CameraMoveOptions.easing ​Contract 2.0.0 · package sha256
a857eca95b35921109faf997094bb4192f12527d9d0fcd4be7e97f06425bad6e· generated fromconfigurator-runtime.d.tsbyservices/onsite-scripter/scripts/build-contract-docs.mjs; edit the source, not this file.
Property of CameraMoveOptions · stable · since 2.0.0
easing?: Easing | 'damped';
The move's time curve: an Easing, or 'damped', a critically damped spring with no
overshoot, which is 1.x's transition: true glide. A damped move covers the share
1 − (1 + ωt)·e^(−ωt) of the way, ω = 2π / durationMs (the pace of SwiftUI's
Spring(duration:, bounce: 0)), divided by its value at durationMs,
1 − (1 + 2π)·e^(−2π) ≈ 0.9864, so it lands exactly at durationMs and resolves there. Its
clock is the drawn frames, as 1.x's glide's was: each drawn frame advances it by the time
since the previous drawn frame, at most 1/15 s, so the first frame after the display rested
advances it 1/15 s. Taking over a running damped move, it starts with the velocity that move
drew, and no value it moves (a view's target, angles, distance and focal offset; a lens's
values) passes its new end: one the velocity carries there stops at it, at rest, and the move
lands when all have, at durationMs at the latest. Taking over a move with another curve, or
the camera's damping after a shopper's gesture, it starts from rest. 1.x's glide with
controls.smoothTime s is { durationMs: round(1000π × s), easing: 'damped' } (spec
Appendix C.3). Precedent: Unity Mathf.SmoothDamp; SwiftUI Spring(duration:bounce:).
Default: 'easeInOut'
| Rule | Result |
|---|---|
| 1. Neutral name | pass: easing names no product |
| 2. A precedent | not recorded: no ledger row (coverage.json) names this member or its owner |
| 3. Two apps, or labs | not recorded: no ledger row names this member or its owner |
| 4. The cheaper fix first | not recorded per member (Appendix B decides it per need) |