| |
| 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; |
| } |
| } |