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1 /* |
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2 YUI 3.10.3 (build 2fb5187) |
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3 Copyright 2013 Yahoo! Inc. All rights reserved. |
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4 Licensed under the BSD License. |
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5 http://yuilibrary.com/license/ |
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6 */ |
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7 |
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8 YUI.add('anim-easing', function (Y, NAME) { |
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9 |
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10 /* |
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11 TERMS OF USE - EASING EQUATIONS |
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12 Open source under the BSD License. |
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13 Copyright 2001 Robert Penner All rights reserved. |
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14 |
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15 Redistribution and use in source and binary forms, with or without modification, |
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16 are permitted provided that the following conditions are met: |
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17 |
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18 * Redistributions of source code must retain the above copyright notice, this |
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19 list of conditions and the following disclaimer. |
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20 * Redistributions in binary form must reproduce the above copyright notice, |
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21 this list of conditions and the following disclaimer in the documentation |
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22 and/or other materials provided with the distribution. |
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23 * Neither the name of the author nor the names of contributors may be used to |
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24 endorse or promote products derived from this software without specific prior |
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25 written permission. |
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26 |
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27 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND |
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28 ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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29 WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. |
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30 IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, |
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31 INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, |
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32 BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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33 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
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34 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE |
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35 OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED |
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36 OF THE POSSIBILITY OF SUCH DAMAGE. |
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37 */ |
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38 |
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39 /** |
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40 * The easing module provides methods for customizing |
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41 * how an animation behaves during each run. |
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42 * @class Easing |
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43 * @module anim |
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44 * @submodule anim-easing |
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45 */ |
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46 |
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47 var Easing = { |
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48 |
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49 /** |
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50 * Uniform speed between points. |
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51 * @for Easing |
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52 * @method easeNone |
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53 * @param {Number} t Time value used to compute current value |
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54 * @param {Number} b Starting value |
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55 * @param {Number} c Delta between start and end values |
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56 * @param {Number} d Total length of animation |
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57 * @return {Number} The computed value for the current animation frame |
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58 */ |
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59 easeNone: function (t, b, c, d) { |
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60 return c*t/d + b; |
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61 }, |
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62 |
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63 /** |
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64 * Begins slowly and accelerates towards end. (quadratic) |
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65 * @method easeIn |
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66 * @param {Number} t Time value used to compute current value |
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67 * @param {Number} b Starting value |
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68 * @param {Number} c Delta between start and end values |
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69 * @param {Number} d Total length of animation |
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70 * @return {Number} The computed value for the current animation frame |
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71 */ |
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72 easeIn: function (t, b, c, d) { |
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73 return c*(t/=d)*t + b; |
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74 }, |
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75 |
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76 /** |
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77 * Begins quickly and decelerates towards end. (quadratic) |
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78 * @method easeOut |
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79 * @param {Number} t Time value used to compute current value |
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80 * @param {Number} b Starting value |
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81 * @param {Number} c Delta between start and end values |
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82 * @param {Number} d Total length of animation |
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83 * @return {Number} The computed value for the current animation frame |
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84 */ |
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85 easeOut: function (t, b, c, d) { |
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86 return -c *(t/=d)*(t-2) + b; |
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87 }, |
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88 |
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89 /** |
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90 * Begins slowly and decelerates towards end. (quadratic) |
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91 * @method easeBoth |
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92 * @param {Number} t Time value used to compute current value |
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93 * @param {Number} b Starting value |
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94 * @param {Number} c Delta between start and end values |
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95 * @param {Number} d Total length of animation |
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96 * @return {Number} The computed value for the current animation frame |
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97 */ |
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98 easeBoth: function (t, b, c, d) { |
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99 if ((t /= d/2) < 1) { |
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100 return c/2*t*t + b; |
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101 } |
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102 |
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103 return -c/2 * ((--t)*(t-2) - 1) + b; |
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104 }, |
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105 |
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106 /** |
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107 * Begins slowly and accelerates towards end. (quartic) |
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108 * @method easeInStrong |
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109 * @param {Number} t Time value used to compute current value |
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110 * @param {Number} b Starting value |
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111 * @param {Number} c Delta between start and end values |
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112 * @param {Number} d Total length of animation |
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113 * @return {Number} The computed value for the current animation frame |
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114 */ |
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115 easeInStrong: function (t, b, c, d) { |
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116 return c*(t/=d)*t*t*t + b; |
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117 }, |
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118 |
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119 /** |
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120 * Begins quickly and decelerates towards end. (quartic) |
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121 * @method easeOutStrong |
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122 * @param {Number} t Time value used to compute current value |
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123 * @param {Number} b Starting value |
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124 * @param {Number} c Delta between start and end values |
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125 * @param {Number} d Total length of animation |
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126 * @return {Number} The computed value for the current animation frame |
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127 */ |
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128 easeOutStrong: function (t, b, c, d) { |
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129 return -c * ((t=t/d-1)*t*t*t - 1) + b; |
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130 }, |
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131 |
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132 /** |
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133 * Begins slowly and decelerates towards end. (quartic) |
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134 * @method easeBothStrong |
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135 * @param {Number} t Time value used to compute current value |
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136 * @param {Number} b Starting value |
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137 * @param {Number} c Delta between start and end values |
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138 * @param {Number} d Total length of animation |
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139 * @return {Number} The computed value for the current animation frame |
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140 */ |
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141 easeBothStrong: function (t, b, c, d) { |
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142 if ((t /= d/2) < 1) { |
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143 return c/2*t*t*t*t + b; |
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144 } |
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145 |
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146 return -c/2 * ((t-=2)*t*t*t - 2) + b; |
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147 }, |
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148 |
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149 /** |
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150 * Snap in elastic effect. |
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151 * @method elasticIn |
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152 * @param {Number} t Time value used to compute current value |
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153 * @param {Number} b Starting value |
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154 * @param {Number} c Delta between start and end values |
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155 * @param {Number} d Total length of animation |
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156 * @param {Number} a Amplitude (optional) |
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157 * @param {Number} p Period (optional) |
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158 * @return {Number} The computed value for the current animation frame |
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159 */ |
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160 |
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161 elasticIn: function (t, b, c, d, a, p) { |
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162 var s; |
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163 if (t === 0) { |
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164 return b; |
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165 } |
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166 if ( (t /= d) === 1 ) { |
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167 return b+c; |
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168 } |
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169 if (!p) { |
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170 p = d* 0.3; |
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171 } |
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172 |
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173 if (!a || a < Math.abs(c)) { |
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174 a = c; |
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175 s = p/4; |
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176 } |
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177 else { |
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178 s = p/(2*Math.PI) * Math.asin (c/a); |
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179 } |
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180 |
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181 return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b; |
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182 }, |
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183 |
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184 /** |
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185 * Snap out elastic effect. |
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186 * @method elasticOut |
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187 * @param {Number} t Time value used to compute current value |
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188 * @param {Number} b Starting value |
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189 * @param {Number} c Delta between start and end values |
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190 * @param {Number} d Total length of animation |
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191 * @param {Number} a Amplitude (optional) |
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192 * @param {Number} p Period (optional) |
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193 * @return {Number} The computed value for the current animation frame |
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194 */ |
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195 elasticOut: function (t, b, c, d, a, p) { |
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196 var s; |
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197 if (t === 0) { |
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198 return b; |
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199 } |
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200 if ( (t /= d) === 1 ) { |
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201 return b+c; |
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202 } |
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203 if (!p) { |
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204 p=d * 0.3; |
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205 } |
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206 |
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207 if (!a || a < Math.abs(c)) { |
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208 a = c; |
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209 s = p / 4; |
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210 } |
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211 else { |
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212 s = p/(2*Math.PI) * Math.asin (c/a); |
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213 } |
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214 |
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215 return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b; |
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216 }, |
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217 |
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218 /** |
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219 * Snap both elastic effect. |
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220 * @method elasticBoth |
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221 * @param {Number} t Time value used to compute current value |
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222 * @param {Number} b Starting value |
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223 * @param {Number} c Delta between start and end values |
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224 * @param {Number} d Total length of animation |
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225 * @param {Number} a Amplitude (optional) |
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226 * @param {Number} p Period (optional) |
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227 * @return {Number} The computed value for the current animation frame |
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228 */ |
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229 elasticBoth: function (t, b, c, d, a, p) { |
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230 var s; |
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231 if (t === 0) { |
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232 return b; |
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233 } |
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234 |
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235 if ( (t /= d/2) === 2 ) { |
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236 return b+c; |
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237 } |
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238 |
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239 if (!p) { |
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240 p = d*(0.3*1.5); |
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241 } |
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242 |
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243 if ( !a || a < Math.abs(c) ) { |
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244 a = c; |
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245 s = p/4; |
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246 } |
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247 else { |
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248 s = p/(2*Math.PI) * Math.asin (c/a); |
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249 } |
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250 |
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251 if (t < 1) { |
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252 return -0.5*(a*Math.pow(2,10*(t-=1)) * |
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253 Math.sin( (t*d-s)*(2*Math.PI)/p )) + b; |
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254 } |
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255 return a*Math.pow(2,-10*(t-=1)) * |
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256 Math.sin( (t*d-s)*(2*Math.PI)/p )*0.5 + c + b; |
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257 }, |
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258 |
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259 |
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260 /** |
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261 * Backtracks slightly, then reverses direction and moves to end. |
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262 * @method backIn |
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263 * @param {Number} t Time value used to compute current value |
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264 * @param {Number} b Starting value |
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265 * @param {Number} c Delta between start and end values |
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266 * @param {Number} d Total length of animation |
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267 * @param {Number} s Overshoot (optional) |
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268 * @return {Number} The computed value for the current animation frame |
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269 */ |
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270 backIn: function (t, b, c, d, s) { |
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271 if (s === undefined) { |
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272 s = 1.70158; |
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273 } |
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274 if (t === d) { |
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275 t -= 0.001; |
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276 } |
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277 return c*(t/=d)*t*((s+1)*t - s) + b; |
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278 }, |
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279 |
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280 /** |
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281 * Overshoots end, then reverses and comes back to end. |
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282 * @method backOut |
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283 * @param {Number} t Time value used to compute current value |
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284 * @param {Number} b Starting value |
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285 * @param {Number} c Delta between start and end values |
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286 * @param {Number} d Total length of animation |
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287 * @param {Number} s Overshoot (optional) |
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288 * @return {Number} The computed value for the current animation frame |
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289 */ |
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290 backOut: function (t, b, c, d, s) { |
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291 if (typeof s === 'undefined') { |
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292 s = 1.70158; |
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293 } |
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294 return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b; |
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295 }, |
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296 |
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297 /** |
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298 * Backtracks slightly, then reverses direction, overshoots end, |
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299 * then reverses and comes back to end. |
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300 * @method backBoth |
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301 * @param {Number} t Time value used to compute current value |
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302 * @param {Number} b Starting value |
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303 * @param {Number} c Delta between start and end values |
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304 * @param {Number} d Total length of animation |
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305 * @param {Number} s Overshoot (optional) |
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306 * @return {Number} The computed value for the current animation frame |
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307 */ |
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308 backBoth: function (t, b, c, d, s) { |
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309 if (typeof s === 'undefined') { |
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310 s = 1.70158; |
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311 } |
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312 |
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313 if ((t /= d/2 ) < 1) { |
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314 return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b; |
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315 } |
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316 return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b; |
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317 }, |
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318 |
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319 /** |
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320 * Bounce off of start. |
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321 * @method bounceIn |
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322 * @param {Number} t Time value used to compute current value |
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323 * @param {Number} b Starting value |
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324 * @param {Number} c Delta between start and end values |
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325 * @param {Number} d Total length of animation |
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326 * @return {Number} The computed value for the current animation frame |
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327 */ |
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328 bounceIn: function (t, b, c, d) { |
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329 return c - Y.Easing.bounceOut(d-t, 0, c, d) + b; |
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330 }, |
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331 |
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332 /** |
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333 * Bounces off end. |
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334 * @method bounceOut |
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335 * @param {Number} t Time value used to compute current value |
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336 * @param {Number} b Starting value |
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337 * @param {Number} c Delta between start and end values |
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338 * @param {Number} d Total length of animation |
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339 * @return {Number} The computed value for the current animation frame |
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340 */ |
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341 bounceOut: function (t, b, c, d) { |
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342 if ((t/=d) < (1/2.75)) { |
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343 return c*(7.5625*t*t) + b; |
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344 } else if (t < (2/2.75)) { |
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345 return c*(7.5625*(t-=(1.5/2.75))*t + 0.75) + b; |
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346 } else if (t < (2.5/2.75)) { |
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347 return c*(7.5625*(t-=(2.25/2.75))*t + 0.9375) + b; |
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348 } |
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349 return c*(7.5625*(t-=(2.625/2.75))*t + 0.984375) + b; |
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350 }, |
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351 |
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352 /** |
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353 * Bounces off start and end. |
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354 * @method bounceBoth |
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355 * @param {Number} t Time value used to compute current value |
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356 * @param {Number} b Starting value |
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357 * @param {Number} c Delta between start and end values |
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358 * @param {Number} d Total length of animation |
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359 * @return {Number} The computed value for the current animation frame |
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360 */ |
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361 bounceBoth: function (t, b, c, d) { |
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362 if (t < d/2) { |
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363 return Y.Easing.bounceIn(t * 2, 0, c, d) * 0.5 + b; |
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364 } |
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365 return Y.Easing.bounceOut(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b; |
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366 } |
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367 }; |
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368 |
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369 Y.Easing = Easing; |
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370 |
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371 |
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372 }, '3.10.3', {"requires": ["anim-base"]}); |