// 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; } 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); } 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))); } 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); } } }