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//! Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your own !!)
class Easing
{
static float EaseInSine( float t )
{
return -1 * Math.Cos( t * ( Math.PI / 2 ) ) + 1;
}
static float EaseOutSine( float t )
{
return Math.Sin( t * ( Math.PI / 2 ) );
}
static float EaseInOutSine( float t )
{
return -0.5 * ( Math.Cos( Math.PI * t ) - 1 );
}
static float EaseInQuad( float t )
{
return t * t;
}
static float EaseOutQuad( float t )
{
return t * ( 2 - t );
}
static float EaseInOutQuad( float t )
{
if(t < 0.5)
return 2 * t * t;
else
return -1 + ( 4 - 2 * t ) * t;
}
static float EaseInCubic( float t )
{
return t * t * t;
}
static float EaseOutCubic( float t )
{
float t1 = t - 1;
return t1 * t1 * t1 + 1;
}
static float EaseInOutCubic( float t )
{
if( t < 0.5 )
return 4 * t * t * t;
else
return ( t - 1 ) * ( 2 * t - 2 ) * ( 2 * t - 2 ) + 1;
}
static float EaseInQuart( float t )
{
return t * t * t * t;
}
static float EaseOutQuart( float t )
{
float t1 = t - 1;
return 1 - t1 * t1 * t1 * t1;
}
static float EaseInOutQuart( float t )
{
float t1 = t - 1;
if(t < 0.5)
return 8 * t * t * t * t;
else
return 1 - 8 * t1 * t1 * t1 * t1;
}
static float EaseInQuint( float t )
{
return t * t * t * t * t;
}
static float EaseOutQuint( float t )
{
float t1 = t - 1;
return 1 + t1 * t1 * t1 * t1 * t1;
}
static float EaseInOutQuint( float t )
{
float t1 = t - 1;
if( t < 0.5 )
{
return 16 * t * t * t * t * t;
}
else
{
return 1 + 16 * t1 * t1 * t1 * t1 * t1;
}
}
static float EaseInExpo( float t )
{
if( t == 0 )
{
return 0;
}
return Math.Pow( 2, 10 * ( t - 1 ) );
}
static float EaseOutExpo( float t )
{
if( t == 1 ) {
return 1;
}
return ( -Math.Pow( 2, -10 * t ) + 1 );
}
static float EaseInOutExpo( float t )
{
if( t == 0 || t == 1 )
{
return t;
}
float scaledTime = t * 2;
float scaledTime1 = scaledTime - 1;
if( scaledTime < 1 )
{
return 0.5 * Math.Pow( 2, 10 * scaledTime1 );
}
return 0.5 * ( -Math.Pow( 2, -10 * scaledTime1 ) + 2 );
}
static float EaseInCirc( float t )
{
float scaledTime = t / 1;
return -1 * ( Math.Sqrt( 1 - scaledTime * t ) - 1 );
}
static float EaseOutCirc( float t )
{
float t1 = t - 1;
return Math.Sqrt( 1 - t1 * t1 );
}
static float EaseInOutCirc( float t )
{
float scaledTime = t * 2;
float scaledTime1 = scaledTime - 2;
if( scaledTime < 1 )
{
return -0.5 * ( Math.Sqrt( 1 - scaledTime * scaledTime ) - 1 );
}
return 0.5 * ( Math.Sqrt( 1 - scaledTime1 * scaledTime1 ) + 1 );
}
static float EaseInBack( float t, float magnitude = 1.70158 )
{
return t * t * ( ( magnitude + 1 ) * t - magnitude );
}
static float EaseOutBack( float t, float magnitude = 1.70158 )
{
float scaledTime = ( t / 1 ) - 1;
return (scaledTime * scaledTime * ( ( magnitude + 1 ) * scaledTime + magnitude )) + 1;
}
static float EaseInOutBack( float t, float magnitude = 1.70158 )
{
float scaledTime = t * 2;
float scaledTime2 = scaledTime - 2;
float s = magnitude * 1.525;
if( scaledTime < 1)
{
return 0.5 * scaledTime * scaledTime * (( ( s + 1 ) * scaledTime ) - s);
}
return 0.5 * (scaledTime2 * scaledTime2 * ( ( s + 1 ) * scaledTime2 + s ) + 2);
}
static float EaseInElastic( float t, float magnitude = 0.7 )
{
if( t == 0 || t == 1 )
return t;
float scaledTime = t / 1;
float scaledTime1 = scaledTime - 1;
float p = 1 - magnitude;
float s = p / ( 2 * Math.PI ) * Math.Asin( 1 );
return -(Math.Pow( 2, 10 * scaledTime1 ) * Math.Sin( ( scaledTime1 - s ) * ( 2 * Math.PI ) / p ));
}
static float EaseOutElastic( float t, float magnitude = 0.7 )
{
float p = 1 - magnitude;
float scaledTime = t * 2;
if( t == 0 || t == 1 ) {
return t;
}
float s = p / ( 2 * Math.PI ) * Math.Asin( 1 );
return (Math.Pow( 2, -10 * scaledTime ) * Math.Sin( ( scaledTime - s ) * ( 2 * Math.PI ) / p )) + 1;
}
static float EaseInOutElastic( float t, float magnitude = 0.65 )
{
float p = 1 - magnitude;
if( t == 0 || t == 1 )
{
return t;
}
float scaledTime = t * 2;
float scaledTime1 = scaledTime - 1;
float s = p / ( 2 * Math.PI ) * Math.Asin( 1 );
if( scaledTime < 1 )
{
return -0.5 * (Math.Pow( 2, 10 * scaledTime1 ) * Math.Sin( ( scaledTime1 - s ) * ( 2 * Math.PI ) / p ));
}
return (Math.Pow( 2, -10 * scaledTime1 ) * Math.Sin( ( scaledTime1 - s ) * ( 2 * Math.PI ) / p ) * 0.5) + 1;
}
static float EaseOutBounce( float t )
{
float scaledTime = t / 1;
if( scaledTime < ( 1 / 2.75 ) ) {
return 7.5625 * scaledTime * scaledTime;
} else if( scaledTime < ( 2 / 2.75 ) ) {
float scaledTime2 = scaledTime - ( 1.5 / 2.75 );
return ( 7.5625 * scaledTime2 * scaledTime2 ) + 0.75;
} else if( scaledTime < ( 2.5 / 2.75 ) ) {
scaledTime2 = scaledTime - ( 2.25 / 2.75 );
return ( 7.5625 * scaledTime2 * scaledTime2 ) + 0.9375;
} else {
scaledTime2 = scaledTime - ( 2.625 / 2.75 );
return ( 7.5625 * scaledTime2 * scaledTime2 ) + 0.984375;
}
}
static float EaseInBounce( float t )
{
return 1 - EaseOutBounce( 1 - t );
}
static float EaseInOutBounce( float t )
{
if( t < 0.5 )
{
return EaseInBounce( t * 2 ) * 0.5;
}
return ( EaseOutBounce( ( t * 2 ) - 1 ) * 0.5 ) + 0.5;
}
}