// Copyright (c) 2016-2018 Kiwano - 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 kiwano { 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); } } }