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											2019-04-11 14:40:54 +08:00
										 |  |  | // Copyright (c) 2016-2018 Kiwano - Nomango
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											2019-03-31 01:37:06 +08:00
										 |  |  | // 
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							|  |  |  | // Permission is hereby granted, free of charge, to any person obtaining a copy
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							|  |  |  | // of this software and associated documentation files (the "Software"), to deal
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							|  |  |  | // in the Software without restriction, including without limitation the rights
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							|  |  |  | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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							|  |  |  | // copies of the Software, and to permit persons to whom the Software is
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							|  |  |  | // furnished to do so, subject to the following conditions:
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							|  |  |  | // 
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							|  |  |  | // The above copyright notice and this permission notice shall be included in
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							|  |  |  | // all copies or substantial portions of the Software.
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							|  |  |  | // 
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							|  |  |  | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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							|  |  |  | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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							|  |  |  | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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							|  |  |  | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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							|  |  |  | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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							|  |  |  | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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							|  |  |  | // THE SOFTWARE.
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							|  |  |  | 
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							|  |  |  | #pragma once
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							|  |  |  | #include "scalar.hpp"
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							|  |  |  | 
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											2019-04-11 14:40:54 +08:00
										 |  |  | namespace kiwano | 
					
						
							| 
									
										
										
										
											2019-03-31 01:37:06 +08:00
										 |  |  | { | 
					
						
							|  |  |  | 	namespace math | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		inline float Linear(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return step; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
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							|  |  |  | 
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							|  |  |  | 		// Ease
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							|  |  |  | 
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							|  |  |  | 		inline float EaseIn(float step, float rate) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return math::Pow(step, rate); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
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							|  |  |  | 		inline float EaseOut(float step, float rate) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return math::Pow(step, 1.f / rate); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
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							|  |  |  | 		inline float EaseInOut(float step, float rate) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			if (step < .5f) | 
					
						
							|  |  |  | 				return .5f * math::Pow(2 * step, rate); | 
					
						
							|  |  |  | 			return 1.f - .5f * math::Pow(2.f - 2 * step, rate); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 
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							|  |  |  | 		// Exponential Ease
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							|  |  |  | 
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							|  |  |  | 		inline float EaseExponentialIn(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return math::Pow(2.f, 10 * (step - 1)); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
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							|  |  |  | 		inline float EaseExponentialOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return 1.f - math::Pow(2.f, -10 * step); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
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							|  |  |  | 		inline float EaseExponentialInOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			if (step < .5f) | 
					
						
							|  |  |  | 				return .5f * math::Pow(2.f, 10 * (2 * step - 1)); | 
					
						
							|  |  |  | 			return 0.5f * (2 - math::Pow(2, -10 * (step * 2 - 1))); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 
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							|  |  |  | 		// Bounce Ease
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							|  |  |  | 
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							|  |  |  | 		inline float EaseBounceOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			if (step < 1 / 2.75f) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return 7.5625f * step * step; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			else if (step < 2 / 2.75f) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				step -= 1.5f / 2.75f; | 
					
						
							|  |  |  | 				return 7.5625f * step * step + 0.75f; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			else if (step < 2.5f / 2.75f) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				step -= 2.25f / 2.75f; | 
					
						
							|  |  |  | 				return 7.5625f * step * step + 0.9375f; | 
					
						
							|  |  |  | 			} | 
					
						
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							|  |  |  | 			step -= 2.625f / 2.75f; | 
					
						
							|  |  |  | 			return 7.5625f * step * step + 0.984375f; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseBounceIn(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return 1 - EaseBounceOut(1 - step); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
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							|  |  |  | 		inline float EaseBounceInOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			if (step < 0.5f) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return EaseBounceIn(step * 2) * 0.5f; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			else | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return EaseBounceOut(step * 2 - 1) * 0.5f + 0.5f; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 
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							|  |  |  | 		// Elastic Ease
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							|  |  |  | 
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							|  |  |  | 		inline float EaseElasticIn(float step, float period) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			if (step == 0 || step == 1) | 
					
						
							|  |  |  | 				return step; | 
					
						
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							|  |  |  | 			step = step - 1; | 
					
						
							|  |  |  | 			return -math::Pow(2, 10 * step) * math::Sin((step - period / 4) * 360.f / period); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseElasticOut(float step, float period) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			if (step == 0 || step == 1) | 
					
						
							|  |  |  | 				return step; | 
					
						
							|  |  |  | 			 | 
					
						
							|  |  |  | 			return math::Pow(2, -10 * step) * math::Sin((step - period / 4) * 360.f / period) + 1; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseElasticInOut(float step, float period) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			if (step == 0 || step == 1) | 
					
						
							|  |  |  | 				return step; | 
					
						
							|  |  |  | 
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							|  |  |  | 			step = step * 2 - 1; | 
					
						
							|  |  |  | 			if (step < 0) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return -0.5f * math::Pow(2, 10 * step) * math::Sin((step - period / 4) * 360.f / period); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			return math::Pow(2, -10 * step) * math::Sin((step - period / 4) * 360.f / period) * 0.5f + 1; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		// Back Ease
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							|  |  |  | 
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							|  |  |  | 		inline float EaseBackIn(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			const float overshoot = 1.70158f; | 
					
						
							|  |  |  | 			return step * step * ((overshoot + 1) * step - overshoot); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseBackOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			const float overshoot = 1.70158f; | 
					
						
							|  |  |  | 			step = step - 1; | 
					
						
							|  |  |  | 			return step * step * ((overshoot + 1) * step + overshoot) + 1; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseBackInOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			const float overshoot = 1.70158f * 1.525f; | 
					
						
							|  |  |  | 
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							|  |  |  | 			step = step * 2; | 
					
						
							|  |  |  | 			if (step < 1) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				return (step * step * ((overshoot + 1) * step - overshoot)) / 2; | 
					
						
							|  |  |  | 			} | 
					
						
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							|  |  |  | 			step = step - 2; | 
					
						
							|  |  |  | 			return (step * step * ((overshoot + 1) * step + overshoot)) / 2 + 1; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		// Sine Ease
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							|  |  |  | 
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							|  |  |  | 		inline float EaseSineIn(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return 1.f - math::Cos(step * 90); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseSineOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return math::Sin(step * 90); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseSineInOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return -0.5f * (math::Cos(step * 180) - 1); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		// Quad Ease
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							|  |  |  | 		inline float EaseQuadIn(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return step * step; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseQuadOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return -1 * step * (step - 2); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseQuadInOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			step = step * 2; | 
					
						
							|  |  |  | 			if (step < 1) | 
					
						
							|  |  |  | 				return 0.5f * step * step; | 
					
						
							|  |  |  | 			--step; | 
					
						
							|  |  |  | 			return -0.5f * (step * (step - 2) - 1); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		// Cubic Ease
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							|  |  |  | 		inline float EaseCubicIn(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return step * step * step; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseCubicOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			step -= 1; | 
					
						
							|  |  |  | 			return (step * step * step + 1); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseCubicInOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			step = step * 2; | 
					
						
							|  |  |  | 			if (step < 1) | 
					
						
							|  |  |  | 				return 0.5f * step * step * step; | 
					
						
							|  |  |  | 			step -= 2; | 
					
						
							|  |  |  | 			return 0.5f * (step * step * step + 2); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		// Quart Ease
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							|  |  |  | 		inline float EaseQuartIn(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return step * step * step * step; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseQuartOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			step -= 1; | 
					
						
							|  |  |  | 			return -(step * step * step * step - 1); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseQuartInOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			step = step * 2; | 
					
						
							|  |  |  | 			if (step < 1) | 
					
						
							|  |  |  | 				return 0.5f * step * step * step * step; | 
					
						
							|  |  |  | 			step -= 2; | 
					
						
							|  |  |  | 			return -0.5f * (step * step * step * step - 2); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		// Quint Ease
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							|  |  |  | 		inline float EaseQuintIn(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			return step * step * step * step * step; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseQuintOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			step -= 1; | 
					
						
							|  |  |  | 			return (step * step * step * step * step + 1); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		inline float EaseQuintInOut(float step) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			step = step * 2; | 
					
						
							|  |  |  | 			if (step < 1) | 
					
						
							|  |  |  | 				return 0.5f * step * step * step * step * step; | 
					
						
							|  |  |  | 			step -= 2; | 
					
						
							|  |  |  | 			return 0.5f * (step * step * step * step * step + 2); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } |