/* 
transitions.js
Based on Easing Equations v2.0 
(c) 2003 Robert Penner, all rights reserved. 
This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html
Adapted for Scriptaculous by Ken Snyder (kendsnyder ~at~ gmail ~dot~ com) June 2006 
*/
/* 
Overshooting Transitions 
*/ 
// Elastic (adapted from "EaseOutElastic") 
Effect.Transitions.Elastic = function(pos) { 
    return -1*Math.pow(4,-8*pos) * Math.sin((pos*6-1)*(2*Math.PI)/2) + 1; 
}; 
// SwingFromTo (adapted from "BackEaseInOut") 
Effect.Transitions.SwingFromTo = function(pos) { 
    var s = 1.70158; 
    if ((pos/=0.5) < 1) return 0.5*(pos*pos*(((s*=(1.525))+1)*pos - s)); 
    return 0.5*((pos-=2)*pos*(((s*=(1.525))+1)*pos + s) + 2); 
}; 
// SwingFrom (adapted from "BackEaseIn") 
Effect.Transitions.SwingFrom = function(pos) { 
    var s = 1.70158; 
    return pos*pos*((s+1)*pos - s); 
}; 
// SwingTo (adapted from "BackEaseOut") 
Effect.Transitions.SwingTo = function(pos) { 
    var s = 1.70158; 
    return (pos-=1)*pos*((s+1)*pos + s) + 1; 
};
/* 
Bouncing Transitions 
*/ 
// Bounce (adapted from "EaseOutBounce") 
Effect.Transitions.Bounce = function(pos) { 
    if (pos < (1/2.75)) { 
        return (7.5625*pos*pos); 
    } else if (pos < (2/2.75)) { 
        return (7.5625*(pos-=(1.5/2.75))*pos + .75); 
    } else if (pos < (2.5/2.75)) { 
        return (7.5625*(pos-=(2.25/2.75))*pos + .9375); 
    } else { 
        return (7.5625*(pos-=(2.625/2.75))*pos + .984375); 
    } 
}; 
// BouncePast (new creation based on "EaseOutBounce") 
Effect.Transitions.BouncePast = function(pos) { 
    if (pos < (1/2.75)) { 
        return (7.5625*pos*pos); 
    } else if (pos < (2/2.75)) { 
        return 2 - (7.5625*(pos-=(1.5/2.75))*pos + .75); 
    } else if (pos < (2.5/2.75)) { 
        return 2 - (7.5625*(pos-=(2.25/2.75))*pos + .9375); 
    } else { 
        return 2 - (7.5625*(pos-=(2.625/2.75))*pos + .984375); 
    } 
};
/* 
Gradual Transitions 
*/ 
// EaseFromTo (adapted from "Quart.EaseInOut") 
Effect.Transitions.EaseFromTo = function(pos) { 
    if ((pos/=0.5) < 1) return 0.5*Math.pow(pos,4); 
    return -0.5 * ((pos-=2)*Math.pow(pos,3) - 2);    
}; 
// EaseFrom (adapted from "Quart.EaseIn") 
Effect.Transitions.EaseFrom = function(pos) { 
    return Math.pow(pos,4); 
}; 
// EaseTo (adapted from "Quart.EaseOut") 
Effect.Transitions.EaseTo = function(pos) { 
    return Math.pow(pos,0.25); 
};
