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Easing Functions for Unity3D
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/* | |
* Created by C.J. Kimberlin | |
* | |
* The MIT License (MIT) | |
* | |
* Copyright (c) 2019 | |
* | |
* 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. | |
* | |
* | |
* TERMS OF USE - EASING EQUATIONS | |
* Open source under the BSD License. | |
* Copyright (c)2001 Robert Penner | |
* All rights reserved. | |
* Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: | |
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. | |
* 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. | |
* 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. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, | |
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE | |
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
* | |
* | |
* ============= Description ============= | |
* | |
* Below is an example of how to use the easing functions in the file. There is a getting function that will return the function | |
* from an enum. This is useful since the enum can be exposed in the editor and then the function queried during Start(). | |
* | |
* EasingFunction.Ease ease = EasingFunction.Ease.EaseInOutQuad; | |
* EasingFunction.EasingFunc func = GetEasingFunction(ease); | |
* | |
* float value = func(0, 10, 0.67f); | |
* | |
* EasingFunction.EaseingFunc derivativeFunc = GetEasingFunctionDerivative(ease); | |
* | |
* float derivativeValue = derivativeFunc(0, 10, 0.67f); | |
*/ | |
using UnityEngine; | |
public static class EasingFunction | |
{ | |
public enum Ease | |
{ | |
Custom = -1, | |
EaseInQuad = 0, | |
EaseOutQuad, | |
EaseInOutQuad, | |
EaseInCubic, | |
EaseOutCubic, | |
EaseInOutCubic, | |
EaseInQuart, | |
EaseOutQuart, | |
EaseInOutQuart, | |
EaseInQuint, | |
EaseOutQuint, | |
EaseInOutQuint, | |
EaseInSine, | |
EaseOutSine, | |
EaseInOutSine, | |
EaseInExpo, | |
EaseOutExpo, | |
EaseInOutExpo, | |
EaseInCirc, | |
EaseOutCirc, | |
EaseInOutCirc, | |
Linear, | |
Spring, | |
EaseInBounce, | |
EaseOutBounce, | |
EaseInOutBounce, | |
EaseInBack, | |
EaseOutBack, | |
EaseInOutBack, | |
EaseInElastic, | |
EaseOutElastic, | |
EaseInOutElastic, | |
} | |
private const float NATURAL_LOG_OF_2 = 0.693147181f; | |
// | |
// Easing functions | |
// | |
public static float Linear(float value) => Linear(0, 1, value); | |
public static float Linear(float start, float end, float value) | |
=> Mathf.Lerp(start, end, value); | |
public static float Spring(float value) => Spring(0, 1, value); | |
public static float Spring(float start, float end, float value) | |
{ | |
value = Mathf.Clamp01(value); | |
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))); | |
return start + (end - start) * value; | |
} | |
public static float EaseInQuad(float value) => EaseInQuad(0, 1, value); | |
public static float EaseInQuad(float start, float end, float value) | |
{ | |
end -= start; | |
return end * value * value + start; | |
} | |
public static float EaseOutQuad(float value) => EaseOutQuad(0, 1, value); | |
public static float EaseOutQuad(float start, float end, float value) | |
{ | |
end -= start; | |
return -end * value * (value - 2) + start; | |
} | |
public static float EaseInOutQuad(float value) => EaseInOutQuad(0, 1, value); | |
public static float EaseInOutQuad(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) return end * 0.5f * value * value + start; | |
value--; | |
return -end * 0.5f * (value * (value - 2) - 1) + start; | |
} | |
public static float EaseInCubic(float value) => EaseInCubic(0, 1, value); | |
public static float EaseInCubic(float start, float end, float value) | |
{ | |
end -= start; | |
return end * value * value * value + start; | |
} | |
public static float EaseOutCubic(float value) => EaseOutCubic(0, 1, value); | |
public static float EaseOutCubic(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return end * (value * value * value + 1) + start; | |
} | |
public static float EaseInOutCubic(float value) => EaseInOutCubic(0, 1, value); | |
public static float EaseInOutCubic(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) return end * 0.5f * value * value * value + start; | |
value -= 2; | |
return end * 0.5f * (value * value * value + 2) + start; | |
} | |
public static float EaseInQuart(float value) => EaseInQuart(0, 1, value); | |
public static float EaseInQuart(float start, float end, float value) | |
{ | |
end -= start; | |
return end * value * value * value * value + start; | |
} | |
public static float EaseOutQuart(float value) => EaseOutQuart(0, 1, value); | |
public static float EaseOutQuart(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return -end * (value * value * value * value - 1) + start; | |
} | |
public static float EaseInOutQuart(float value) => EaseInOutQuart(0, 1, value); | |
public static float EaseInOutQuart(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) return end * 0.5f * value * value * value * value + start; | |
value -= 2; | |
return -end * 0.5f * (value * value * value * value - 2) + start; | |
} | |
public static float EaseInQuint(float value) => EaseInQuint(0, 1, value); | |
public static float EaseInQuint(float start, float end, float value) | |
{ | |
end -= start; | |
return end * value * value * value * value * value + start; | |
} | |
public static float EaseOutQuint(float value) => EaseOutQuint(0, 1, value); | |
public static float EaseOutQuint(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return end * (value * value * value * value * value + 1) + start; | |
} | |
public static float EaseInOutQuint(float value) => EaseInOutQuint(0, 1, value); | |
public static float EaseInOutQuint(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) return end * 0.5f * value * value * value * value * value + start; | |
value -= 2; | |
return end * 0.5f * (value * value * value * value * value + 2) + start; | |
} | |
public static float EaseInSine(float value) => EaseInSine(0, 1, value); | |
public static float EaseInSine(float start, float end, float value) | |
{ | |
end -= start; | |
return -end * Mathf.Cos(value * (Mathf.PI * 0.5f)) + end + start; | |
} | |
public static float EaseOutSine(float value) => EaseOutSine(0, 1, value); | |
public static float EaseOutSine(float start, float end, float value) | |
{ | |
end -= start; | |
return end * Mathf.Sin(value * (Mathf.PI * 0.5f)) + start; | |
} | |
public static float EaseInOutSine(float value) => EaseInOutSine(0, 1, value); | |
public static float EaseInOutSine(float start, float end, float value) | |
{ | |
end -= start; | |
return -end * 0.5f * (Mathf.Cos(Mathf.PI * value) - 1) + start; | |
} | |
public static float EaseInExpo(float value) => EaseInExpo(0, 1, value); | |
public static float EaseInExpo(float start, float end, float value) | |
{ | |
end -= start; | |
return end * Mathf.Pow(2, 10 * (value - 1)) + start; | |
} | |
public static float EaseOutExpo(float value) => EaseOutExpo(0, 1, value); | |
public static float EaseOutExpo(float start, float end, float value) | |
{ | |
end -= start; | |
return end * (-Mathf.Pow(2, -10 * value) + 1) + start; | |
} | |
public static float EaseInOutExpo(float value) => EaseInOutExpo(0, 1, value); | |
public static float EaseInOutExpo(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) return end * 0.5f * Mathf.Pow(2, 10 * (value - 1)) + start; | |
value--; | |
return end * 0.5f * (-Mathf.Pow(2, -10 * value) + 2) + start; | |
} | |
public static float EaseInCirc(float value) => EaseInCirc(0, 1, value); | |
public static float EaseInCirc(float start, float end, float value) | |
{ | |
end -= start; | |
return -end * (Mathf.Sqrt(1 - value * value) - 1) + start; | |
} | |
public static float EaseOutCirc(float value) => EaseOutCirc(0, 1, value); | |
public static float EaseOutCirc(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return end * Mathf.Sqrt(1 - value * value) + start; | |
} | |
public static float EaseInOutCirc(float value) => EaseInOutCirc(0, 1, value); | |
public static float EaseInOutCirc(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) return -end * 0.5f * (Mathf.Sqrt(1 - value * value) - 1) + start; | |
value -= 2; | |
return end * 0.5f * (Mathf.Sqrt(1 - value * value) + 1) + start; | |
} | |
public static float EaseInBounce(float value) => EaseInBounce(0, 1, value); | |
public static float EaseInBounce(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
return end - EaseOutBounce(0, end, d - value) + start; | |
} | |
public static float EaseOutBounce(float value) => EaseOutBounce(0, 1, value); | |
public static float EaseOutBounce(float start, float end, float value) | |
{ | |
value /= 1f; | |
end -= start; | |
if (value < (1 / 2.75f)) | |
return end * (7.5625f * value * value) + start; | |
else if (value < (2 / 2.75f)) | |
{ | |
value -= (1.5f / 2.75f); | |
return end * (7.5625f * (value) * value + .75f) + start; | |
} | |
else if (value < (2.5 / 2.75)) | |
{ | |
value -= (2.25f / 2.75f); | |
return end * (7.5625f * (value) * value + .9375f) + start; | |
} | |
else | |
{ | |
value -= (2.625f / 2.75f); | |
return end * (7.5625f * (value) * value + .984375f) + start; | |
} | |
} | |
public static float EaseInOutBounce(float value) => EaseInOutBounce(0, 1, value); | |
public static float EaseInOutBounce(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
if (value < d * 0.5f) return EaseInBounce(0, end, value * 2) * 0.5f + start; | |
else return EaseOutBounce(0, end, value * 2 - d) * 0.5f + end * 0.5f + start; | |
} | |
public static float EaseInBack(float value) => EaseInBack(0, 1, value); | |
public static float EaseInBack(float start, float end, float value) | |
{ | |
end -= start; | |
value /= 1; | |
float s = 1.70158f; | |
return end * (value) * value * ((s + 1) * value - s) + start; | |
} | |
public static float EaseOutBack(float value) => EaseOutBack(0, 1, value); | |
public static float EaseOutBack(float start, float end, float value) | |
{ | |
float s = 1.70158f; | |
end -= start; | |
value = (value) - 1; | |
return end * ((value) * value * ((s + 1) * value + s) + 1) + start; | |
} | |
public static float EaseInOutBack(float value) => EaseInOutBack(0, 1, value); | |
public static float EaseInOutBack(float start, float end, float value) | |
{ | |
float s = 1.70158f; | |
end -= start; | |
value /= .5f; | |
if ((value) < 1) | |
{ | |
s *= (1.525f); | |
return end * 0.5f * (value * value * (((s) + 1) * value - s)) + start; | |
} | |
value -= 2; | |
s *= (1.525f); | |
return end * 0.5f * ((value) * value * (((s) + 1) * value + s) + 2) + start; | |
} | |
public static float EaseInElastic(float value) => EaseInElastic(0, 1, value); | |
public static float EaseInElastic(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
float p = d * .3f; | |
float s; | |
float a = 0; | |
if (value == 0) return start; | |
if ((value /= d) == 1) return start + end; | |
if (a == 0f || a < Mathf.Abs(end)) | |
{ | |
a = end; | |
s = p / 4; | |
} | |
else | |
s = p / (2 * Mathf.PI) * Mathf.Asin(end / a); | |
return -(a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start; | |
} | |
public static float EaseOutElastic(float value) => EaseOutElastic(0, 1, value); | |
public static float EaseOutElastic(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
float p = d * .3f; | |
float s; | |
float a = 0; | |
if (value == 0) return start; | |
if ((value /= d) == 1) return start + end; | |
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.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) + end + start); | |
} | |
public static float EaseInOutElastic(float value) => EaseInOutElastic(0, 1, value); | |
public static float EaseInOutElastic(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
float p = d * .3f; | |
float s; | |
float a = 0; | |
if (value == 0) return start; | |
if ((value /= d * 0.5f) == 2) return start + end; | |
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) return -0.5f * (a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start; | |
return a * Mathf.Pow(2, -10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p) * 0.5f + end + start; | |
} | |
// | |
// These are derived functions that the motor can use to get the speed at a specific time. | |
// | |
// The easing functions all work with a normalized time (0 to 1) and the returned value here | |
// reflects that. Values returned here should be divided by the actual time. | |
// | |
// TODO: These functions have not had the testing they deserve. If there is odd behavior around | |
// dash speeds then this would be the first place I'd look. | |
public static float LinearD(float value) => LinearD(0, 1, value); | |
public static float LinearD(float start, float end, float value) | |
=> end - start; | |
public static float EaseInQuadD(float value) => EaseInQuadD(0, 1, value); | |
public static float EaseInQuadD(float start, float end, float value) | |
=> 2f * (end - start) * value; | |
public static float EaseOutQuadD(float value) => EaseOutQuadD(0, 1, value); | |
public static float EaseOutQuadD(float start, float end, float value) | |
{ | |
end -= start; | |
return -end * value - end * (value - 2); | |
} | |
public static float EaseInOutQuadD(float value) => EaseInOutQuadD(0, 1, value); | |
public static float EaseInOutQuadD(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) | |
return end * value; | |
return end * (1 - --value); | |
} | |
public static float EaseInCubicD(float value) => EaseInCubicD(0, 1, value); | |
public static float EaseInCubicD(float start, float end, float value) | |
=> 3f * (end - start) * value * value; | |
public static float EaseOutCubicD(float value) => EaseOutCubicD(0, 1, value); | |
public static float EaseOutCubicD(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return 3f * end * value * value; | |
} | |
public static float EaseInOutCubicD(float value) => EaseInOutCubicD(0, 1, value); | |
public static float EaseInOutCubicD(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) | |
return (3f / 2f) * end * value * value; | |
value -= 2; | |
return (3f / 2f) * end * value * value; | |
} | |
public static float EaseInQuartD(float value) => EaseInQuartD(0, 1, value); | |
public static float EaseInQuartD(float start, float end, float value) | |
=> 4f * (end - start) * value * value * value; | |
public static float EaseOutQuartD(float value) => EaseOutQuartD(0, 1, value); | |
public static float EaseOutQuartD(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return -4f * end * value * value * value; | |
} | |
public static float EaseInOutQuartD(float value) => EaseInOutQuartD(0, 1, value); | |
public static float EaseInOutQuartD(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) | |
return 2f * end * value * value * value; | |
value -= 2; | |
return -2f * end * value * value * value; | |
} | |
public static float EaseInQuintD(float value) => EaseInQuintD(0, 1, value); | |
public static float EaseInQuintD(float start, float end, float value) | |
=> 5f * (end - start) * value * value * value * value; | |
public static float EaseOutQuintD(float value) => EaseOutQuintD(0, 1, value); | |
public static float EaseOutQuintD(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return 5f * end * value * value * value * value; | |
} | |
public static float EaseInOutQuintD(float value) => EaseInOutQuintD(0, 1, value); | |
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 value) => EaseInSineD(0, 1, value); | |
public static float EaseInSineD(float start, float end, float value) | |
=> (end - start) * 0.5f * Mathf.PI * Mathf.Sin(0.5f * Mathf.PI * value); | |
public static float EaseOutSineD(float value) => EaseOutSineD(0, 1, 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 value) => EaseInOutSineD(0, 1, value); | |
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 value) => EaseInExpoD(0, 1, value); | |
public static float EaseInExpoD(float start, float end, float value) | |
=> (10f * NATURAL_LOG_OF_2 * (end - start) * Mathf.Pow(2f, 10f * (value - 1))); | |
public static float EaseOutExpoD(float value) => EaseOutExpoD(0, 1, value); | |
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 value) => EaseInOutExpoD(0, 1, 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 value) => EaseInCircD(0, 1, value); | |
public static float EaseInCircD(float start, float end, float value) | |
=> ((end - start) * value) / Mathf.Sqrt(1f - value * value); | |
public static float EaseOutCircD(float value) => EaseOutCircD(0, 1, 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 value) => EaseInOutCircD(0, 1, 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 value) => EaseInBounceD(0, 1, 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 value) => EaseOutBounceD(0, 1, 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); | |
else if (value < (2.5 / 2.75)) | |
value -= (2.25f / 2.75f); | |
else | |
value -= (2.625f / 2.75f); | |
return 2f * end * 7.5625f * value; | |
} | |
public static float EaseInOutBounceD(float value) => EaseInOutBounceD(0, 1, 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; | |
return EaseOutBounceD(0, end, value * 2 - d) * 0.5f; | |
} | |
public static float EaseInBackD(float value) => EaseInBackD(0, 1, value); | |
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 value) => EaseOutBackD(0, 1, 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 value) => EaseInOutBackD(0, 1, value); | |
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 value) => EaseInElasticD(0, 1, value); | |
public static float EaseInElasticD(float start, float end, float value) | |
=> EaseOutElasticD(start, end, 1f - value); | |
public static float EaseOutElasticD(float value) => EaseOutElasticD(0, 1, 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 value) => EaseInOutElasticD(0, 1, value); | |
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 value) => SpringD(0, 1, 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); | |
public delegate float Function01(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) | |
=> (easingFunction) switch | |
{ | |
Ease.EaseInQuad => EaseInQuad, | |
Ease.EaseOutQuad => EaseOutQuad, | |
Ease.EaseInOutQuad => EaseInOutQuad, | |
Ease.EaseInCubic => EaseInCubic, | |
Ease.EaseOutCubic => EaseOutCubic, | |
Ease.EaseInOutCubic => EaseInOutCubic, | |
Ease.EaseInQuart => EaseInQuart, | |
Ease.EaseOutQuart => EaseOutQuart, | |
Ease.EaseInOutQuart => EaseInOutQuart, | |
Ease.EaseInQuint => EaseInQuint, | |
Ease.EaseOutQuint => EaseOutQuint, | |
Ease.EaseInOutQuint => EaseInOutQuint, | |
Ease.EaseInSine => EaseInSine, | |
Ease.EaseOutSine => EaseOutSine, | |
Ease.EaseInOutSine => EaseInOutSine, | |
Ease.EaseInExpo => EaseInExpo, | |
Ease.EaseOutExpo => EaseOutExpo, | |
Ease.EaseInOutExpo => EaseInOutExpo, | |
Ease.EaseInCirc => EaseInCirc, | |
Ease.EaseOutCirc => EaseOutCirc, | |
Ease.EaseInOutCirc => EaseInOutCirc, | |
Ease.Linear => Linear, | |
Ease.Spring => Spring, | |
Ease.EaseInBounce => EaseInBounce, | |
Ease.EaseOutBounce => EaseOutBounce, | |
Ease.EaseInOutBounce => EaseInOutBounce, | |
Ease.EaseInBack => EaseInBack, | |
Ease.EaseOutBack => EaseOutBack, | |
Ease.EaseInOutBack => EaseInOutBack, | |
Ease.EaseInElastic => EaseInElastic, | |
Ease.EaseOutElastic => EaseOutElastic, | |
Ease.EaseInOutElastic => EaseInOutElastic, | |
_ => null | |
}; | |
/// <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 Function01 GetEasingFunction01(Ease easingFunction) | |
=> (easingFunction) switch | |
{ | |
Ease.EaseInQuad => EaseInQuad, | |
Ease.EaseOutQuad => EaseOutQuad, | |
Ease.EaseInOutQuad => EaseInOutQuad, | |
Ease.EaseInCubic => EaseInCubic, | |
Ease.EaseOutCubic => EaseOutCubic, | |
Ease.EaseInOutCubic => EaseInOutCubic, | |
Ease.EaseInQuart => EaseInQuart, | |
Ease.EaseOutQuart => EaseOutQuart, | |
Ease.EaseInOutQuart => EaseInOutQuart, | |
Ease.EaseInQuint => EaseInQuint, | |
Ease.EaseOutQuint => EaseOutQuint, | |
Ease.EaseInOutQuint => EaseInOutQuint, | |
Ease.EaseInSine => EaseInSine, | |
Ease.EaseOutSine => EaseOutSine, | |
Ease.EaseInOutSine => EaseInOutSine, | |
Ease.EaseInExpo => EaseInExpo, | |
Ease.EaseOutExpo => EaseOutExpo, | |
Ease.EaseInOutExpo => EaseInOutExpo, | |
Ease.EaseInCirc => EaseInCirc, | |
Ease.EaseOutCirc => EaseOutCirc, | |
Ease.EaseInOutCirc => EaseInOutCirc, | |
Ease.Linear => Linear, | |
Ease.Spring => Spring, | |
Ease.EaseInBounce => EaseInBounce, | |
Ease.EaseOutBounce => EaseOutBounce, | |
Ease.EaseInOutBounce => EaseInOutBounce, | |
Ease.EaseInBack => EaseInBack, | |
Ease.EaseOutBack => EaseOutBack, | |
Ease.EaseInOutBack => EaseInOutBack, | |
Ease.EaseInElastic => EaseInElastic, | |
Ease.EaseOutElastic => EaseOutElastic, | |
Ease.EaseInOutElastic => EaseInOutElastic, | |
_ => 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) | |
=> (easingFunction) switch | |
{ | |
Ease.EaseInQuad => EaseInQuadD, | |
Ease.EaseOutQuad => EaseOutQuadD, | |
Ease.EaseInOutQuad => EaseInOutQuadD, | |
Ease.EaseInCubic => EaseInCubicD, | |
Ease.EaseOutCubic => EaseOutCubicD, | |
Ease.EaseInOutCubic => EaseInOutCubicD, | |
Ease.EaseInQuart => EaseInQuartD, | |
Ease.EaseOutQuart => EaseOutQuartD, | |
Ease.EaseInOutQuart => EaseInOutQuartD, | |
Ease.EaseInQuint => EaseInQuintD, | |
Ease.EaseOutQuint => EaseOutQuintD, | |
Ease.EaseInOutQuint => EaseInOutQuintD, | |
Ease.EaseInSine => EaseInSineD, | |
Ease.EaseOutSine => EaseOutSineD, | |
Ease.EaseInOutSine => EaseInOutSineD, | |
Ease.EaseInExpo => EaseInExpoD, | |
Ease.EaseOutExpo => EaseOutExpoD, | |
Ease.EaseInOutExpo => EaseInOutExpoD, | |
Ease.EaseInCirc => EaseInCircD, | |
Ease.EaseOutCirc => EaseOutCircD, | |
Ease.EaseInOutCirc => EaseInOutCircD, | |
Ease.Linear => LinearD, | |
Ease.Spring => SpringD, | |
Ease.EaseInBounce => EaseInBounceD, | |
Ease.EaseOutBounce => EaseOutBounceD, | |
Ease.EaseInOutBounce => EaseInOutBounceD, | |
Ease.EaseInBack => EaseInBackD, | |
Ease.EaseOutBack => EaseOutBackD, | |
Ease.EaseInOutBack => EaseInOutBackD, | |
Ease.EaseInElastic => EaseInElasticD, | |
Ease.EaseOutElastic => EaseOutElasticD, | |
Ease.EaseInOutElastic => EaseInOutElasticD, | |
_ => 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 Function01 GetEasingFunction01Derivative(Ease easingFunction) | |
=> (easingFunction) switch | |
{ | |
Ease.EaseInQuad => EaseInQuadD, | |
Ease.EaseOutQuad => EaseOutQuadD, | |
Ease.EaseInOutQuad => EaseInOutQuadD, | |
Ease.EaseInCubic => EaseInCubicD, | |
Ease.EaseOutCubic => EaseOutCubicD, | |
Ease.EaseInOutCubic => EaseInOutCubicD, | |
Ease.EaseInQuart => EaseInQuartD, | |
Ease.EaseOutQuart => EaseOutQuartD, | |
Ease.EaseInOutQuart => EaseInOutQuartD, | |
Ease.EaseInQuint => EaseInQuintD, | |
Ease.EaseOutQuint => EaseOutQuintD, | |
Ease.EaseInOutQuint => EaseInOutQuintD, | |
Ease.EaseInSine => EaseInSineD, | |
Ease.EaseOutSine => EaseOutSineD, | |
Ease.EaseInOutSine => EaseInOutSineD, | |
Ease.EaseInExpo => EaseInExpoD, | |
Ease.EaseOutExpo => EaseOutExpoD, | |
Ease.EaseInOutExpo => EaseInOutExpoD, | |
Ease.EaseInCirc => EaseInCircD, | |
Ease.EaseOutCirc => EaseOutCircD, | |
Ease.EaseInOutCirc => EaseInOutCircD, | |
Ease.Linear => LinearD, | |
Ease.Spring => SpringD, | |
Ease.EaseInBounce => EaseInBounceD, | |
Ease.EaseOutBounce => EaseOutBounceD, | |
Ease.EaseInOutBounce => EaseInOutBounceD, | |
Ease.EaseInBack => EaseInBackD, | |
Ease.EaseOutBack => EaseOutBackD, | |
Ease.EaseInOutBack => EaseInOutBackD, | |
Ease.EaseInElastic => EaseInElasticD, | |
Ease.EaseOutElastic => EaseOutElasticD, | |
Ease.EaseInOutElastic => EaseInOutElasticD, | |
_ => null | |
}; | |
} |
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