Transformers

Transformers are used to take a value, transform it in some way, and then return it. Because all transformers have the same signature, they can be easily composed.

Import

import { transform } from "popmotion";

Usage

As pure functions, transformers can be used in any situation where you want to change one value into another.

However, they’re particularly useful with the action pipe method. For instance, here we can easily compose some functions that will ensure that the tween‘s output will always be a valid RGB value:

import { tween, transform } from "popmotion";
const { pipe, clamp } = transform;

tween({ to: 255 })
  .pipe(clamp(0, 255), Math.round)
  .start(v => console.log(v));

Preset transformers

appendUnit

Returns a function that, when given a value, returns that value appended with the provided unit.

appendUnit(unit: string[])

const convertToPx = appendUnit("px");
convertToPx(5); // '5px'

applyOffset

Takes the offset of the provided value from from, and applies it to to.

applyOffset(from: number, to: number) applyOffset(to: number)

// With two arguments
applyOffset(0, 10)(20); // 30

// With one argument
const offsetFromFirst = applyOffset(10);
offsetFromFirst(20); // 10
offsetFromFirst(21); // 11

bezier

Returns a function that, provided a progress value from 0 to 1, will return a resolved number from the provided bezier array.

Can resolve either 3 or 4 bezier points. For more points, the original implementation can be used.

bezier(...points: number[])

const resolveBezier = bezier(0, 1, 2, 3);

resolveBezier(0); // 0
resolveBezier(0.5); // 1.5
resolveBezier(1); // 3

blendColor

Given two colors, returns a function that takes a progress value (0 - 1) and returns a correctly blended color.

Watch Computer Color is Broken for more information.

blendColor(colorA <String | Object>, colorB <String | Object>)

const blendRedToBlue = blendColor("#f00", "#00f");
blendRedToBlue(0.5); // Returns blended object with rgba properties

clamp

Returns a function that restricts given values to within the provided range.

clamp(min: number, max: number)

const rgbRange = clamp(0, 255);
rgbRange(256); // 255

conditional

Conditionally applies a transformer if check returns true.

const constrainWithSpring = conditional(v => v < 0, nonlinearSpring(50, 0));

interpolate

Returns a function that, when passed a value, interpolates from the inputRange to the outputRange.

An optional array of easing functions can be passed as the third argument, otherwise linear interpolation will be used by default.

Provided values outside the given ranges will be clamped to the output range limits.

Note: The inputRange must be in linear order. ie [100, 200, 300] and [100, 0] are valid, whereas [100, 50, 200] is not.

interpolate(inputRange: number[], outputRange: number[], ease: Easing[])

const invert = interpolate([0, 100], [100, 0]);
invert(75); // 25

const foo = interpolate([0, 50, 100], [0, 0.5, 0]);
foo(75); // 0.25

pipe

Used to compose other transformers, from left to right. The first argument passed to the returned function will be the value and any subsequent arguments will be passed to all functions unaltered.

pipe(...funcs:(v: any) => any[])

const rgbType = pipe(clamp(0, 255), Math.round);

rgbType(12.25); // 12

smooth

Will smooth a value over time.

smooth(strength: number)

Note: As smooth maintains an internal state, it must be initialised individually for every numerical value you wish to smooth.

snap

Given a number or an array of two or more numbers, returns a function that will snap a given value to the nearest multiple or to the nearest number in the array.

snap(positions: number[])

const snapToIntervals = snap(45);
snapToIntervals(89); // 90

const snapToArbitraryDegrees = snap([0, 90, 270, 360]);
snapToArbitraryDegrees(75); // 90

steps

Given a number of steps and a range, returns a function that will fix a given value to the specific number of discrete steps within that range.

steps(steps: number, min: number, max: number)

const threeStep = steps(3, 0.4);
threeStep(0.1); // 0
threeStep(0.4); // 0.5
threeStep(0.9); // 1

linearSpring

Creates a spring that, given an elasticity (a value less than 1) and an origin, will treat the provided value as a displacement.

linearSpring(elasticity: number, origin: number)

nonlinearSpring

Creates a spring that has a non-linear effect on the displacement - the greater the displacement, the greater effect on the provided value.

nonlinearSpring(elasticity: number, origin: number)

generateStaticSpring

A function that can generate new static springs like linearSpring and nonlinearSpring.

This function is actually used to create those functions:

const linearSpring = generateStaticSpring();
const nonlinearSpring = generateStaticSpring(Math.sqrt);
generateStaticSpring(alterDisplacement: (displacement: number) => number)
  => (elasticity: number, origin: number)

transformMap

Accepts an object of named transformers that expects v of the same structure. Applies those transformers to the corresponding property in v and outputs.

transformMap(map: { [key: string]: (v: any) => any })

const foo = transformMap({
  x: v => v + "px",
  y: v => v + "%"
});

foo({ x: 5, y: 10 }); // { x: '5px', y: '10%' }

wrap

Wraps a number around.

wrap(min: number, max: number)

physics({ velocity: 1000 })
  .pipe(wrap(100, 400))
  .start(v => console.log(v));