Easing 缓动函数收集

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之前收集了不少链接,结果久了都404了。还是得复制一份代码过来才放心。

缓动函数

ECharts图表

来自​ECharts Demo Easing​

const easingFuncs = {
  linear: function (k) {
    return k;
  },
  quadraticIn: function (k) {
    return k * k;
  },
  quadraticOut: function (k) {
    return k * (2 - k);
  },
  quadraticInOut: function (k) {
    if ((k *= 2) < 1) {
      return 0.5 * k * k;
    }
    return -0.5 * (--k * (k - 2) - 1);
  },
  cubicIn: function (k) {
    return k * k * k;
  },
  cubicOut: function (k) {
    return --k * k * k + 1;
  },
  cubicInOut: function (k) {
    if ((k *= 2) < 1) {
      return 0.5 * k * k * k;
    }
    return 0.5 * ((k -= 2) * k * k + 2);
  },
  quarticIn: function (k) {
    return k * k * k * k;
  },
  quarticOut: function (k) {
    return 1 - --k * k * k * k;
  },
  quarticInOut: function (k) {
    if ((k *= 2) < 1) {
      return 0.5 * k * k * k * k;
    }
    return -0.5 * ((k -= 2) * k * k * k - 2);
  },
  quinticIn: function (k) {
    return k * k * k * k * k;
  },
  quinticOut: function (k) {
    return --k * k * k * k * k + 1;
  },
  quinticInOut: function (k) {
    if ((k *= 2) < 1) {
      return 0.5 * k * k * k * k * k;
    }
    return 0.5 * ((k -= 2) * k * k * k * k + 2);
  },
  sinusoidalIn: function (k) {
    return 1 - Math.cos((k * Math.PI) / 2);
  },
  sinusoidalOut: function (k) {
    return Math.sin((k * Math.PI) / 2);
  },
  sinusoidalInOut: function (k) {
    return 0.5 * (1 - Math.cos(Math.PI * k));
  },
  exponentialIn: function (k) {
    return k === 0 ? 0 : Math.pow(1024, k - 1);
  },
  exponentialOut: function (k) {
    return k === 1 ? 1 : 1 - Math.pow(2, -10 * k);
  },
  exponentialInOut: function (k) {
    if (k === 0) {
      return 0;
    }
    if (k === 1) {
      return 1;
    }
    if ((k *= 2) < 1) {
      return 0.5 * Math.pow(1024, k - 1);
    }
    return 0.5 * (-Math.pow(2, -10 * (k - 1)) + 2);
  },
  circularIn: function (k) {
    return 1 - Math.sqrt(1 - k * k);
  },
  circularOut: function (k) {
    return Math.sqrt(1 - --k * k);
  },
  circularInOut: function (k) {
    if ((k *= 2) < 1) {
      return -0.5 * (Math.sqrt(1 - k * k) - 1);
    }
    return 0.5 * (Math.sqrt(1 - (k -= 2) * k) + 1);
  },
  elasticIn: function (k) {
    var s;
    var a = 0.1;
    var p = 0.4;
    if (k === 0) {
      return 0;
    }
    if (k === 1) {
      return 1;
    }
    if (!a || a < 1) {
      a = 1;
      s = p / 4;
    } else {
      s = (p * Math.asin(1 / a)) / (2 * Math.PI);
    }
    return -(
      a *
      Math.pow(2, 10 * (k -= 1)) *
      Math.sin(((k - s) * (2 * Math.PI)) / p)
    );
  },
  elasticOut: function (k) {
    var s;
    var a = 0.1;
    var p = 0.4;
    if (k === 0) {
      return 0;
    }
    if (k === 1) {
      return 1;
    }
    if (!a || a < 1) {
      a = 1;
      s = p / 4;
    } else {
      s = (p * Math.asin(1 / a)) / (2 * Math.PI);
    }
    return (
      a * Math.pow(2, -10 * k) * Math.sin(((k - s) * (2 * Math.PI)) / p) + 1
    );
  },
  elasticInOut: function (k) {
    var s;
    var a = 0.1;
    var p = 0.4;
    if (k === 0) {
      return 0;
    }
    if (k === 1) {
      return 1;
    }
    if (!a || a < 1) {
      a = 1;
      s = p / 4;
    } else {
      s = (p * Math.asin(1 / a)) / (2 * Math.PI);
    }
    if ((k *= 2) < 1) {
      return (
        -0.5 *
        (a *
          Math.pow(2, 10 * (k -= 1)) *
          Math.sin(((k - s) * (2 * Math.PI)) / p))
      );
    }
    return (
      a *
        Math.pow(2, -10 * (k -= 1)) *
        Math.sin(((k - s) * (2 * Math.PI)) / p) *
        0.5 +
      1
    );
  },
  // 在某一动画开始沿指示的路径进行动画处理前稍稍收回该动画的移动
  backIn: function (k) {
    var s = 1.70158;
    return k * k * ((s + 1) * k - s);
  },
  backOut: function (k) {
    var s = 1.70158;
    return --k * k * ((s + 1) * k + s) + 1;
  },
  backInOut: function (k) {
    var s = 1.70158 * 1.525;
    if ((k *= 2) < 1) {
      return 0.5 * (k * k * ((s + 1) * k - s));
    }
    return 0.5 * ((k -= 2) * k * ((s + 1) * k + s) + 2);
  },
  // 创建弹跳效果
  bounceIn: function (k) {
    return 1 - easingFuncs.bounceOut(1 - k);
  },
  bounceOut: function (k) {
    if (k < 1 / 2.75) {
      return 7.5625 * k * k;
    } else if (k < 2 / 2.75) {
      return 7.5625 * (k -= 1.5 / 2.75) * k + 0.75;
    } else if (k < 2.5 / 2.75) {
      return 7.5625 * (k -= 2.25 / 2.75) * k + 0.9375;
    } else {
      return 7.5625 * (k -= 2.625 / 2.75) * k + 0.984375;
    }
  },
  bounceInOut: function (k) {
    if (k < 0.5) {
      return easingFuncs.bounceIn(k * 2) * 0.5;
    }
    return easingFuncs.bounceOut(k * 2 - 1) * 0.5 + 0.5;
  }
};
const N_POINT = 30;
const grids = [];
const xAxes = [];
const yAxes = [];
const series = [];
const titles = [];
let count = 0;
Object.keys(easingFuncs).forEach(function (easingName) {
  var easingFunc = easingFuncs[easingName];
  var data = [];
  for (var i = 0; i <= N_POINT; i++) {
    var x = i / N_POINT;
    var y = easingFunc(x);
    data.push([x, y]);
  }
  grids.push({
    show: true,
    borderWidth: 0,
    shadowColor: 'rgba(0, 0, 0, 0.3)',
    shadowBlur: 2
  });
  xAxes.push({
    type: 'value',
    show: false,
    min: 0,
    max: 1,
    gridIndex: count
  });
  yAxes.push({
    type: 'value',
    show: false,
    min: -0.4,
    max: 1.4,
    gridIndex: count
  });
  series.push({
    name: easingName,
    type: 'line',
    xAxisIndex: count,
    yAxisIndex: count,
    data: data,
    showSymbol: false,
    animationEasing: easingName,
    animationDuration: 1000
  });
  titles.push({
    textAlign: 'center',
    text: easingName,
    textStyle: {
      fontSize: 12,
      fontWeight: 'normal'
    }
  });
  count++;
});
var rowNumber = Math.ceil(Math.sqrt(count));
grids.forEach(function (grid, idx) {
  grid.left = ((idx % rowNumber) / rowNumber) * 100 + 0.5 + '%';
  grid.top = (Math.floor(idx / rowNumber) / rowNumber) * 100 + 0.5 + '%';
  grid.width = (1 / rowNumber) * 100 - 1 + '%';
  grid.height = (1 / rowNumber) * 100 - 1 + '%';
  titles[idx].left = parseFloat(grid.left) + parseFloat(grid.width) / 2 + '%';
  titlesjavascript Javascript中的简单缓动函数 - 请参阅https://github.com/gre/bezier-easing

JS动画之缓动函数分析及动画库

将 jQuery 缓动 easeInExpo 函数重写为普通的 javascript 和 css

csharp Robert Penner的缓动方程,来源:http://robertpenner.com/easing/,C#作者:Darren David,原作者保留所有权利

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