* removed CSS props from SVG plugins
* improved CSS transform performance by creating a more simple tween object
* improved radius properties performance 
* removed Bezier and Physics plugins
* fixes scroll animation performance bottlenecks
* code cleanup and a more readable code
* documentation updates
This commit is contained in:
thednp 2016-11-23 20:42:01 +02:00
parent 01e0ed5a27
commit f46fcf68fd
2 changed files with 474 additions and 0 deletions

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/*
* KUTE.js - The Light Tweening Engine | dnp_theme
* package bezier easing
* BezierEasing by Gaëtan Renaudeau 2014 MIT License
* optimized by dnp_theme 2015 MIT License
* Licensed under MIT-License
*/
(function (root,factory) {
if (typeof define === 'function' && define.amd) {
define(['kute.js'], factory);
} else if(typeof module == 'object' && typeof require == 'function') {
module.exports = factory(require('kute.js'));
} else if ( typeof root.KUTE !== 'undefined' ) {
// Browser globals
root.Bezier = factory(root.KUTE);
} else {
throw new Error("Bezier Easing functions depend on KUTE.js");
}
}(this, function (KUTE) {
'use strict';
var g = typeof global !== 'undefined' ? global : window, E = {};
// E.Bezier = g.Bezier = function(mX1, mY1, mX2, mY2) {
g.Bezier = function(mX1, mY1, mX2, mY2) {
return _bz.pB(mX1, mY1, mX2, mY2);
};
// var _bz = E.Bezier.prototype = g.Bezier.prototype;
var _bz = g.Bezier.prototype;
// These values are established by empiricism with tests (tradeoff: performance VS precision)
_bz.ni = 4; // NEWTON_ITERATIONS
_bz.nms = 0.001; // NEWTON_MIN_SLOPE
_bz.sp = 0.0000001; // SUBDIVISION_PRECISION
_bz.smi = 10, // SUBDIVISION_MAX_ITERATIONS
_bz.ksts = 11; // k Spline Table Size
_bz.ksss = 1.0 / (_bz.ksts - 1.0); // k Sample Step Size
_bz.f32as = 'Float32Array' in g; // float32ArraySupported
_bz.msv = _bz.f32as ? new Float32Array (_bz.ksts) : new Array (_bz.ksts); // m Sample Values
_bz.A = function(aA1, aA2) { return 1.0 - 3.0 * aA2 + 3.0 * aA1; };
_bz.B = function(aA1, aA2) { return 3.0 * aA2 - 6.0 * aA1; };
_bz.C = function(aA1) { return 3.0 * aA1; };
_bz.pB = function (mX1, mY1, mX2, mY2) {
this._p = false; var self = this;
return function(aX){
if (!self._p) _bz.pc(mX1, mX2, mY1, mY2);
if (mX1 === mY1 && mX2 === mY2) return aX;
if (aX === 0) return 0;
if (aX === 1) return 1;
return _bz.cB(_bz.gx(aX, mX1, mX2), mY1, mY2);
};
};
// Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2.
_bz.cB = function(aT, aA1, aA2) { // calc Bezier
return ((_bz.A(aA1, aA2)*aT + _bz.B(aA1, aA2))*aT + _bz.C(aA1))*aT;
};
// Returns dx/dt given t, x1, and x2, or dy/dt given t, y1, and y2.
_bz.gS = function (aT, aA1, aA2) { // getSlope
return 3.0 * _bz.A(aA1, aA2)*aT*aT + 2.0 * _bz.B(aA1, aA2) * aT + _bz.C(aA1);
};
_bz.bS = function(a, aA, aB, mX1, mX2) { // binary Subdivide
var x, t, i = 0, j = _bz.sp, y = _bz.smi;
do {
t = aA + (aB - aA) / 2.0;
x = _bz.cB(t, mX1, mX2) - a;
if (x > 0.0) {
aB = t;
} else {
aA = t;
}
} while (Math.abs(x) > j && ++i < y);
return t;
};
_bz.nri = function (aX, agt, mX1, mX2) { // newton Raphs on Iterate
var i = 0, j = _bz.ni;
for (i; i < j; ++i) {
var cs = _bz.gS(agt, mX1, mX2);
if (cs === 0.0) return agt;
var x = _bz.cB(agt, mX1, mX2) - aX;
agt -= x / cs;
}
return agt;
};
_bz.csv = function (mX1, mX2) { // calc Sample Values
var i = 0, j = _bz.ksts;
for (i; i < j; ++i) {
_bz.msv[i] = _bz.cB(i * _bz.ksss, mX1, mX2);
}
};
_bz.gx = function (aX,mX1,mX2) { //get to X
var iS = 0.0, cs = 1, ls = _bz.ksts - 1;
for (; cs != ls && _bz.msv[cs] <= aX; ++cs) {
iS += _bz.ksss;
}
--cs;
// Interpolate to provide an initial guess for t
var dist = (aX - _bz.msv[cs]) / (_bz.msv[cs+1] - _bz.msv[cs]),
gt = iS + dist * _bz.ksss,
ins = _bz.gS(gt, mX1, mX2),
fiS = iS + _bz.ksss;
if (ins >= _bz.nms) {
return _bz.nri(aX, gt, mX1, mX2);
} else if (ins === 0.0) {
return gt;
} else {
return _bz.bS(aX, iS, fiS, mX1, mX2);
}
};
_bz.pc = function(mX1, mX2, mY1, mY2) {
this._p = true;
if (mX1 != mY1 || mX2 != mY2)
_bz.csv(mX1, mX2);
};
g.Ease = {}; // export these functions to global for best performance
// predefined bezier based easings, can be accessed via string, eg 'easeIn' or 'easeInOutQuart'
// _easings = ["linear","easeInQuad","easeOutQuad","easeInOutQuad","easeInCubic","easeOutCubic","easeInOutCubic","easeInQuart","easeInQuart","easeOutQuart","easeInOutQuart","easeInQuint","easeOutQuint","easeInOutQuint","easeInExpo","easeOutExpo","easeInOutExpo","slowMo","slowMo1","slowMo2"],
g.Ease.easeIn = function(){ return _bz.pB(0.42, 0.0, 1.00, 1.0); };
g.Ease.easeOut = function(){ return _bz.pB(0.00, 0.0, 0.58, 1.0); };
g.Ease.easeInOut = function(){ return _bz.pB(0.50, 0.16, 0.49, 0.86); };
g.Ease.easeInSine = function(){ return _bz.pB(0.47, 0, 0.745, 0.715); };
g.Ease.easeOutSine = function(){ return _bz.pB(0.39, 0.575, 0.565, 1); };
g.Ease.easeInOutSine = function(){ return _bz.pB(0.445, 0.05, 0.55, 0.95); };
g.Ease.easeInQuad = function () { return _bz.pB(0.550, 0.085, 0.680, 0.530); };
g.Ease.easeOutQuad = function () { return _bz.pB(0.250, 0.460, 0.450, 0.940); };
g.Ease.easeInOutQuad = function () { return _bz.pB(0.455, 0.030, 0.515, 0.955); };
g.Ease.easeInCubic = function () { return _bz.pB(0.55, 0.055, 0.675, 0.19); };
g.Ease.easeOutCubic = function () { return _bz.pB(0.215, 0.61, 0.355, 1); };
g.Ease.easeInOutCubic = function () { return _bz.pB(0.645, 0.045, 0.355, 1); };
g.Ease.easeInQuart = function () { return _bz.pB(0.895, 0.03, 0.685, 0.22); };
g.Ease.easeOutQuart = function () { return _bz.pB(0.165, 0.84, 0.44, 1); };
g.Ease.easeInOutQuart = function () { return _bz.pB(0.77, 0, 0.175, 1); };
g.Ease.easeInQuint = function(){ return _bz.pB(0.755, 0.05, 0.855, 0.06); };
g.Ease.easeOutQuint = function(){ return _bz.pB(0.23, 1, 0.32, 1); };
g.Ease.easeInOutQuint = function(){ return _bz.pB(0.86, 0, 0.07, 1); };
g.Ease.easeInExpo = function(){ return _bz.pB(0.95, 0.05, 0.795, 0.035); };
g.Ease.easeOutExpo = function(){ return _bz.pB(0.19, 1, 0.22, 1); };
g.Ease.easeInOutExpo = function(){ return _bz.pB(1, 0, 0, 1); };
g.Ease.easeInCirc = function(){ return _bz.pB(0.6, 0.04, 0.98, 0.335); };
g.Ease.easeOutCirc = function(){ return _bz.pB(0.075, 0.82, 0.165, 1); };
g.Ease.easeInOutCirc = function(){ return _bz.pB(0.785, 0.135, 0.15, 0.86); };
g.Ease.easeInBack = function(){ return _bz.pB(0.600, -0.280, 0.735, 0.045); };
g.Ease.easeOutBack = function(){ return _bz.pB(0.175, 0.885, 0.320, 1.275); };
g.Ease.easeInOutBack = function(){ return _bz.pB(0.68, -0.55, 0.265, 1.55); };
g.Ease.slowMo = function(){ return _bz.pB(0.000, 0.500, 1.000, 0.500); };
g.Ease.slowMo1 = function(){ return _bz.pB(0.000, 0.700, 1.000, 0.300); };
g.Ease.slowMo2 = function(){ return _bz.pB(0.000, 0.900, 1.000, 0.100); };
// return E;
}));

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/*
* KUTE.js - The Light Tweening Engine | dnp_theme
* package dynamics.js easings pack by Michael Villar
* https://github.com/michaelvillar/dynamics.js
* optimized by dnp_theme 2015 MIT License
* Licensed under MIT-License
*/
(function(root,factory){
if (typeof define === 'function' && define.amd) {
define(['kute.js'], factory);
} else if(typeof module == 'object' && typeof require == 'function') {
module.exports = factory(require('kute.js'));
} else if ( typeof root.KUTE !== 'undefined' ) {
factory(root.KUTE);
} else {
throw new Error("Physics Easing functions for KUTE.js depend on KUTE.js")
}
})(this, function(KUTE){
'use strict';
var g = typeof global !== 'undefined' ? global : window;
// spring easing
g.spring = function(options) {
options = options || {};
var fq = Math.max(1, (options.frequency || 300 ) / 20),
fc = Math.pow(20, (options.friction || 200 ) / 100),
aSt = options.anticipationStrength || 0,
aS = (options.anticipationSize || 0) / 1000;
return function(t) {
var A, At, a, angle, b, frictionT, y0, yS, dif = 1 - aS;
frictionT = t / dif - aS / dif;
if (t < aS) {
yS = aS / dif - aS / dif;
y0 = 0 / dif - aS / dif;
b = Math.acos(1 / _kps.A1(t,yS));
a = (Math.acos(1 / _kps.A1(t,y0)) - b) / (fq * (-aS));
A = _kps.A1;
} else {
A = _kps.A2;
b = 0;
a = 1;
}
At = A(frictionT,aS,aSt,fc);
angle = fq * (t - aS) * a + b;
return 1 - (At * Math.cos(angle));
};
};
var _kps = g.spring.prototype;
_kps.A1 = function(t,aS,aSt) {
var a, b, x0, x1;
x0 = aS / (1 - aS);
x1 = 0;
b = (x0 - (0.8 * x1)) / (x0 - x1);
a = (0.8 - b) / x0;
return (a * t * aSt / 100) + b;
};
_kps.A2 = function(t,aS,aSt,f) {
return Math.pow(f / 10, -t) * (1 - t);
};
// bounce
g.bounce = function(options) {
options = options || {};
var fq = Math.max(1, (options.frequency || 300) / 20),
f = Math.pow(20, (options.friction || 200) / 100);
return function(t) {
var At = Math.pow(f / 10, -t) * (1 - t),
angle = fq * t * 1 + Math.PI / 2;
return At * Math.cos(angle);
};
};
// gravity
g.gravity = function(options) {
var bounciness, curves, elasticity, gravity, initialForce, L;
options = options || {};
bounciness = ( options.bounciness || 400 ) / 1250;
elasticity = ( options.elasticity || 200 ) / 1000;
initialForce = options.initialForce || false;
gravity = 100;
curves = [];
L = (function() {
var b, curve;
b = Math.sqrt(2 / gravity);
curve = {
a: -b,
b: b,
H: 1
};
if (initialForce) {
curve.a = 0;
curve.b = curve.b * 2;
}
while (curve.H > 0.001) {
L = curve.b - curve.a;
curve = {
a: curve.b,
b: curve.b + L * bounciness,
H: curve.H * bounciness * bounciness
};
}
return curve.b;
})();
(function() {
var L2, b, curve, _results;
b = Math.sqrt(2 / (gravity * L * L));
curve = {
a: -b,
b: b,
H: 1
};
if (initialForce) {
curve.a = 0;
curve.b = curve.b * 2;
}
curves.push(curve);
L2 = L;
_results = [];
while (curve.b < 1 && curve.H > 0.001) {
L2 = curve.b - curve.a;
curve = {
a: curve.b,
b: curve.b + L2 * bounciness,
H: curve.H * elasticity
};
_results.push(curves.push(curve));
}
return _results;
})();
return function(t) {
var curve, i, v;
i = 0;
curve = curves[i];
while (!(t >= curve.a && t <= curve.b)) {
i += 1;
curve = curves[i];
if (!curve) {
break;
}
}
if (!curve) {
v = initialForce ? 0 : 1;
} else {
v = _kpg.getPointInCurve(curve.a, curve.b, curve.H, t, options, L);
}
return v;
};
};
var _kpg = g.gravity.prototype;
_kpg.getPointInCurve = function(a, b, H, t, o, L) {
var c, t2;
L = b - a;
t2 = (2 / L) * t - 1 - (a * 2 / L);
c = t2 * t2 * H - H + 1;
if (o.initialForce) {
c = 1 - c;
}
return c;
};
//throw up and pull down by gravity
g.forceWithGravity = function(o) {
var ops = o || {};
ops.initialForce = true;
return g.gravity(ops);
};
// multi point bezier
g.BezierMultiPoint = function(options) {
options = options || {};
var points = options.points,
returnsToSelf = false, Bs = [];
(function() {
var i, k;
for (i in points) {
k = parseInt(i);
if (k >= points.length - 1) {
break;
}
_kpb.fn(points[k], points[k + 1], Bs);
}
return Bs;
})();
return function(t) {
if (t === 0) {
return 0;
} else if (t === 1) {
return 1;
} else {
return _kpb.yForX(t, Bs, returnsToSelf);
}
};
};
var _kpb = g.BezierMultiPoint.prototype;
_kpb.fn = function(pointA, pointB, Bs) {
var B2 = function(t) {
return _kpb.Bezier(t, pointA, pointA.cp[pointA.cp.length - 1], pointB.cp[0], pointB);
};
return Bs.push(B2);
};
_kpb.Bezier = function(t, p0, p1, p2, p3) {
return {
x: (Math.pow(1 - t, 3) * p0.x) + (3 * Math.pow(1 - t, 2) * t * p1.x) + (3 * (1 - t) * Math.pow(t, 2) * p2.x) + Math.pow(t, 3) * p3.x,
y: (Math.pow(1 - t, 3) * p0.y) + (3 * Math.pow(1 - t, 2) * t * p1.y) + (3 * (1 - t) * Math.pow(t, 2) * p2.y) + Math.pow(t, 3) * p3.y
};
};
_kpb.yForX = function(xTarget, Bs, rTS) {
var B, aB, i, lower, percent, upper, x, xT, _i = 0, _len = Bs.length;
B = null;
for (_i; _i < _len; _i++) {
aB = Bs[_i];
if (xTarget >= aB(0).x && xTarget <= aB(1).x) {
B = aB;
}
if (B !== null) {
break;
}
}
if (!B) {
return ( rTS ? 0 : 1 );
}
xT = 0.0001; // xTolerance
lower = 0; upper = 1;
percent = (upper + lower) / 2;
x = B(percent).x; i = 0;
while (Math.abs(xTarget - x) > xT && i < 100) {
if (xTarget > x) {
lower = percent;
} else {
upper = percent;
}
percent = (upper + lower) / 2;
x = B(percent).x;
i++;
}
return B(percent).y;
};
// export predefined BezierMultiPoint functions to window
g.Physics = {
physicsInOut : function(options) {
var friction;
options = options || {};
friction = options.friction|| 200;
return g.BezierMultiPoint({ points: [ { x: 0, y: 0, cp: [ { x: 0.92 - (friction / 1000), y: 0 } ] }, { x: 1, y: 1, cp: [ { x: 0.08 + (friction / 1000), y: 1 } ] } ] });
},
physicsIn : function(options) {
var friction;
options = options || {};
friction = options.friction|| 200;
return g.BezierMultiPoint({ points: [ { x: 0, y: 0, cp: [ { x: 0.92 - (friction / 1000), y: 0 } ] }, { x: 1, y: 1, cp: [ { x: 1, y: 1 } ] } ] });
},
physicsOut : function(options) {
var friction;
options = options || {};
friction = options.friction|| 200;
return g.BezierMultiPoint({ points: [ { x: 0, y: 0, cp: [ { x: 0, y: 0 } ] }, { x: 1, y: 1, cp: [ { x: 0.08 + (friction / 1000), y: 1 } ] }] });
},
physicsBackOut : function(options) {
var friction;
options = options || {};
friction = options.friction|| 200;
return g.BezierMultiPoint({ points: [{x:0,y:0,cp:[{x:0,y:0}]},{x:1,y:1,cp:[{x:0.735+(friction/1000),y:1.3}]}] });
},
physicsBackIn : function(options) {
var friction;
options = options || {};
friction = options.friction|| 200;
return g.BezierMultiPoint({ points: [{x:0,y:0,cp:[{x:0.28-(friction / 1000),y:-0.6}]},{x:1,y:1,cp:[{x:1,y:1}]}] });
},
physicsBackInOut : function(options) {
var friction;
options = options || {};
friction = options.friction|| 200;
return g.BezierMultiPoint({ points: [{x:0,y:0,cp:[{x:0.68-(friction / 1000),y:-0.55}]},{x:1,y:1,cp:[{x:0.265+(friction / 1000),y:1.45}]}] });
}
};
});