+ if (max === undefined)
22
+ return min;
23
+ return Math.abs(min - v) < Math.abs(max - v) ? min : max;
24
+ };
25
+ let amplitude = power * velocity;
26
+ const ideal = from + amplitude;
27
+ const target = changeTarget === undefined ? ideal : changeTarget(ideal);
28
+ state.target = target;
29
+ /**
30
+ * If the target has changed we need to re-calculate the amplitude, otherwise
31
+ * the animation will start from the wrong position.
32
+ */
33
+ if (target !== ideal)
34
+ amplitude = target - from;
35
+ const calcDelta = (t) => -amplitude * Math.exp(-t / decay);
36
+ const calcLatest = (t) => target + calcDelta(t);
37
+ const applyFriction = (t) => {
38
+ const delta = calcDelta(t);
39
+ const latest = calcLatest(t);
40
+ state.done = Math.abs(delta) <= restDistance;
41
+ state.value = state.done ? target : latest;
42
+ state.velocity =
43
+ t === 0 ? velocity : generator.calcVelocity(calcLatest, t, state.value);
44
+ };
45
+ /**
46
+ * Ideally this would resolve for t in a stateless way, we could
47
+ * do that by always precalculating the animation but as we know
48
+ * this will be done anyway we can assume that spring will
49
+ * be discovered during that.
50
+ */
51
+ let timeReachedBoundary;
52
+ let spring;
53
+ const checkCatchBoundary = (t) => {
54
+ if (!isOutOfBounds(state.value))
55
+ return;
56
+ timeReachedBoundary = t;
57
+ spring = generator.createSpringGenerator({
58
+ from: state.value,
59
+ to: nearestBoundary(state.value),
60
+ velocity: state.velocity,
61
+ damping: bounceDamping,
62
+ stiffness: bounceStiffness,
63
+ restDistance,
64
+ restSpeed,
65
+ });
66
+ };
67
+ checkCatchBoundary(0);
68
+ return {
69
+ next: (t) => {
70
+ /**
71
+ * We need to resolve the friction to figure out if we need a
72
+ * spring but we don't want to do this twice per frame. So here
73
+ * we flag if we updated for this frame and later if we did
74
+ * we can skip doing it again.
75
+ */
76
+ let hasUpdatedFrame = false;
77
+ if (!spring && timeReachedBoundary === undefined) {
78
+ hasUpdatedFrame = true;
79
+ applyFriction(t);
80
+ checkCatchBoundary(t);
81
+ }
82
+ /**
83
+ * If we have a spring and the provided t is beyond the moment the friction
84
+ * animation crossed the min/max boundary, use the spring.
85
+ */
86
+ if (timeReachedBoundary !== undefined && t > timeReachedBoundary) {
87
+ state.hasReachedTarget = true;
88
+ return spring.next(t - timeReachedBoundary);
89
+ }
90
+ else {
91
+ state.hasReachedTarget = false;
92
+ !hasUpdatedFrame && applyFriction(t);
93
+ return state;
94
+ }
95
+ },
96
+ };
97
+ };
98
+
99
+ exports.createGlideGenerator = createGlideGenerator;
@@ -0,0 +1,95 @@
1
+ import { calcVelocity, createSpringGenerator } from '../spring/generator.es.js';
2
+ import { ms } from '../../../dom/utils/time.es.js';
3
+
4
+ const createGlideGenerator = ({ from = 0, velocity = 0.0, power = 0.8, decay = 0.325, bounceDamping, bounceStiffness, changeTarget, min, max, restDistance = 0.5, restSpeed, }) => {
5
+ decay = ms(decay);
6
+ const state = {
7
+ value: from,
8
+ target: from,
9
+ velocity,
10
+ hasReachedTarget: false,
11
+ done: false,
12
+ };
13
+ const isOutOfBounds = (v) => (min !== undefined && v < min) || (max !== undefined && v > max);
14
+ const nearestBoundary = (v) => {
15
+ if (min === undefined)
16
+ return max;
17
+ if (max === undefined)
18
+ return min;
19
+ return Math.abs(min - v) < Math.abs(max - v) ? min : max;
20
+ };
21
+ let amplitude = power * velocity;
22
+ const ideal = from + amplitude;
23
+ const target = changeTarget === undefined ? ideal : changeTarget(ideal);
24
+ state.target = target;
25
+ /**
26
+ * If the target has changed we need to re-calculate the amplitude, otherwise
27
+ * the animation will start from the wrong position.
28
+ */
29
+ if (target !== ideal)
30
+ amplitude = target - from;
31
+ const calcDelta = (t) => -amplitude * Math.exp(-t / decay);
32
+ const calcLatest = (t) => target + calcDelta(t);
33
+ const applyFriction = (t) => {
34
+ const delta = calcDelta(t);
35
+ const latest = calcLatest(t);
36
+ state.done = Math.abs(delta) <= restDistance;
37
+ state.value = state.done ? target : latest;
38
+ state.velocity =
39
+ t === 0 ? velocity : calcVelocity(calcLatest, t, state.value);
40
+ };
41
+ /**
42
+ * Ideally this would resolve for t in a stateless way, we could
43
+ * do that by always precalculating the animation but as we know
44
+ * this will be done anyway we can assume that spring will
45
+ * be discovered during that.
46
+ */
47
+ let timeReachedBoundary;
48
+ let spring;
49
+ const checkCatchBoundary = (t) => {
50
+ if (!isOutOfBounds(state.value))
51
+ return;
52
+ timeReachedBoundary = t;
53
+ spring = createSpringGenerator({
54
+ from: state.value,
55
+ to: nearestBoundary(state.value),
56
+ velocity: state.velocity,
57
+ damping: bounceDamping,
58
+ stiffness: bounceStiffness,
59
+ restDistance,
60
+ restSpeed,
61
+ });
62
+ };
63
+ checkCatchBoundary(0);
64
+ return {
65
+ next: (t) => {
66
+ /**
67
+ * We need to resolve the friction to figure out if we need a
68
+ * spring but we don't want to do this twice per frame. So here
69
+ * we flag if we updated for this frame and later if we did
70
+ * we can skip doing it again.
71
+ */
72
+ let hasUpdatedFrame = false;
73
+ if (!spring && timeReachedBoundary === undefined) {
74
+ hasUpdatedFrame = true;
75
+ applyFriction(t);
76
+ checkCatchBoundary(t);
77
+ }
78
+ /**
79
+ * If we have a spring and the provided t is beyond the moment the friction
80
+ * animation crossed the min/max boundary, use the spring.
81
+ */
82
+ if (timeReachedBoundary !== undefined && t > timeReachedBoundary) {
83
+ state.hasReachedTarget = true;
84
+ return spring.next(t - timeReachedBoundary);
85
+ }
86
+ else {
87
+ state.hasReachedTarget = false;
88
+ !hasUpdatedFrame && applyFriction(t);
89
+ return state;
90
+ }
91
+ },
92
+ };
93
+ };
94
+
95
+ export { createGlideGenerator };
@@ -0,0 +1,10 @@
1
+ 'use strict';
2
+
3
+ Object.defineProperty(exports, '__esModule', { value: true });
4
+
5
+ var generator = require('./generator.cjs.js');
6
+ var createGeneratorEasing = require('../utils/create-generator-easing.cjs.js');
7
+
8
+ const glide = createGeneratorEasing.createGeneratorEasing(generator.createGlideGenerator);
9
+
10
+ exports.glide = glide;
@@ -0,0 +1,6 @@
1
+ import { createGlideGenerator } from './generator.es.js';
2
+ import { createGeneratorEasing } from '../utils/create-generator-easing.es.js';
3
+
4
+ const glide = createGeneratorEasing(createGlideGenerator);
5
+
6
+ export { glide };
@@ -0,0 +1,64 @@
1
+ 'use strict';
2
+
3
+ Object.defineProperty(exports, '__esModule', { value: true });
4
+
5
+ var velocityPerSecond = require('../../../../utils/velocity-per-second.cjs.js');
6
+ var hasReachedTarget = require('../utils/has-reached-target.cjs.js');
7
+
8
+ const defaultStiffness = 100.0;
9
+ const defaultDamping = 10.0;
10
+ const defaultMass = 1.0;
11
+ const calcDampingRatio = (stiffness = defaultStiffness, damping = defaultDamping, mass = defaultMass) => damping / (2 * Math.sqrt(stiffness * mass));
12
+ const calcAngularFreq = (undampedFreq, dampingRatio) => undampedFreq * Math.sqrt(1 - dampingRatio * dampingRatio);
13
+ const createSpringGenerator = ({ stiffness = defaultStiffness, damping = defaultDamping, mass = defaultMass, from = 0, to = 1, velocity = 0.0, restSpeed = 2, restDistance = 0.5, } = {}) => {
14
+ velocity = velocity ? velocity / 1000 : 0.0;
15
+ const state = {
16
+ done: false,
17
+ value: from,
18
+ target: to,
19
+ velocity,
20
+ hasReachedTarget: false,
21
+ };
22
+ const dampingRatio = calcDampingRatio(stiffness, damping, mass);
23
+ const initialDelta = to - from;
24
+ const undampedAngularFreq = Math.sqrt(stiffness / mass) / 1000;
25
+ const angularFreq = calcAngularFreq(undampedAngularFreq, dampingRatio);
26
+ let resolveSpring;
27
+ if (dampingRatio < 1) {
28
+ // Underdamped spring (bouncy)
29
+ resolveSpring = (t) => to -
30
+ Math.exp(-dampingRatio * undampedAngularFreq * t) *
31
+ (((-velocity + dampingRatio * undampedAngularFreq * initialDelta) /
32
+ angularFreq) *
33
+ Math.sin(angularFreq * t) +
34
+ initialDelta * Math.cos(angularFreq * t));
35
+ }
36
+ else {
37
+ // Critically damped spring
38
+ resolveSpring = (t) => to -
39
+ Math.exp(-undampedAngularFreq * t) *
40
+ (initialDelta + (velocity + undampedAngularFreq * initialDelta) * t);
41
+ }
42
+ return {
43
+ next: (t) => {
44
+ state.value = resolveSpring(t);
45
+ state.velocity =
46
+ t === 0 ? velocity : calcVelocity(resolveSpring, t, state.value);
47
+ const isBelowVelocityThreshold = Math.abs(state.velocity) <= restSpeed;
48
+ const isBelowDisplacementThreshold = Math.abs(to - state.value) <= restDistance;
49
+ state.done = isBelowVelocityThreshold && isBelowDisplacementThreshold;
50
+ state.hasReachedTarget = hasReachedTarget.hasReachedTarget(from, to, state.value);
51
+ return state;
52
+ },
53
+ };
54
+ };
55
+ const sampleT = 5; // ms
56
+ function calcVelocity(resolveValue, t, current) {
57
+ const prevT = Math.max(t - sampleT, 0);
58
+ return velocityPerSecond.velocityPerSecond(current - resolveValue(prevT), 5);
59
+ }
60
+
61
+ exports.calcAngularFreq = calcAngularFreq;
62
+ exports.calcDampingRatio = calcDampingRatio;
63
+ exports.calcVelocity = calcVelocity;
64
+ exports.createSpringGenerator = createSpringGenerator;
@@ -0,0 +1,57 @@
1
+ import { velocityPerSecond } from '../../../../utils/velocity-per-second.es.js';
2
+ import { hasReachedTarget } from '../utils/has-reached-target.es.js';
3
+
4
+ const defaultStiffness = 100.0;
5
+ const defaultDamping = 10.0;
6
+ const defaultMass = 1.0;
7
+ const calcDampingRatio = (stiffness = defaultStiffness, damping = defaultDamping, mass = defaultMass) => damping / (2 * Math.sqrt(stiffness * mass));
8
+ const calcAngularFreq = (undampedFreq, dampingRatio) => undampedFreq * Math.sqrt(1 - dampingRatio * dampingRatio);
9
+ const createSpringGenerator = ({ stiffness = defaultStiffness, damping = defaultDamping, mass = defaultMass, from = 0, to = 1, velocity = 0.0, restSpeed = 2, restDistance = 0.5, } = {}) => {
10
+ velocity = velocity ? velocity / 1000 : 0.0;
11
+ const state = {
12
+ done: false,
13
+ value: from,
14
+ target: to,
15
+ velocity,
16
+ hasReachedTarget: false,
17
+ };
18
+ const dampingRatio = calcDampingRatio(stiffness, damping, mass);
19
+ const initialDelta = to - from;
20
+ const undampedAngularFreq = Math.sqrt(stiffness / mass) / 1000;
21
+ const angularFreq = calcAngularFreq(undampedAngularFreq, dampingRatio);
22
+ let resolveSpring;
23
+ if (dampingRatio < 1) {
24
+ // Underdamped spring (bouncy)
25
+ resolveSpring = (t) => to -
26
+ Math.exp(-dampingRatio * undampedAngularFreq * t) *
27
+ (((-velocity + dampingRatio * undampedAngularFreq * initialDelta) /
28
+ angularFreq) *
29
+ Math.sin(angularFreq * t) +
30
+ initialDelta * Math.cos(angularFreq * t));
31
+ }
32
+ else {
33
+ // Critically damped spring
34
+ resolveSpring = (t) => to -
35
+ Math.exp(-undampedAngularFreq * t) *
36
+ (initialDelta + (velocity + undampedAngularFreq * initialDelta) * t);
37
+ }
38
+ return {
39
+ next: (t) => {
40
+ state.value = resolveSpring(t);
41
+ state.velocity =
42
+ t === 0 ? velocity : calcVelocity(resolveSpring, t, state.value);
43
+ const isBelowVelocityThreshold = Math.abs(state.velocity) <= restSpeed;
44
+ const isBelowDisplacementThreshold = Math.abs(to - state.value) <= restDistance;
45
+ state.done = isBelowVelocityThreshold && isBelowDisplacementThreshold;
46
+ state.hasReachedTarget = hasReachedTarget(from, to, state.value);
47
+ return state;
48
+ },
49
+ };
50
+ };
51
+ const sampleT = 5; // ms
52
+ function calcVelocity(resolveValue, t, current) {
53
+ const prevT = Math.max(t - sampleT, 0);
54
+ return velocityPerSecond(current - resolveValue(prevT), 5);
55
+ }
56
+
57
+ export { calcAngularFreq, calcDampingRatio, calcVelocity, createSpringGenerator };
@@ -0,0 +1,10 @@
1
+ 'use strict';
2
+
3
+ Object.defineProperty(exports, '__esModule', { value: true });
4
+
5
+ var generator = require('./generator.cjs.js');
6
+ var createGeneratorEasing = require('../utils/create-generator-easing.cjs.js');
7
+
8
+ const spring = createGeneratorEasing.createGeneratorEasing(generator.createSpringGenerator);
9
+
10
+ exports.spring = spring;
@@ -0,0 +1,6 @@
1
+ import { createSpringGenerator } from './generator.es.js';
2
+ import { createGeneratorEasing } from '../utils/create-generator-easing.es.js';
3
+
4
+ const spring = createGeneratorEasing(createSpringGenerator);
5
+
6
+ export { spring };
@@ -0,0 +1,71 @@
1
+ 'use strict';
2
+
3
+ Object.defineProperty(exports, '__esModule', { value: true });
4
+
5
+ var pregenerateKeyframes = require('./pregenerate-keyframes.cjs.js');
6
+
7
+ function createGeneratorEasing(createGenerator) {
8
+ const keyframesCache = new WeakMap();
9
+ return (options = {}) => {
10
+ const generatorCache = new Map();
11
+ const getGenerator = (from = 0, to = 100, velocity = 0, isScale = false) => {
12
+ const key = `${from}-${to}-${velocity}-${isScale}`;
13
+ if (!generatorCache.has(key)) {
14
+ generatorCache.set(key, createGenerator(Object.assign({ from,
15
+ to,
16
+ velocity, restSpeed: isScale ? 0.05 : 2, restDistance: isScale ? 0.01 : 0.5 }, options)));
17
+ }
18
+ return generatorCache.get(key);
19
+ };
20
+ const getKeyframes = (generator) => {
21
+ if (!keyframesCache.has(generator)) {
22
+ keyframesCache.set(generator, pregenerateKeyframes.pregenerateKeyframes(generator));
23
+ }
24
+ return keyframesCache.get(generator);
25
+ };
26
+ return {
27
+ createAnimation: (keyframes, getOrigin, canUseGenerator, name, data) => {
28
+ let settings;
29
+ let generator;
30
+ const numKeyframes = keyframes.length;
31
+ let shouldUseGenerator = canUseGenerator &&
32
+ numKeyframes <= 2 &&
33
+ keyframes.every(isNumberOrNull);
34
+ if (shouldUseGenerator) {
35
+ const prevAnimationState = name && data && data.prevGeneratorState[name];
36
+ const velocity = prevAnimationState &&
37
+ (numKeyframes === 1 ||
38
+ (numKeyframes === 2 && keyframes[0] === null))
39
+ ? prevAnimationState.velocity
40
+ : 0;
41
+ const target = keyframes[numKeyframes - 1];
42
+ const unresolvedOrigin = numKeyframes === 1 ? null : keyframes[0];
43
+ const origin = unresolvedOrigin === null
44
+ ? prevAnimationState
45
+ ? prevAnimationState.value
46
+ : parseFloat(getOrigin())
47
+ : unresolvedOrigin;
48
+ generator = getGenerator(origin, target, velocity, name === null || name === void 0 ? void 0 : name.includes("scale"));
49
+ const keyframesMetadata = getKeyframes(generator);
50
+ settings = Object.assign(Object.assign({}, keyframesMetadata), { easing: "linear" });
51
+ }
52
+ else {
53
+ generator = getGenerator(0, 100);
54
+ const keyframesMetadata = getKeyframes(generator);
55
+ settings = {
56
+ easing: "ease",
57
+ duration: keyframesMetadata.overshootDuration,
58
+ };
59
+ }
60
+ // TODO Add test for this
61
+ if (generator && data && name) {
62
+ data.generators[name] = generator;
63
+ }
64
+ return settings;
65
+ },
66
+ };
67
+ };
68
+ }
69
+ const isNumberOrNull = (value) => typeof value !== "string";
70
+
71
+ exports.createGeneratorEasing = createGeneratorEasing;