1122 lines
33 KiB
C#
1122 lines
33 KiB
C#
/*
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* Created by C.J. Kimberlin
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*
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* The MIT License (MIT)
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*
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* Copyright (c) 2019
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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 all
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* 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 THE
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* SOFTWARE.
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*
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*
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* TERMS OF USE - EASING EQUATIONS
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* Open source under the BSD License.
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* Copyright (c)2001 Robert Penner
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* All rights reserved.
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* Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
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* Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
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* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*
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* ============= Description =============
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*
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* Below is an example of how to use the easing functions in the file. There is a getting function that will return the function
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* from an enum. This is useful since the enum can be exposed in the editor and then the function queried during Start().
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*
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* EasingFunction.Ease ease = EasingFunction.Ease.EaseInOutQuad;
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* EasingFunction.EasingFunc func = GetEasingFunction(ease;
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*
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* float value = func(0, 10, 0.67f);
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*
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* EasingFunction.EaseingFunc derivativeFunc = GetEasingFunctionDerivative(ease);
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*
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* float derivativeValue = derivativeFunc(0, 10, 0.67f);
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*/
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using UnityEngine;
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namespace RhythmHeavenMania.Util
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{
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public static class EasingFunction
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{
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public enum Ease
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{
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Linear = 0,
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Instant,
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EaseInQuad,
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EaseOutQuad,
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EaseInOutQuad,
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EaseInCubic,
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EaseOutCubic,
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EaseInOutCubic,
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EaseInQuart,
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EaseOutQuart,
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EaseInOutQuart,
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EaseInQuint,
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EaseOutQuint,
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EaseInOutQuint,
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EaseInSine,
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EaseOutSine,
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EaseInOutSine,
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EaseInExpo,
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EaseOutExpo,
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EaseInOutExpo,
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EaseInCirc,
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EaseOutCirc,
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EaseInOutCirc,
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EaseInBounce,
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EaseOutBounce,
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EaseInOutBounce,
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EaseInBack,
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EaseOutBack,
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EaseInOutBack,
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EaseInElastic,
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EaseOutElastic,
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EaseInOutElastic,
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Spring,
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}
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private const float NATURAL_LOG_OF_2 = 0.693147181f;
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//
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// Easing functions
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//
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public static float Linear(float start, float end, float value)
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{
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return Mathf.Lerp(start, end, value);
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}
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public static float Instant(float start, float end, float value)
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{
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// this is lazy
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return Mathf.Lerp(end, end, value);
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}
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public static float Spring(float start, float end, float value)
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{
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value = Mathf.Clamp01(value);
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value = (Mathf.Sin(value * Mathf.PI * (0.2f + 2.5f * value * value * value)) * Mathf.Pow(1f - value, 2.2f) + value) * (1f + (1.2f * (1f - value)));
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return start + (end - start) * value;
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}
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public static float EaseInQuad(float start, float end, float value)
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{
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end -= start;
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return end * value * value + start;
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}
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public static float EaseOutQuad(float start, float end, float value)
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{
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end -= start;
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return -end * value * (value - 2) + start;
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}
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public static float EaseInOutQuad(float start, float end, float value)
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{
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value /= .5f;
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end -= start;
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if (value < 1) return end * 0.5f * value * value + start;
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value--;
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return -end * 0.5f * (value * (value - 2) - 1) + start;
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}
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public static float EaseInCubic(float start, float end, float value)
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{
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end -= start;
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return end * value * value * value + start;
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}
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public static float EaseOutCubic(float start, float end, float value)
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{
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value--;
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end -= start;
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return end * (value * value * value + 1) + start;
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}
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public static float EaseInOutCubic(float start, float end, float value)
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{
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value /= .5f;
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end -= start;
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if (value < 1) return end * 0.5f * value * value * value + start;
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value -= 2;
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return end * 0.5f * (value * value * value + 2) + start;
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}
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public static float EaseInQuart(float start, float end, float value)
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{
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end -= start;
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return end * value * value * value * value + start;
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}
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public static float EaseOutQuart(float start, float end, float value)
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{
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value--;
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end -= start;
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return -end * (value * value * value * value - 1) + start;
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}
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public static float EaseInOutQuart(float start, float end, float value)
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{
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value /= .5f;
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end -= start;
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if (value < 1) return end * 0.5f * value * value * value * value + start;
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value -= 2;
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return -end * 0.5f * (value * value * value * value - 2) + start;
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}
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public static float EaseInQuint(float start, float end, float value)
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{
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end -= start;
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return end * value * value * value * value * value + start;
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}
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public static float EaseOutQuint(float start, float end, float value)
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{
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value--;
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end -= start;
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return end * (value * value * value * value * value + 1) + start;
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}
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public static float EaseInOutQuint(float start, float end, float value)
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{
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value /= .5f;
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end -= start;
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if (value < 1) return end * 0.5f * value * value * value * value * value + start;
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value -= 2;
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return end * 0.5f * (value * value * value * value * value + 2) + start;
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}
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public static float EaseInSine(float start, float end, float value)
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{
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end -= start;
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return -end * Mathf.Cos(value * (Mathf.PI * 0.5f)) + end + start;
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}
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public static float EaseOutSine(float start, float end, float value)
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{
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end -= start;
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return end * Mathf.Sin(value * (Mathf.PI * 0.5f)) + start;
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}
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public static float EaseInOutSine(float start, float end, float value)
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{
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end -= start;
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return -end * 0.5f * (Mathf.Cos(Mathf.PI * value) - 1) + start;
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}
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public static float EaseInExpo(float start, float end, float value)
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{
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end -= start;
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return end * Mathf.Pow(2, 10 * (value - 1)) + start;
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}
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public static float EaseOutExpo(float start, float end, float value)
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{
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end -= start;
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return end * (-Mathf.Pow(2, -10 * value) + 1) + start;
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}
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public static float EaseInOutExpo(float start, float end, float value)
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{
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value /= .5f;
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end -= start;
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if (value < 1) return end * 0.5f * Mathf.Pow(2, 10 * (value - 1)) + start;
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value--;
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return end * 0.5f * (-Mathf.Pow(2, -10 * value) + 2) + start;
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}
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public static float EaseInCirc(float start, float end, float value)
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{
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end -= start;
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return -end * (Mathf.Sqrt(1 - value * value) - 1) + start;
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}
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public static float EaseOutCirc(float start, float end, float value)
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{
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value--;
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end -= start;
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return end * Mathf.Sqrt(1 - value * value) + start;
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}
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public static float EaseInOutCirc(float start, float end, float value)
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{
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value /= .5f;
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end -= start;
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if (value < 1) return -end * 0.5f * (Mathf.Sqrt(1 - value * value) - 1) + start;
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value -= 2;
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return end * 0.5f * (Mathf.Sqrt(1 - value * value) + 1) + start;
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}
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public static float EaseInBounce(float start, float end, float value)
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{
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end -= start;
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float d = 1f;
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return end - EaseOutBounce(0, end, d - value) + start;
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}
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public static float EaseOutBounce(float start, float end, float value)
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{
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value /= 1f;
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end -= start;
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if (value < (1 / 2.75f))
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{
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return end * (7.5625f * value * value) + start;
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}
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else if (value < (2 / 2.75f))
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{
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value -= (1.5f / 2.75f);
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return end * (7.5625f * (value) * value + .75f) + start;
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}
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else if (value < (2.5 / 2.75))
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{
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value -= (2.25f / 2.75f);
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return end * (7.5625f * (value) * value + .9375f) + start;
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}
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else
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{
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value -= (2.625f / 2.75f);
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return end * (7.5625f * (value) * value + .984375f) + start;
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}
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}
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public static float EaseInOutBounce(float start, float end, float value)
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{
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end -= start;
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float d = 1f;
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if (value < d * 0.5f) return EaseInBounce(0, end, value * 2) * 0.5f + start;
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else return EaseOutBounce(0, end, value * 2 - d) * 0.5f + end * 0.5f + start;
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}
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public static float EaseInBack(float start, float end, float value)
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{
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end -= start;
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value /= 1;
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float s = 1.70158f;
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return end * (value) * value * ((s + 1) * value - s) + start;
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}
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public static float EaseOutBack(float start, float end, float value)
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{
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float s = 1.70158f;
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end -= start;
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value = (value) - 1;
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return end * ((value) * value * ((s + 1) * value + s) + 1) + start;
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}
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public static float EaseInOutBack(float start, float end, float value)
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{
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float s = 1.70158f;
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end -= start;
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value /= .5f;
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if ((value) < 1)
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{
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s *= (1.525f);
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return end * 0.5f * (value * value * (((s) + 1) * value - s)) + start;
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}
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value -= 2;
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s *= (1.525f);
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return end * 0.5f * ((value) * value * (((s) + 1) * value + s) + 2) + start;
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}
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public static float EaseInElastic(float start, float end, float value)
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{
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end -= start;
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float d = 1f;
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float p = d * .3f;
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float s;
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float a = 0;
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if (value == 0) return start;
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if ((value /= d) == 1) return start + end;
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if (a == 0f || a < Mathf.Abs(end))
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{
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a = end;
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s = p / 4;
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}
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else
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{
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s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
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}
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return -(a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
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}
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public static float EaseOutElastic(float start, float end, float value)
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{
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end -= start;
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float d = 1f;
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float p = d * .3f;
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float s;
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float a = 0;
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if (value == 0) return start;
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if ((value /= d) == 1) return start + end;
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if (a == 0f || a < Mathf.Abs(end))
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{
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a = end;
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s = p * 0.25f;
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}
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else
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{
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s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
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}
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return (a * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) + end + start);
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}
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public static float EaseInOutElastic(float start, float end, float value)
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{
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end -= start;
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float d = 1f;
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float p = d * .3f;
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float s;
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float a = 0;
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if (value == 0) return start;
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if ((value /= d * 0.5f) == 2) return start + end;
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if (a == 0f || a < Mathf.Abs(end))
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{
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a = end;
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s = p / 4;
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}
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else
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{
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s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
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}
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if (value < 1) return -0.5f * (a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
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return a * Mathf.Pow(2, -10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start;
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}
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//
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// These are derived functions that the motor can use to get the speed at a specific time.
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//
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// The easing functions all work with a normalized time (0 to 1) and the returned value here
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// reflects that. Values returned here should be divided by the actual time.
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//
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// TODO: These functions have not had the testing they deserve. If there is odd behavior around
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// dash speeds then this would be the first place I'd look.
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public static float LinearD(float start, float end, float value)
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{
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return end - start;
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}
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public static float EaseInQuadD(float start, float end, float value)
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{
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return 2f * (end - start) * value;
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}
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public static float EaseOutQuadD(float start, float end, float value)
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{
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end -= start;
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return -end * value - end * (value - 2);
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}
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public static float EaseInOutQuadD(float start, float end, float value)
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{
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value /= .5f;
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end -= start;
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if (value < 1)
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{
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return end * value;
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}
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value--;
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return end * (1 - value);
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}
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public static float EaseInCubicD(float start, float end, float value)
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{
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return 3f * (end - start) * value * value;
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}
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public static float EaseOutCubicD(float start, float end, float value)
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{
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value--;
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end -= start;
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return 3f * end * value * value;
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}
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public static float EaseInOutCubicD(float start, float end, float value)
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{
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value /= .5f;
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end -= start;
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if (value < 1)
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{
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return (3f / 2f) * end * value * value;
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}
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value -= 2;
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return (3f / 2f) * end * value * value;
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}
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public static float EaseInQuartD(float start, float end, float value)
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{
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return 4f * (end - start) * value * value * value;
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}
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public static float EaseOutQuartD(float start, float end, float value)
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{
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value--;
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end -= start;
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return -4f * end * value * value * value;
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}
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public static float EaseInOutQuartD(float start, float end, float value)
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{
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value /= .5f;
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end -= start;
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if (value < 1)
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{
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return 2f * end * value * value * value;
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}
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value -= 2;
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return -2f * end * value * value * value;
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}
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public static float EaseInQuintD(float start, float end, float value)
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{
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return 5f * (end - start) * value * value * value * value;
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}
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public static float EaseOutQuintD(float start, float end, float value)
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{
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value--;
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end -= start;
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return 5f * end * value * value * value * value;
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}
|
|
|
|
public static float EaseInOutQuintD(float start, float end, float value)
|
|
{
|
|
value /= .5f;
|
|
end -= start;
|
|
|
|
if (value < 1)
|
|
{
|
|
return (5f / 2f) * end * value * value * value * value;
|
|
}
|
|
|
|
value -= 2;
|
|
|
|
return (5f / 2f) * end * value * value * value * value;
|
|
}
|
|
|
|
public static float EaseInSineD(float start, float end, float value)
|
|
{
|
|
return (end - start) * 0.5f * Mathf.PI * Mathf.Sin(0.5f * Mathf.PI * value);
|
|
}
|
|
|
|
public static float EaseOutSineD(float start, float end, float value)
|
|
{
|
|
end -= start;
|
|
return (Mathf.PI * 0.5f) * end * Mathf.Cos(value * (Mathf.PI * 0.5f));
|
|
}
|
|
|
|
public static float EaseInOutSineD(float start, float end, float value)
|
|
{
|
|
end -= start;
|
|
return end * 0.5f * Mathf.PI * Mathf.Sin(Mathf.PI * value);
|
|
}
|
|
public static float EaseInExpoD(float start, float end, float value)
|
|
{
|
|
return (10f * NATURAL_LOG_OF_2 * (end - start) * Mathf.Pow(2f, 10f * (value - 1)));
|
|
}
|
|
|
|
public static float EaseOutExpoD(float start, float end, float value)
|
|
{
|
|
end -= start;
|
|
return 5f * NATURAL_LOG_OF_2 * end * Mathf.Pow(2f, 1f - 10f * value);
|
|
}
|
|
|
|
public static float EaseInOutExpoD(float start, float end, float value)
|
|
{
|
|
value /= .5f;
|
|
end -= start;
|
|
|
|
if (value < 1)
|
|
{
|
|
return 5f * NATURAL_LOG_OF_2 * end * Mathf.Pow(2f, 10f * (value - 1));
|
|
}
|
|
|
|
value--;
|
|
|
|
return (5f * NATURAL_LOG_OF_2 * end) / (Mathf.Pow(2f, 10f * value));
|
|
}
|
|
|
|
public static float EaseInCircD(float start, float end, float value)
|
|
{
|
|
return ((end - start) * value) / Mathf.Sqrt(1f - value * value);
|
|
}
|
|
|
|
public static float EaseOutCircD(float start, float end, float value)
|
|
{
|
|
value--;
|
|
end -= start;
|
|
return (-end * value) / Mathf.Sqrt(1f - value * value);
|
|
}
|
|
|
|
public static float EaseInOutCircD(float start, float end, float value)
|
|
{
|
|
value /= .5f;
|
|
end -= start;
|
|
|
|
if (value < 1)
|
|
{
|
|
return (end * value) / (2f * Mathf.Sqrt(1f - value * value));
|
|
}
|
|
|
|
value -= 2;
|
|
|
|
return (-end * value) / (2f * Mathf.Sqrt(1f - value * value));
|
|
}
|
|
|
|
public static float EaseInBounceD(float start, float end, float value)
|
|
{
|
|
end -= start;
|
|
float d = 1f;
|
|
|
|
return EaseOutBounceD(0, end, d - value);
|
|
}
|
|
|
|
public static float EaseOutBounceD(float start, float end, float value)
|
|
{
|
|
value /= 1f;
|
|
end -= start;
|
|
|
|
if (value < (1 / 2.75f))
|
|
{
|
|
return 2f * end * 7.5625f * value;
|
|
}
|
|
else if (value < (2 / 2.75f))
|
|
{
|
|
value -= (1.5f / 2.75f);
|
|
return 2f * end * 7.5625f * value;
|
|
}
|
|
else if (value < (2.5 / 2.75))
|
|
{
|
|
value -= (2.25f / 2.75f);
|
|
return 2f * end * 7.5625f * value;
|
|
}
|
|
else
|
|
{
|
|
value -= (2.625f / 2.75f);
|
|
return 2f * end * 7.5625f * value;
|
|
}
|
|
}
|
|
|
|
public static float EaseInOutBounceD(float start, float end, float value)
|
|
{
|
|
end -= start;
|
|
float d = 1f;
|
|
|
|
if (value < d * 0.5f)
|
|
{
|
|
return EaseInBounceD(0, end, value * 2) * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
return EaseOutBounceD(0, end, value * 2 - d) * 0.5f;
|
|
}
|
|
}
|
|
|
|
public static float EaseInBackD(float start, float end, float value)
|
|
{
|
|
float s = 1.70158f;
|
|
|
|
return 3f * (s + 1f) * (end - start) * value * value - 2f * s * (end - start) * value;
|
|
}
|
|
|
|
public static float EaseOutBackD(float start, float end, float value)
|
|
{
|
|
float s = 1.70158f;
|
|
end -= start;
|
|
value = (value) - 1;
|
|
|
|
return end * ((s + 1f) * value * value + 2f * value * ((s + 1f) * value + s));
|
|
}
|
|
|
|
public static float EaseInOutBackD(float start, float end, float value)
|
|
{
|
|
float s = 1.70158f;
|
|
end -= start;
|
|
value /= .5f;
|
|
|
|
if ((value) < 1)
|
|
{
|
|
s *= (1.525f);
|
|
return 0.5f * end * (s + 1) * value * value + end * value * ((s + 1f) * value - s);
|
|
}
|
|
|
|
value -= 2;
|
|
s *= (1.525f);
|
|
return 0.5f * end * ((s + 1) * value * value + 2f * value * ((s + 1f) * value + s));
|
|
}
|
|
|
|
public static float EaseInElasticD(float start, float end, float value)
|
|
{
|
|
return EaseOutElasticD(start, end, 1f - value);
|
|
}
|
|
|
|
public static float EaseOutElasticD(float start, float end, float value)
|
|
{
|
|
end -= start;
|
|
|
|
float d = 1f;
|
|
float p = d * .3f;
|
|
float s;
|
|
float a = 0;
|
|
|
|
if (a == 0f || a < Mathf.Abs(end))
|
|
{
|
|
a = end;
|
|
s = p * 0.25f;
|
|
}
|
|
else
|
|
{
|
|
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
|
|
}
|
|
|
|
return (a * Mathf.PI * d * Mathf.Pow(2f, 1f - 10f * value) *
|
|
Mathf.Cos((2f * Mathf.PI * (d * value - s)) / p)) / p - 5f * NATURAL_LOG_OF_2 * a *
|
|
Mathf.Pow(2f, 1f - 10f * value) * Mathf.Sin((2f * Mathf.PI * (d * value - s)) / p);
|
|
}
|
|
|
|
public static float EaseInOutElasticD(float start, float end, float value)
|
|
{
|
|
end -= start;
|
|
|
|
float d = 1f;
|
|
float p = d * .3f;
|
|
float s;
|
|
float a = 0;
|
|
|
|
if (a == 0f || a < Mathf.Abs(end))
|
|
{
|
|
a = end;
|
|
s = p / 4;
|
|
}
|
|
else
|
|
{
|
|
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a);
|
|
}
|
|
|
|
if (value < 1)
|
|
{
|
|
value -= 1;
|
|
|
|
return -5f * NATURAL_LOG_OF_2 * a * Mathf.Pow(2f, 10f * value) * Mathf.Sin(2 * Mathf.PI * (d * value - 2f) / p) -
|
|
a * Mathf.PI * d * Mathf.Pow(2f, 10f * value) * Mathf.Cos(2 * Mathf.PI * (d * value - s) / p) / p;
|
|
}
|
|
|
|
value -= 1;
|
|
|
|
return a * Mathf.PI * d * Mathf.Cos(2f * Mathf.PI * (d * value - s) / p) / (p * Mathf.Pow(2f, 10f * value)) -
|
|
5f * NATURAL_LOG_OF_2 * a * Mathf.Sin(2f * Mathf.PI * (d * value - s) / p) / (Mathf.Pow(2f, 10f * value));
|
|
}
|
|
|
|
public static float SpringD(float start, float end, float value)
|
|
{
|
|
value = Mathf.Clamp01(value);
|
|
end -= start;
|
|
|
|
// Damn... Thanks http://www.derivative-calculator.net/
|
|
// TODO: And it's a little bit wrong
|
|
return end * (6f * (1f - value) / 5f + 1f) * (-2.2f * Mathf.Pow(1f - value, 1.2f) *
|
|
Mathf.Sin(Mathf.PI * value * (2.5f * value * value * value + 0.2f)) + Mathf.Pow(1f - value, 2.2f) *
|
|
(Mathf.PI * (2.5f * value * value * value + 0.2f) + 7.5f * Mathf.PI * value * value * value) *
|
|
Mathf.Cos(Mathf.PI * value * (2.5f * value * value * value + 0.2f)) + 1f) -
|
|
6f * end * (Mathf.Pow(1 - value, 2.2f) * Mathf.Sin(Mathf.PI * value * (2.5f * value * value * value + 0.2f)) + value
|
|
/ 5f);
|
|
|
|
}
|
|
|
|
public delegate float Function(float s, float e, float v);
|
|
|
|
/// <summary>
|
|
/// Returns the function associated to the easingFunction enum. This value returned should be cached as it allocates memory
|
|
/// to return.
|
|
/// </summary>
|
|
/// <param name="easingFunction">The enum associated with the easing function.</param>
|
|
/// <returns>The easing function</returns>
|
|
public static Function GetEasingFunction(Ease easingFunction)
|
|
{
|
|
if (easingFunction == Ease.Instant)
|
|
{
|
|
return Instant;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInQuad)
|
|
{
|
|
return EaseInQuad;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutQuad)
|
|
{
|
|
return EaseOutQuad;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutQuad)
|
|
{
|
|
return EaseInOutQuad;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInCubic)
|
|
{
|
|
return EaseInCubic;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutCubic)
|
|
{
|
|
return EaseOutCubic;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutCubic)
|
|
{
|
|
return EaseInOutCubic;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInQuart)
|
|
{
|
|
return EaseInQuart;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutQuart)
|
|
{
|
|
return EaseOutQuart;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutQuart)
|
|
{
|
|
return EaseInOutQuart;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInQuint)
|
|
{
|
|
return EaseInQuint;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutQuint)
|
|
{
|
|
return EaseOutQuint;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutQuint)
|
|
{
|
|
return EaseInOutQuint;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInSine)
|
|
{
|
|
return EaseInSine;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutSine)
|
|
{
|
|
return EaseOutSine;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutSine)
|
|
{
|
|
return EaseInOutSine;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInExpo)
|
|
{
|
|
return EaseInExpo;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutExpo)
|
|
{
|
|
return EaseOutExpo;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutExpo)
|
|
{
|
|
return EaseInOutExpo;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInCirc)
|
|
{
|
|
return EaseInCirc;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutCirc)
|
|
{
|
|
return EaseOutCirc;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutCirc)
|
|
{
|
|
return EaseInOutCirc;
|
|
}
|
|
|
|
if (easingFunction == Ease.Linear)
|
|
{
|
|
return Linear;
|
|
}
|
|
|
|
if (easingFunction == Ease.Spring)
|
|
{
|
|
return Spring;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInBounce)
|
|
{
|
|
return EaseInBounce;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutBounce)
|
|
{
|
|
return EaseOutBounce;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutBounce)
|
|
{
|
|
return EaseInOutBounce;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInBack)
|
|
{
|
|
return EaseInBack;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutBack)
|
|
{
|
|
return EaseOutBack;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutBack)
|
|
{
|
|
return EaseInOutBack;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInElastic)
|
|
{
|
|
return EaseInElastic;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutElastic)
|
|
{
|
|
return EaseOutElastic;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutElastic)
|
|
{
|
|
return EaseInOutElastic;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the derivative function of the appropriate easing function. If you use an easing function for position then this
|
|
/// function can get you the speed at a given time (normalized).
|
|
/// </summary>
|
|
/// <param name="easingFunction"></param>
|
|
/// <returns>The derivative function</returns>
|
|
public static Function GetEasingFunctionDerivative(Ease easingFunction)
|
|
{
|
|
if (easingFunction == Ease.EaseInQuad)
|
|
{
|
|
return EaseInQuadD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutQuad)
|
|
{
|
|
return EaseOutQuadD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutQuad)
|
|
{
|
|
return EaseInOutQuadD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInCubic)
|
|
{
|
|
return EaseInCubicD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutCubic)
|
|
{
|
|
return EaseOutCubicD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutCubic)
|
|
{
|
|
return EaseInOutCubicD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInQuart)
|
|
{
|
|
return EaseInQuartD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutQuart)
|
|
{
|
|
return EaseOutQuartD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutQuart)
|
|
{
|
|
return EaseInOutQuartD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInQuint)
|
|
{
|
|
return EaseInQuintD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutQuint)
|
|
{
|
|
return EaseOutQuintD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutQuint)
|
|
{
|
|
return EaseInOutQuintD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInSine)
|
|
{
|
|
return EaseInSineD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutSine)
|
|
{
|
|
return EaseOutSineD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutSine)
|
|
{
|
|
return EaseInOutSineD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInExpo)
|
|
{
|
|
return EaseInExpoD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutExpo)
|
|
{
|
|
return EaseOutExpoD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutExpo)
|
|
{
|
|
return EaseInOutExpoD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInCirc)
|
|
{
|
|
return EaseInCircD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutCirc)
|
|
{
|
|
return EaseOutCircD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutCirc)
|
|
{
|
|
return EaseInOutCircD;
|
|
}
|
|
|
|
if (easingFunction == Ease.Linear)
|
|
{
|
|
return LinearD;
|
|
}
|
|
|
|
if (easingFunction == Ease.Spring)
|
|
{
|
|
return SpringD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInBounce)
|
|
{
|
|
return EaseInBounceD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutBounce)
|
|
{
|
|
return EaseOutBounceD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutBounce)
|
|
{
|
|
return EaseInOutBounceD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInBack)
|
|
{
|
|
return EaseInBackD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutBack)
|
|
{
|
|
return EaseOutBackD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutBack)
|
|
{
|
|
return EaseInOutBackD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInElastic)
|
|
{
|
|
return EaseInElasticD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseOutElastic)
|
|
{
|
|
return EaseOutElasticD;
|
|
}
|
|
|
|
if (easingFunction == Ease.EaseInOutElastic)
|
|
{
|
|
return EaseInOutElasticD;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
} |