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skills/slack-gif-creator/core/easing.py
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skills/slack-gif-creator/core/easing.py
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#!/usr/bin/env python3
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"""
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Easing Functions - Timing functions for smooth animations.
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Provides various easing functions for natural motion and timing.
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All functions take a value t (0.0 to 1.0) and return eased value (0.0 to 1.0).
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"""
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import math
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def linear(t: float) -> float:
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"""Linear interpolation (no easing)."""
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return t
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def ease_in_quad(t: float) -> float:
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"""Quadratic ease-in (slow start, accelerating)."""
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return t * t
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def ease_out_quad(t: float) -> float:
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"""Quadratic ease-out (fast start, decelerating)."""
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return t * (2 - t)
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def ease_in_out_quad(t: float) -> float:
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"""Quadratic ease-in-out (slow start and end)."""
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if t < 0.5:
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return 2 * t * t
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return -1 + (4 - 2 * t) * t
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def ease_in_cubic(t: float) -> float:
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"""Cubic ease-in (slow start)."""
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return t * t * t
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def ease_out_cubic(t: float) -> float:
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"""Cubic ease-out (fast start)."""
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return (t - 1) * (t - 1) * (t - 1) + 1
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def ease_in_out_cubic(t: float) -> float:
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"""Cubic ease-in-out."""
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if t < 0.5:
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return 4 * t * t * t
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return (t - 1) * (2 * t - 2) * (2 * t - 2) + 1
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def ease_in_bounce(t: float) -> float:
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"""Bounce ease-in (bouncy start)."""
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return 1 - ease_out_bounce(1 - t)
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def ease_out_bounce(t: float) -> float:
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"""Bounce ease-out (bouncy end)."""
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if t < 1 / 2.75:
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return 7.5625 * t * t
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elif t < 2 / 2.75:
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t -= 1.5 / 2.75
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return 7.5625 * t * t + 0.75
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elif t < 2.5 / 2.75:
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t -= 2.25 / 2.75
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return 7.5625 * t * t + 0.9375
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else:
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t -= 2.625 / 2.75
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return 7.5625 * t * t + 0.984375
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def ease_in_out_bounce(t: float) -> float:
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"""Bounce ease-in-out."""
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if t < 0.5:
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return ease_in_bounce(t * 2) * 0.5
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return ease_out_bounce(t * 2 - 1) * 0.5 + 0.5
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def ease_in_elastic(t: float) -> float:
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"""Elastic ease-in (spring effect)."""
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if t == 0 or t == 1:
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return t
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return -math.pow(2, 10 * (t - 1)) * math.sin((t - 1.1) * 5 * math.pi)
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def ease_out_elastic(t: float) -> float:
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"""Elastic ease-out (spring effect)."""
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if t == 0 or t == 1:
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return t
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return math.pow(2, -10 * t) * math.sin((t - 0.1) * 5 * math.pi) + 1
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def ease_in_out_elastic(t: float) -> float:
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"""Elastic ease-in-out."""
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if t == 0 or t == 1:
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return t
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t = t * 2 - 1
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if t < 0:
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return -0.5 * math.pow(2, 10 * t) * math.sin((t - 0.1) * 5 * math.pi)
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return math.pow(2, -10 * t) * math.sin((t - 0.1) * 5 * math.pi) * 0.5 + 1
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# Convenience mapping
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EASING_FUNCTIONS = {
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'linear': linear,
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'ease_in': ease_in_quad,
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'ease_out': ease_out_quad,
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'ease_in_out': ease_in_out_quad,
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'bounce_in': ease_in_bounce,
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'bounce_out': ease_out_bounce,
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'bounce': ease_in_out_bounce,
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'elastic_in': ease_in_elastic,
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'elastic_out': ease_out_elastic,
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'elastic': ease_in_out_elastic,
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}
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def get_easing(name: str = 'linear'):
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"""Get easing function by name."""
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return EASING_FUNCTIONS.get(name, linear)
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def interpolate(start: float, end: float, t: float, easing: str = 'linear') -> float:
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"""
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Interpolate between two values with easing.
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Args:
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start: Start value
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end: End value
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t: Progress from 0.0 to 1.0
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easing: Name of easing function
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Returns:
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Interpolated value
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"""
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ease_func = get_easing(easing)
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eased_t = ease_func(t)
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return start + (end - start) * eased_t
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def ease_back_in(t: float) -> float:
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"""Back ease-in (slight overshoot backward before forward motion)."""
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c1 = 1.70158
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c3 = c1 + 1
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return c3 * t * t * t - c1 * t * t
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def ease_back_out(t: float) -> float:
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"""Back ease-out (overshoot forward then settle back)."""
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c1 = 1.70158
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c3 = c1 + 1
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return 1 + c3 * pow(t - 1, 3) + c1 * pow(t - 1, 2)
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def ease_back_in_out(t: float) -> float:
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"""Back ease-in-out (overshoot at both ends)."""
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c1 = 1.70158
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c2 = c1 * 1.525
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if t < 0.5:
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return (pow(2 * t, 2) * ((c2 + 1) * 2 * t - c2)) / 2
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return (pow(2 * t - 2, 2) * ((c2 + 1) * (t * 2 - 2) + c2) + 2) / 2
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def apply_squash_stretch(base_scale: tuple[float, float], intensity: float,
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direction: str = 'vertical') -> tuple[float, float]:
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"""
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Calculate squash and stretch scales for more dynamic animation.
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Args:
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base_scale: (width_scale, height_scale) base scales
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intensity: Squash/stretch intensity (0.0-1.0)
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direction: 'vertical', 'horizontal', or 'both'
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Returns:
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(width_scale, height_scale) with squash/stretch applied
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"""
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width_scale, height_scale = base_scale
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if direction == 'vertical':
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# Compress vertically, expand horizontally (preserve volume)
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height_scale *= (1 - intensity * 0.5)
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width_scale *= (1 + intensity * 0.5)
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elif direction == 'horizontal':
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# Compress horizontally, expand vertically
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width_scale *= (1 - intensity * 0.5)
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height_scale *= (1 + intensity * 0.5)
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elif direction == 'both':
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# General squash (both dimensions)
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width_scale *= (1 - intensity * 0.3)
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height_scale *= (1 - intensity * 0.3)
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return (width_scale, height_scale)
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def calculate_arc_motion(start: tuple[float, float], end: tuple[float, float],
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height: float, t: float) -> tuple[float, float]:
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"""
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Calculate position along a parabolic arc (natural motion path).
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Args:
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start: (x, y) starting position
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end: (x, y) ending position
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height: Arc height at midpoint (positive = upward)
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t: Progress (0.0-1.0)
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Returns:
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(x, y) position along arc
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"""
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x1, y1 = start
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x2, y2 = end
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# Linear interpolation for x
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x = x1 + (x2 - x1) * t
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# Parabolic interpolation for y
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# y = start + progress * (end - start) + arc_offset
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# Arc offset peaks at t=0.5
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arc_offset = 4 * height * t * (1 - t)
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y = y1 + (y2 - y1) * t - arc_offset
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return (x, y)
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# Add new easing functions to the convenience mapping
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EASING_FUNCTIONS.update({
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'back_in': ease_back_in,
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'back_out': ease_back_out,
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'back_in_out': ease_back_in_out,
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'anticipate': ease_back_in, # Alias
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'overshoot': ease_back_out, # Alias
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})
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