function px_to_num(str) { return Number(String(str).match(/^([\d.]+)px$/)[1]); } function bezier(x1, y1, x2, y2) { // Cubic bezier with control points (0, 0), (x1, y1), (x2, y2), and (1, 1). function x_for_t(t) { var omt = 1-t; return 3 * omt * omt * t * x1 + 3 * omt * t * t * x2 + t * t * t; } function y_for_t(t) { var omt = 1-t; return 3 * omt * omt * t * y1 + 3 * omt * t * t * y2 + t * t * t; } function t_for_x(x) { // Binary subdivision. var mint = 0, maxt = 1; for (var i = 0; i < 30; ++i) { var guesst = (mint + maxt) / 2; var guessx = x_for_t(guesst); if (x < guessx) maxt = guesst; else mint = guesst; } return (mint + maxt) / 2; } return function bezier_closure(x) { if (x == 0) return 0; if (x == 1) return 1; return y_for_t(t_for_x(x)); } } function step_end(nsteps) { return function step_end_closure(x) { return Math.floor(x * nsteps) / nsteps; } } function step_start(nsteps) { var stepend = step_end(nsteps); return function step_start_closure(x) { return 1.0 - stepend(1.0 - x); } } var gTF = { "ease": bezier(0.25, 0.1, 0.25, 1), "linear": function(x) { return x; }, "ease_in": bezier(0.42, 0, 1, 1), "ease_out": bezier(0, 0, 0.58, 1), "ease_in_out": bezier(0.42, 0, 0.58, 1), "step_start": step_start(1), "step_end": step_end(1), }; function is_approx(float1, float2, error, desc) { ok(Math.abs(float1 - float2) < error, desc + ": " + float1 + " and " + float2 + " should be within " + error); }