function getPoint(t) {
        var t2 = t * t, t3 = t2 * t, t1 = 1 - t, t12 = t1 * t1,
          p1f = 3 * t12 * t, p2f = 3 * t1 * t2;
        return {
          x: p1f * timing[0] + p2f * timing[2] + t3,
          y: p1f * timing[1] + p2f * timing[3] + t3
        };
      }
@param {(valueCallback|null)} valueCallback - valueCallback
@param {frameCallback} frameCallback - task property
@param {number} duration - task property
@param {number} count - task property
@param {(string|number[])} timing - FUNC_KEYS or [x1, y1, x2, y2]
@param {(boolean|null)} reverse - playing property
@param {number|boolean} [timeRatio] - Play from the midst. [0, 1], or `false` that prevents it starting.
@returns {number} animId to control the task.