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node_modules/@mapbox/unitbezier/index.js
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node_modules/@mapbox/unitbezier/index.js
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/*
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* Copyright (C) 2008 Apple Inc. All Rights Reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* Ported from Webkit
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* http://svn.webkit.org/repository/webkit/trunk/Source/WebCore/platform/graphics/UnitBezier.h
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*/
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module.exports = UnitBezier;
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function UnitBezier(p1x, p1y, p2x, p2y) {
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// Calculate the polynomial coefficients, implicit first and last control points are (0,0) and (1,1).
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this.cx = 3.0 * p1x;
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this.bx = 3.0 * (p2x - p1x) - this.cx;
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this.ax = 1.0 - this.cx - this.bx;
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this.cy = 3.0 * p1y;
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this.by = 3.0 * (p2y - p1y) - this.cy;
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this.ay = 1.0 - this.cy - this.by;
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this.p1x = p1x;
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this.p1y = p2y;
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this.p2x = p2x;
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this.p2y = p2y;
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}
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UnitBezier.prototype.sampleCurveX = function(t) {
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// `ax t^3 + bx t^2 + cx t' expanded using Horner's rule.
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return ((this.ax * t + this.bx) * t + this.cx) * t;
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};
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UnitBezier.prototype.sampleCurveY = function(t) {
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return ((this.ay * t + this.by) * t + this.cy) * t;
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};
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UnitBezier.prototype.sampleCurveDerivativeX = function(t) {
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return (3.0 * this.ax * t + 2.0 * this.bx) * t + this.cx;
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};
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UnitBezier.prototype.solveCurveX = function(x, epsilon) {
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if (typeof epsilon === 'undefined') epsilon = 1e-6;
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var t0, t1, t2, x2, i;
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// First try a few iterations of Newton's method -- normally very fast.
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for (t2 = x, i = 0; i < 8; i++) {
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x2 = this.sampleCurveX(t2) - x;
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if (Math.abs(x2) < epsilon) return t2;
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var d2 = this.sampleCurveDerivativeX(t2);
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if (Math.abs(d2) < 1e-6) break;
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t2 = t2 - x2 / d2;
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}
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// Fall back to the bisection method for reliability.
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t0 = 0.0;
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t1 = 1.0;
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t2 = x;
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if (t2 < t0) return t0;
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if (t2 > t1) return t1;
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while (t0 < t1) {
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x2 = this.sampleCurveX(t2);
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if (Math.abs(x2 - x) < epsilon) return t2;
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if (x > x2) {
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t0 = t2;
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} else {
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t1 = t2;
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}
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t2 = (t1 - t0) * 0.5 + t0;
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}
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// Failure.
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return t2;
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};
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UnitBezier.prototype.solve = function(x, epsilon) {
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return this.sampleCurveY(this.solveCurveX(x, epsilon));
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};
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