83 lines
2.2 KiB
C++
83 lines
2.2 KiB
C++
// Copyright (c) 2016-2018 Easy2D - Nomango
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//
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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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#pragma once
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#include "scalar.hpp"
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namespace easy2d
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{
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namespace math
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{
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inline float Linear(float step)
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{
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return step;
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}
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inline float EaseIn(float step, float rate)
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{
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return math::Pow(step, rate);
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}
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inline float EaseOut(float step, float rate)
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{
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return math::Pow(step, 1.f / rate);
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}
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inline float EaseInOut(float step, float rate)
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{
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if (step < .5f)
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return .5f * math::Pow(2 * step, rate);
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return 1.f - .5f * math::Pow(2.f - 2 * step, rate);
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}
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inline float EaseExponentialIn(float step)
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{
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return math::Pow(2.f, 10 * (step - 1));
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}
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inline float EaseExponentialOut(float step)
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{
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return 1.f - math::Pow(2.f, -10 * step);
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}
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inline float EaseExponentialInOut(float step)
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{
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if (step < .5f)
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return .5f * math::Pow(2.f, 10 * (2 * step - 1));
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return 0.5f * (2 - math::Pow(2, -10 * (step * 2 - 1)));
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}
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inline float EaseSineIn(float step)
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{
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return 1.f - math::Cos(step * 90);
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}
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inline float EaseSineOut(float step)
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{
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return math::Sin(step * 90);
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}
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inline float EaseSineInOut(float step)
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{
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return -0.5f * (math::Cos(step * 180) - 1);
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}
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}
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}
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