287 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			287 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
|  | // Copyright (c) 2016-2018 Easy2D - Nomango
 | ||
|  | // 
 | ||
|  | // Permission is hereby granted, free of charge, to any person obtaining a copy
 | ||
|  | // of this software and associated documentation files (the "Software"), to deal
 | ||
|  | // in the Software without restriction, including without limitation the rights
 | ||
|  | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 | ||
|  | // copies of the Software, and to permit persons to whom the Software is
 | ||
|  | // furnished to do so, subject to the following conditions:
 | ||
|  | // 
 | ||
|  | // The above copyright notice and this permission notice shall be included in
 | ||
|  | // all copies or substantial portions of the Software.
 | ||
|  | // 
 | ||
|  | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 | ||
|  | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 | ||
|  | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 | ||
|  | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 | ||
|  | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 | ||
|  | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 | ||
|  | // THE SOFTWARE.
 | ||
|  | 
 | ||
|  | #pragma once
 | ||
|  | #include "scalar.hpp"
 | ||
|  | 
 | ||
|  | namespace easy2d | ||
|  | { | ||
|  | 	namespace math | ||
|  | 	{ | ||
|  | 		inline float Linear(float step) | ||
|  | 		{ | ||
|  | 			return step; | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Ease
 | ||
|  | 
 | ||
|  | 		inline float EaseIn(float step, float rate) | ||
|  | 		{ | ||
|  | 			return math::Pow(step, rate); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseOut(float step, float rate) | ||
|  | 		{ | ||
|  | 			return math::Pow(step, 1.f / rate); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		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); | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Exponential Ease
 | ||
|  | 
 | ||
|  | 		inline float EaseExponentialIn(float step) | ||
|  | 		{ | ||
|  | 			return math::Pow(2.f, 10 * (step - 1)); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseExponentialOut(float step) | ||
|  | 		{ | ||
|  | 			return 1.f - math::Pow(2.f, -10 * step); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		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))); | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Bounce Ease
 | ||
|  | 
 | ||
|  | 		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; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			step -= 2.625f / 2.75f; | ||
|  | 			return 7.5625f * step * step + 0.984375f; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseBounceIn(float step) | ||
|  | 		{ | ||
|  | 			return 1 - EaseBounceOut(1 - step); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		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; | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Elastic Ease
 | ||
|  | 
 | ||
|  | 		inline float EaseElasticIn(float step, float period) | ||
|  | 		{ | ||
|  | 			if (step == 0 || step == 1) | ||
|  | 				return step; | ||
|  | 
 | ||
|  | 			step = step - 1; | ||
|  | 			return -math::Pow(2, 10 * step) * math::Sin((step - period / 4) * 360.f / period); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		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; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseElasticInOut(float step, float period) | ||
|  | 		{ | ||
|  | 			if (step == 0 || step == 1) | ||
|  | 				return step; | ||
|  | 
 | ||
|  | 			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; | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Back Ease
 | ||
|  | 
 | ||
|  | 		inline float EaseBackIn(float step) | ||
|  | 		{ | ||
|  | 			const float overshoot = 1.70158f; | ||
|  | 			return step * step * ((overshoot + 1) * step - overshoot); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseBackOut(float step) | ||
|  | 		{ | ||
|  | 			const float overshoot = 1.70158f; | ||
|  | 			step = step - 1; | ||
|  | 			return step * step * ((overshoot + 1) * step + overshoot) + 1; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseBackInOut(float step) | ||
|  | 		{ | ||
|  | 			const float overshoot = 1.70158f * 1.525f; | ||
|  | 
 | ||
|  | 			step = step * 2; | ||
|  | 			if (step < 1) | ||
|  | 			{ | ||
|  | 				return (step * step * ((overshoot + 1) * step - overshoot)) / 2; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			step = step - 2; | ||
|  | 			return (step * step * ((overshoot + 1) * step + overshoot)) / 2 + 1; | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Sine Ease
 | ||
|  | 
 | ||
|  | 		inline float EaseSineIn(float step) | ||
|  | 		{ | ||
|  | 			return 1.f - math::Cos(step * 90); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseSineOut(float step) | ||
|  | 		{ | ||
|  | 			return math::Sin(step * 90); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseSineInOut(float step) | ||
|  | 		{ | ||
|  | 			return -0.5f * (math::Cos(step * 180) - 1); | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Quad Ease
 | ||
|  | 
 | ||
|  | 		inline float EaseQuadIn(float step) | ||
|  | 		{ | ||
|  | 			return step * step; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseQuadOut(float step) | ||
|  | 		{ | ||
|  | 			return -1 * step * (step - 2); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseQuadInOut(float step) | ||
|  | 		{ | ||
|  | 			step = step * 2; | ||
|  | 			if (step < 1) | ||
|  | 				return 0.5f * step * step; | ||
|  | 			--step; | ||
|  | 			return -0.5f * (step * (step - 2) - 1); | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Cubic Ease
 | ||
|  | 
 | ||
|  | 		inline float EaseCubicIn(float step) | ||
|  | 		{ | ||
|  | 			return step * step * step; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseCubicOut(float step) | ||
|  | 		{ | ||
|  | 			step -= 1; | ||
|  | 			return (step * step * step + 1); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		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); | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Quart Ease
 | ||
|  | 
 | ||
|  | 		inline float EaseQuartIn(float step) | ||
|  | 		{ | ||
|  | 			return step * step * step * step; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseQuartOut(float step) | ||
|  | 		{ | ||
|  | 			step -= 1; | ||
|  | 			return -(step * step * step * step - 1); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		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); | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		// Quint Ease
 | ||
|  | 
 | ||
|  | 		inline float EaseQuintIn(float step) | ||
|  | 		{ | ||
|  | 			return step * step * step * step * step; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		inline float EaseQuintOut(float step) | ||
|  | 		{ | ||
|  | 			step -= 1; | ||
|  | 			return (step * step * step * step * step + 1); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		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); | ||
|  | 		} | ||
|  | 	} | ||
|  | } |