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+/*
+ Easing Equations v1.5
+ May 1, 2003
+ (c) 2003 Robert Penner, all rights reserved.
+ This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html.
+
+ These tweening functions provide different flavors of
+ math-based motion under a consistent API.
+
+ Types of easing:
+
+ Linear
+ Quadratic
+ Cubic
+ Quartic
+ Quintic
+ Sinusoidal
+ Exponential
+ Circular
+ Elastic
+ Back
+ Bounce
+
+ Changes:
+ 1.5 - added bounce easing
+ 1.4 - added elastic and back easing
+ 1.3 - tweaked the exponential easing functions to make endpoints exact
+ 1.2 - inline optimizations (changing t and multiplying in one step)--thanks to Tatsuo Kato for the idea
+
+ Discussed in Chapter 7 of
+ Robert Penner's Programming Macromedia Flash MX
+ (including graphs of the easing equations)
+
+ http://www.robertpenner.com/profmx
+ http://www.amazon.com/exec/obidos/ASIN/0072223561/robertpennerc-20
+*/
+
+
+// simple linear tweening - no easing
+// t: current time, b: beginning value, c: change in value, d: duration
+var Penner = {};
+Penner.Linear = function (t, b, c, d) {
+ return c*t/d + b;
+};
+
+
+ ///////////// QUADRATIC EASING: t^2 ///////////////////
+
+// quadratic easing in - accelerating from zero velocity
+// t: current time, b: beginning value, c: change in value, d: duration
+// t and d can be in frames or seconds/milliseconds
+Penner.InQuad = function (t, b, c, d) {
+ return c*(t/=d)*t + b;
+};
+
+// quadratic easing out - decelerating to zero velocity
+Penner.OutQuad = function (t, b, c, d) {
+ return -c *(t/=d)*(t-2) + b;
+};
+
+// quadratic easing in/out - acceleration until halfway, then deceleration
+Penner.InOutQuad = function (t, b, c, d) {
+ if ((t/=d/2) < 1) return c/2*t*t + b;
+ return -c/2 * ((--t)*(t-2) - 1) + b;
+};
+
+
+ ///////////// CUBIC EASING: t^3 ///////////////////////
+
+// cubic easing in - accelerating from zero velocity
+// t: current time, b: beginning value, c: change in value, d: duration
+// t and d can be frames or seconds/milliseconds
+Penner.InCubic = function (t, b, c, d) {
+ return c*(t/=d)*t*t + b;
+};
+
+// cubic easing out - decelerating to zero velocity
+Penner.OutCubic = function (t, b, c, d) {
+ return c*((t=t/d-1)*t*t + 1) + b;
+};
+
+// cubic easing in/out - acceleration until halfway, then deceleration
+Penner.InOutCubic = function (t, b, c, d) {
+ if ((t/=d/2) < 1) return c/2*t*t*t + b;
+ return c/2*((t-=2)*t*t + 2) + b;
+};
+
+
+ ///////////// QUARTIC EASING: t^4 /////////////////////
+
+// quartic easing in - accelerating from zero velocity
+// t: current time, b: beginning value, c: change in value, d: duration
+// t and d can be frames or seconds/milliseconds
+Penner.InQuart = function (t, b, c, d) {
+ return c*(t/=d)*t*t*t + b;
+};
+
+// quartic easing out - decelerating to zero velocity
+Penner.OutQuart = function (t, b, c, d) {
+ return -c * ((t=t/d-1)*t*t*t - 1) + b;
+};
+
+// quartic easing in/out - acceleration until halfway, then deceleration
+Penner.InOutQuart = 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;
+};
+
+
+ ///////////// QUINTIC EASING: t^5 ////////////////////
+
+// quintic easing in - accelerating from zero velocity
+// t: current time, b: beginning value, c: change in value, d: duration
+// t and d can be frames or seconds/milliseconds
+Penner.InQuint = function (t, b, c, d) {
+ return c*(t/=d)*t*t*t*t + b;
+};
+
+// quintic easing out - decelerating to zero velocity
+Penner.OutQuint = function (t, b, c, d) {
+ return c*((t=t/d-1)*t*t*t*t + 1) + b;
+};
+
+// quintic easing in/out - acceleration until halfway, then deceleration
+Penner.InOutQuint = function (t, b, c, d) {
+ if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b;
+ return c/2*((t-=2)*t*t*t*t + 2) + b;
+};
+
+
+
+ ///////////// SINUSOIDAL EASING: sin(t) ///////////////
+
+// sinusoidal easing in - accelerating from zero velocity
+// t: current time, b: beginning value, c: change in position, d: duration
+Penner.InSine = function (t, b, c, d) {
+ return -c * Math.cos(t/d * (Math.PI/2)) + c + b;
+};
+
+// sinusoidal easing out - decelerating to zero velocity
+Penner.OutSine = function (t, b, c, d) {
+ return c * Math.sin(t/d * (Math.PI/2)) + b;
+};
+
+// sinusoidal easing in/out - accelerating until halfway, then decelerating
+Penner.InOutSine = function (t, b, c, d) {
+ return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b;
+};
+
+
+ ///////////// EXPONENTIAL EASING: 2^t /////////////////
+
+// exponential easing in - accelerating from zero velocity
+// t: current time, b: beginning value, c: change in position, d: duration
+Penner.InExpo = function (t, b, c, d) {
+ return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;
+};
+
+// exponential easing out - decelerating to zero velocity
+Penner.OutExpo = function (t, b, c, d) {
+ return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b;
+};
+
+// exponential easing in/out - accelerating until halfway, then decelerating
+Penner.InOutExpo = function (t, b, c, d) {
+ if (t==0) return b;
+ if (t==d) return b+c;
+ if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b;
+ return c/2 * (-Math.pow(2, -10 * --t) + 2) + b;
+};
+
+
+ /////////// CIRCULAR EASING: sqrt(1-t^2) //////////////
+
+// circular easing in - accelerating from zero velocity
+// t: current time, b: beginning value, c: change in position, d: duration
+Penner.InCirc = function (t, b, c, d) {
+ return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;
+};
+
+// circular easing out - decelerating to zero velocity
+Penner.OutCirc = function (t, b, c, d) {
+ return c * Math.sqrt(1 - (t=t/d-1)*t) + b;
+};
+
+// circular easing in/out - acceleration until halfway, then deceleration
+Penner.InOutCirc = function (t, b, c, d) {
+ if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b;
+ return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b;
+};
+
+
+ /////////// ELASTIC EASING: exponentially decaying sine wave //////////////
+
+// t: current time, b: beginning value, c: change in value, d: duration, a: amplitude (optional), p: period (optional)
+// t and d can be in frames or seconds/milliseconds
+
+Penner.InElastic = function (t, b, c, d, a, p) {
+ if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
+ if ((!a) || a < Math.abs(c)) { a=c; var s=p/4; }
+ else var 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;
+};
+
+Penner.OutElastic = function (t, b, c, d, a, p) {
+ if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
+ if ((!a) || a < Math.abs(c)) { a=c; var s=p/4; }
+ else var 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;
+};
+
+Penner.InOutElastic = function (t, b, c, d, a, p) {
+ if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5);
+ if ((!a) || a < Math.abs(c)) { a=c; var s=p/4; }
+ else var s = p/(2*Math.PI) * Math.asin (c/a);
+ if (t < 1) return -.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 )*.5 + c + b;
+};
+
+
+ /////////// BACK EASING: overshooting cubic easing: (s+1)*t^3 - s*t^2 //////////////
+
+// back easing in - backtracking slightly, then reversing direction and moving to target
+// t: current time, b: beginning value, c: change in value, d: duration, s: overshoot amount (optional)
+// t and d can be in frames or seconds/milliseconds
+// s controls the amount of overshoot: higher s means greater overshoot
+// s has a default value of 1.70158, which produces an overshoot of 10 percent
+// s==0 produces cubic easing with no overshoot
+Penner.InBack = function (t, b, c, d, s) {
+ if (s == undefined) s = 1.70158;
+ return c*(t/=d)*t*((s+1)*t - s) + b;
+};
+
+// back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target
+Penner.OutBack = function (t, b, c, d, s) {
+ if (s == undefined) s = 1.70158;
+ return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
+};
+
+// back easing in/out - backtracking slightly, then reversing direction and moving to target,
+// then overshooting target, reversing, and finally coming back to target
+Penner.InOutBack = function (t, b, c, d, s) {
+ if (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 EASING: exponentially decaying parabolic bounce //////////////
+
+// bounce easing in
+// t: current time, b: beginning value, c: change in position, d: duration
+Penner.InBounce = function (t, b, c, d) {
+ return c - Penner.OutBounce (d-t, 0, c, d) + b;
+};
+
+// bounce easing out
+Penner.OutBounce = 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 + .75) + b;
+ } else if (t < (2.5/2.75)) {
+ return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
+ } else {
+ return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
+ }
+};
+
+// bounce easing in/out
+Penner.InOutBounce = function (t, b, c, d) {
+ if (t < d/2) return Penner.InBounce (t*2, 0, c, d) * .5 + b;
+ return Penner.OutBounce (t*2-d, 0, c, d) * .5 + c*.5 + b;
+};
+
+
+
+
+
+
+
+
+
+//BEGIN_ATLAS_NOTIFY
+if (typeof(Sys) != "undefined")
+{
+ if (Sys.Application != null && Sys.Application.notifyScriptLoaded != null)
+ {
+ Sys.Application.notifyScriptLoaded();
+ }
+}
+//END_ATLAS_NOTIFY \ No newline at end of file
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