/** * VERSION: 0.7 * DATE: 2011-11-29 * AS3 * UPDATES AND DOCS AT: http://www.greensock.com/roughease/ **/ package com.greensock.easing { /** * Most easing equations give a smooth, gradual transition between the start and end values, but RoughEase provides * an easy way to get a rough, jagged effect instead. You can define an ease that it will use as a template (like a * general guide - Linear.easeNone is the default) and then it will randomly plot points that wander from that template. * The strength parameter controls how far from the template ease the points are allowed to go (a small number like * 0.1 keeps it very close to the template ease whereas a larger number like 2 creates much larger jumps). You can * also control the number of points in the ease, making it jerk more or less frequently. And lastly, you can associate * a name with each RoughEase instance and retrieve it later like RoughEase.byName("myEaseName"). Since creating * the initial RoughEase is the most processor-intensive part, it's a good idea to reuse instances if/when you can.

* * EXAMPLE CODE

* import com.greensock.TweenLite;
* import com.greensock.easing.RoughEase;

* * TweenLite.from(mc, 3, {alpha:0, ease:RoughEase.create(1, 15)});

* * //or create an instance directly
* var rough:RoughEase = new RoughEase(1.5, 30, true, Strong.easeOut, "none", true, "superRoughEase");
* TweenLite.to(mc, 3, {y:300, ease:rough.ease});

* * //and later, you can find the ease by name like:
* TweenLite.to(mc, 3, {y:300, ease:RoughEase.byName("superRoughEase")}); *


* * Copyright 2011, GreenSock. All rights reserved. This work is subject to the terms in http://www.greensock.com/terms_of_use.html or for corporate Club GreenSock members, the software agreement that was issued with the corporate membership. * * @author Jack Doyle, jack@greensock.com */ public class RoughEase { /** @private **/ private static var _lookup:Object = {}; //keeps track of all named instances so we can find them in byName(). /** @private **/ private static var _count:uint = 0; /** @private **/ private var _name:String; /** @private **/ private var _first:EasePoint; /** @private **/ private var _last:EasePoint; /** * Constructor * * @param strength amount of variance from the templateEase (Linear.easeNone by default) that each random point can be placed. A low number like 0.1 will hug very closely to the templateEase whereas a larger number like 2 will allow the values to wander further away from the templateEase. * @param points quantity of random points to plot in the ease. A larger number will cause more (and quicker) flickering. * @param restrictMaxAndMin If true, the ease will prevent random points from exceeding the end value or dropping below the starting value. For example, if you're tweening the x property from 0 to 100, the RoughEase would force all random points to stay between 0 and 100 if restrictMaxAndMin is true, but if it is false, a x could potentially jump above 100 or below 0 at some point during the tween (it would always end at 100 though). * @param templateEase an easing equation that should be used as a template or guide. Then random points are plotted at a certain distance away from the templateEase (based on the strength parameter). The default is Linear.easeNone. * @param taper to make the strength of the roughness taper towards the end or beginning or both, use "out", "in", or "both" respectively here (default is "none"). * @param randomize to randomize the placement of the points, set randomize to true (otherwise the points will zig-zag evenly across the ease) * @param name a name to associate with the ease so that you can use RoughEase.byName() to look it up later. Of course you should always make sure you use a unique name for each ease (if you leave it blank, a name will automatically be generated). */ public function RoughEase(strength:Number=1, points:uint=20, restrictMaxAndMin:Boolean=false, templateEase:Function=null, taper:String="none", randomize:Boolean=true, name:String="") { if (name == "") { _name = "roughEase" + (_count++); } else { _name = name; _lookup[_name] = this; //only store it if a name is defined. This way, unnamed eases can be garbage collected without needing a dispose() call. } if (taper == "" || taper == null) { taper = "none"; } var a:Array = []; var cnt:int = 0; strength *= 0.4; var x:Number, y:Number, bump:Number, invX:Number, obj:Object; var i:int = points; while (--i > -1) { x = randomize ? Math.random() : (1 / points) * i; y = (templateEase != null) ? templateEase(x, 0, 1, 1) : x; if (taper == "none") { bump = strength; } else if (taper == "out") { invX = 1 - x; bump = invX * invX * strength; } else if (taper == "in") { bump = x * x * strength; } else if (x < 0.5) { //"both" (start) invX = x * 2; bump = invX * invX * 0.5 * strength; } else { //"both" (end) invX = (1 - x) * 2; bump = invX * invX * 0.5 * strength; } if (randomize) { y += (Math.random() * bump) - (bump * 0.5); } else if (i % 2) { y += bump * 0.5; } else { y -= bump * 0.5; } if (restrictMaxAndMin) { if (y > 1) { y = 1; } else if (y < 0) { y = 0; } } a[cnt++] = {x:x, y:y}; } a.sortOn("x", Array.NUMERIC); _first = _last = new EasePoint(1, 1, null); i = points; while (--i > -1) { obj = a[i]; _first = new EasePoint(obj.x, obj.y, _first); } _first = new EasePoint(0, 0, (_first.time != 0) ? _first : _first.next); } /** * This static function provides a quick way to create a RoughEase and immediately reference its ease function * in a tween, like:

* * TweenLite.from(mc, 2, {alpha:0, ease:RoughEase.create(1.5, 15)});
*
* * @param strength amount of variance from the templateEase (Linear.easeNone by default) that each random point can be placed. A low number like 0.1 will hug very closely to the templateEase whereas a larger number like 2 will allow the values to wander further away from the templateEase. * @param points quantity of random points to plot in the ease. A larger number will cause more (and quicker) flickering. * @param restrictMaxAndMin If true, the ease will prevent random points from exceeding the end value or dropping below the starting value. For example, if you're tweening the x property from 0 to 100, the RoughEase would force all random points to stay between 0 and 100 if restrictMaxAndMin is true, but if it is false, a x could potentially jump above 100 or below 0 at some point during the tween (it would always end at 100 though). * @param templateEase an easing equation that should be used as a template or guide. Then random points are plotted at a certain distance away from the templateEase (based on the strength parameter). The default is Linear.easeNone. * @param taper to make the strength of the roughness taper towards the end or beginning or both, use "out", "in", or "both" respectively here (default is "none"). * @param randomize to randomize the placement of the points, set randomize to true (otherwise the points will zig-zag evenly across the ease) * @param name a name to associate with the ease so that you can use RoughEase.byName() to look it up later. Of course you should always make sure you use a unique name for each ease (if you leave it blank, a name will automatically be generated). * @return easing function */ public static function create(strength:Number=1, points:uint=20, restrictMaxAndMin:Boolean=false, templateEase:Function=null, taper:String="none", randomize:Boolean=true, name:String=""):Function { var re:RoughEase = new RoughEase(strength, points, restrictMaxAndMin, templateEase, taper, randomize, name); return re.ease; } /** * Provides a quick way to look up a RoughEase by its name. * * @param name the name of the RoughEase * @return easing function from the RoughEase associated with the name */ public static function byName(name:String):Function { return _lookup[name].ease; } /** * Easing function that interpolates the numbers * * @param t time * @param b start * @param c change * @param d duration * @return Result of the ease */ public function ease(t:Number, b:Number, c:Number, d:Number):Number { var time:Number = t / d; var p:EasePoint; if (time < 0.5) { p = _first; while (p.time <= time) { p = p.next; } p = p.prev; } else { p = _last; while (p.time >= time) { p = p.prev; } } return b + (p.value + ((time - p.time) / p.gap) * p.change) * c; } /** Disposes the RoughEase so that it is no longer stored for easy lookups by name with byName(), releasing it for garbage collection. **/ public function dispose():void { delete _lookup[_name]; } /** name of the RoughEase instance **/ public function get name():String { return _name; } public function set name(value:String):void { delete _lookup[_name]; _name = value; _lookup[_name] = this; } } } internal class EasePoint { public var time:Number; public var gap:Number; public var value:Number; public var change:Number; public var next:EasePoint; public var prev:EasePoint; public function EasePoint(time:Number, value:Number, next:EasePoint) { this.time = time; this.value = value; if (next) { this.next = next; next.prev = this; this.change = next.value - value; this.gap = next.time - time; } } }