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Robert Penner's easing equations for Unity
/**
* Easing
* Animates the value of a float property between two target values using
* Robert Penner's easing equations for interpolation over a specified Duration.
*
* Original Author: Darren David darren-code@lookorfeel.com
*
* Ported to be easily used in Unity by Marco Mastropaolo
*
* Credit/Thanks:
* Robert Penner - The easing equations we all know and love
* (http://robertpenner.com/easing/) [See License.txt for license info]
*
* Lee Brimelow - initial port of Penner's equations to WPF
* (http://thewpfblog.com/?p=12)
*
* Zeh Fernando - additional equations (out/in) from
* caurina.transitions.Tweener (http://code.google.com/p/tweener/)
* [See License.txt for license info]
*/
using UnityEngine;
/// <summary>
/// Animates the value of a float property between two target values using
/// Robert Penner's easing equations for interpolation over a specified Duration.
/// </summary>
/// <example>
/// <code>
/// // C#
/// PennerDoubleAnimation anim = new PennerDoubleAnimation();
/// anim.Type = PennerDoubleAnimation.Equations.Linear;
/// anim.From = 1;
/// anim.To = 0;
/// myControl.BeginAnimation( OpacityProperty, anim );
///
/// // XAML
/// <Storyboard x:Key="AnimateXamlRect">
/// <animation:PennerDoubleAnimation
/// Storyboard.TargetName="myControl"
/// Storyboard.TargetProperty="(Canvas.Left)"
/// From="0"
/// To="600"
/// Equation="BackEaseOut"
/// Duration="00:00:05" />
/// </Storyboard>
///
/// <Control.Triggers>
/// <EventTrigger RoutedEvent="FrameworkElement.Loaded">
/// <BeginStoryboard Storyboard="{StaticResource AnimateXamlRect}"/>
/// </EventTrigger>
/// </Control.Triggers>
/// </code>
/// </example>
public static class Easing
{
#region Equations
// These methods are all public to enable reflection in GetCurrentValueCore.
#region Linear
/// <summary>
/// Easing equation function for a simple linear tweening, with no easing.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float Linear(float t, float b, float c, float d)
{
return c * t / d + b;
}
#endregion
#region Expo
/// <summary>
/// Easing equation function for an exponential (2^t) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float ExpoEaseOut(float t, float b, float c, float d)
{
return (t == d) ? b + c : c * (-Mathf.Pow(2, -10 * t / d) + 1) + b;
}
/// <summary>
/// Easing equation function for an exponential (2^t) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float ExpoEaseIn(float t, float b, float c, float d)
{
return (t == 0) ? b : c * Mathf.Pow(2, 10 * (t / d - 1)) + b;
}
/// <summary>
/// Easing equation function for an exponential (2^t) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float ExpoEaseInOut(float t, float b, float c, float d)
{
if (t == 0)
return b;
if (t == d)
return b + c;
if ((t /= d / 2) < 1)
return c / 2 * Mathf.Pow(2, 10 * (t - 1)) + b;
return c / 2 * (-Mathf.Pow(2, -10 * --t) + 2) + b;
}
/// <summary>
/// Easing equation function for an exponential (2^t) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float ExpoEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return ExpoEaseOut(t * 2, b, c / 2, d);
return ExpoEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Circular
/// <summary>
/// Easing equation function for a circular (sqrt(1-t^2)) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float CircEaseOut(float t, float b, float c, float d)
{
return c * Mathf.Sqrt(1 - (t = t / d - 1) * t) + b;
}
/// <summary>
/// Easing equation function for a circular (sqrt(1-t^2)) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float CircEaseIn(float t, float b, float c, float d)
{
return -c * (Mathf.Sqrt(1 - (t /= d) * t) - 1) + b;
}
/// <summary>
/// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float CircEaseInOut(float t, float b, float c, float d)
{
if ((t /= d / 2) < 1)
return -c / 2 * (Mathf.Sqrt(1 - t * t) - 1) + b;
return c / 2 * (Mathf.Sqrt(1 - (t -= 2) * t) + 1) + b;
}
/// <summary>
/// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float CircEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return CircEaseOut(t * 2, b, c / 2, d);
return CircEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Quad
/// <summary>
/// Easing equation function for a quadratic (t^2) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuadEaseOut(float t, float b, float c, float d)
{
return -c * (t /= d) * (t - 2) + b;
}
/// <summary>
/// Easing equation function for a quadratic (t^2) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuadEaseIn(float t, float b, float c, float d)
{
return c * (t /= d) * t + b;
}
/// <summary>
/// Easing equation function for a quadratic (t^2) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuadEaseInOut(float t, float b, float c, float d)
{
if ((t /= d / 2) < 1)
return c / 2 * t * t + b;
return -c / 2 * ((--t) * (t - 2) - 1) + b;
}
/// <summary>
/// Easing equation function for a quadratic (t^2) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuadEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return QuadEaseOut(t * 2, b, c / 2, d);
return QuadEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Sine
/// <summary>
/// Easing equation function for a sinusoidal (sin(t)) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float SineEaseOut(float t, float b, float c, float d)
{
return c * Mathf.Sin(t / d * (Mathf.PI / 2)) + b;
}
/// <summary>
/// Easing equation function for a sinusoidal (sin(t)) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float SineEaseIn(float t, float b, float c, float d)
{
return -c * Mathf.Cos(t / d * (Mathf.PI / 2)) + c + b;
}
/// <summary>
/// Easing equation function for a sinusoidal (sin(t)) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float SineEaseInOut(float t, float b, float c, float d)
{
if ((t /= d / 2) < 1)
return c / 2 * (Mathf.Sin(Mathf.PI * t / 2)) + b;
return -c / 2 * (Mathf.Cos(Mathf.PI * --t / 2) - 2) + b;
}
/// <summary>
/// Easing equation function for a sinusoidal (sin(t)) easing in/out:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float SineEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return SineEaseOut(t * 2, b, c / 2, d);
return SineEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Cubic
/// <summary>
/// Easing equation function for a cubic (t^3) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float CubicEaseOut(float t, float b, float c, float d)
{
return c * ((t = t / d - 1) * t * t + 1) + b;
}
/// <summary>
/// Easing equation function for a cubic (t^3) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float CubicEaseIn(float t, float b, float c, float d)
{
return c * (t /= d) * t * t + b;
}
/// <summary>
/// Easing equation function for a cubic (t^3) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float CubicEaseInOut(float t, float b, float c, float d)
{
if ((t /= d / 2) < 1)
return c / 2 * t * t * t + b;
return c / 2 * ((t -= 2) * t * t + 2) + b;
}
/// <summary>
/// Easing equation function for a cubic (t^3) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float CubicEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return CubicEaseOut(t * 2, b, c / 2, d);
return CubicEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Quartic
/// <summary>
/// Easing equation function for a quartic (t^4) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuartEaseOut(float t, float b, float c, float d)
{
return -c * ((t = t / d - 1) * t * t * t - 1) + b;
}
/// <summary>
/// Easing equation function for a quartic (t^4) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuartEaseIn(float t, float b, float c, float d)
{
return c * (t /= d) * t * t * t + b;
}
/// <summary>
/// Easing equation function for a quartic (t^4) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuartEaseInOut(float t, float b, float c, float d)
{
if ((t /= d / 2) < 1)
return c / 2 * t * t * t * t + b;
return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
}
/// <summary>
/// Easing equation function for a quartic (t^4) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuartEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return QuartEaseOut(t * 2, b, c / 2, d);
return QuartEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Quintic
/// <summary>
/// Easing equation function for a quintic (t^5) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuintEaseOut(float t, float b, float c, float d)
{
return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
}
/// <summary>
/// Easing equation function for a quintic (t^5) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuintEaseIn(float t, float b, float c, float d)
{
return c * (t /= d) * t * t * t * t + b;
}
/// <summary>
/// Easing equation function for a quintic (t^5) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuintEaseInOut(float t, float b, float c, float d)
{
if ((t /= d / 2) < 1)
return c / 2 * t * t * t * t * t + b;
return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
}
/// <summary>
/// Easing equation function for a quintic (t^5) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float QuintEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return QuintEaseOut(t * 2, b, c / 2, d);
return QuintEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Elastic
/// <summary>
/// Easing equation function for an elastic (exponentially decaying sine wave) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float ElasticEaseOut(float t, float b, float c, float d)
{
if ((t /= d) == 1)
return b + c;
float p = d * .3f;
float s = p / 4;
return (c * Mathf.Pow(2, -10 * t) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) + c + b);
}
/// <summary>
/// Easing equation function for an elastic (exponentially decaying sine wave) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float ElasticEaseIn(float t, float b, float c, float d)
{
if ((t /= d) == 1)
return b + c;
float p = d * .3f;
float s = p / 4;
return -(c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
}
/// <summary>
/// Easing equation function for an elastic (exponentially decaying sine wave) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float ElasticEaseInOut(float t, float b, float c, float d)
{
if ((t /= d / 2) == 2)
return b + c;
float p = d * (.3f * 1.5f);
float s = p / 4;
if (t < 1)
return -.5f * (c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
return c * Mathf.Pow(2, -10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) * .5f + c + b;
}
/// <summary>
/// Easing equation function for an elastic (exponentially decaying sine wave) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float ElasticEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return ElasticEaseOut(t * 2, b, c / 2, d);
return ElasticEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Bounce
/// <summary>
/// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float BounceEaseOut(float t, float b, float c, float d)
{
if ((t /= d) < (1f / 2.75f))
return c * (7.5625f * t * t) + b;
else if (t < (2f / 2.75f))
return c * (7.5625f * (t -= (1.5f / 2.75f)) * t + .75f) + b;
else if (t < (2.5f / 2.75f))
return c * (7.5625f * (t -= (2.25f / 2.75f)) * t + .9375f) + b;
else
return c * (7.5625f * (t -= (2.625f / 2.75f)) * t + .984375f) + b;
}
/// <summary>
/// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float BounceEaseIn(float t, float b, float c, float d)
{
return c - BounceEaseOut(d - t, 0, c, d) + b;
}
/// <summary>
/// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float BounceEaseInOut(float t, float b, float c, float d)
{
if (t < d / 2)
return BounceEaseIn(t * 2, 0, c, d) * .5f + b;
else
return BounceEaseOut(t * 2 - d, 0, c, d) * .5f + c * .5f + b;
}
/// <summary>
/// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float BounceEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return BounceEaseOut(t * 2, b, c / 2, d);
return BounceEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Back
/// <summary>
/// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float BackEaseOut(float t, float b, float c, float d)
{
return c * ((t = t / d - 1) * t * ((1.70158f + 1) * t + 1.70158f) + 1) + b;
}
/// <summary>
/// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float BackEaseIn(float t, float b, float c, float d)
{
return c * (t /= d) * t * ((1.70158f + 1) * t - 1.70158f) + b;
}
/// <summary>
/// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float BackEaseInOut(float t, float b, float c, float d)
{
float s = 1.70158f;
if ((t /= d / 2) < 1)
return c / 2 * (t * t * (((s *= (1.525f)) + 1) * t - s)) + b;
return c / 2 * ((t -= 2) * t * (((s *= (1.525f)) + 1) * t + s) + 2) + b;
}
/// <summary>
/// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static float BackEaseOutIn(float t, float b, float c, float d)
{
if (t < d / 2)
return BackEaseOut(t * 2, b, c / 2, d);
return BackEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#endregion
public enum Equation
{
Linear,
ExpoEaseInOut,
ExpoEaseOut,
ExpoEaseIn,
ExpoEaseOutIn,
CircEaseOut,
CircEaseIn,
CircEaseInOut,
CircEaseOutIn,
QuadEaseOut,
QuadEaseIn,
QuadEaseInOut,
QuadEaseOutIn,
SineEaseOut,
SineEaseIn,
SineEaseInOut,
SineEaseOutIn,
CubicEaseOut,
CubicEaseIn,
CubicEaseInOut,
CubicEaseOutIn,
QuartEaseIn,
QuartEaseOut,
QuartEaseInOut,
QuartEaseOutIn,
QuintEaseIn,
QuintEaseOut,
QuintEaseInOut,
QuintEaseOutIn,
ElasticEaseIn,
ElasticEaseOut,
ElasticEaseInOut,
ElasticEaseOutIn,
BounceEaseIn,
BounceEaseOut,
BounceEaseInOut,
BounceEaseOutIn,
BackEaseIn,
BackEaseOut,
BackEaseInOut,
BackEaseOutIn,
};
public static float Ease(Equation equation, float t, float b, float c, float d)
{
switch (equation)
{
case Equation.ExpoEaseInOut:
return ExpoEaseInOut(t, b, c, d);
case Equation.ExpoEaseOut:
return ExpoEaseOut(t, b, c, d);
case Equation.ExpoEaseIn:
return ExpoEaseIn(t, b, c, d);
case Equation.ExpoEaseOutIn:
return ExpoEaseOutIn(t, b, c, d);
case Equation.CircEaseOut:
return CircEaseOut(t, b, c, d);
case Equation.CircEaseIn:
return CircEaseIn(t, b, c, d);
case Equation.CircEaseInOut:
return CircEaseInOut(t, b, c, d);
case Equation.CircEaseOutIn:
return CircEaseOutIn(t, b, c, d);
case Equation.QuadEaseOut:
return QuadEaseOut(t, b, c, d);
case Equation.QuadEaseIn:
return QuadEaseIn(t, b, c, d);
case Equation.QuadEaseInOut:
return QuadEaseInOut(t, b, c, d);
case Equation.QuadEaseOutIn:
return QuadEaseOutIn(t, b, c, d);
case Equation.SineEaseOut:
return SineEaseOut(t, b, c, d);
case Equation.SineEaseIn:
return SineEaseIn(t, b, c, d);
case Equation.SineEaseInOut:
return SineEaseInOut(t, b, c, d);
case Equation.SineEaseOutIn:
return SineEaseOutIn(t, b, c, d);
case Equation.CubicEaseOut:
return CubicEaseOut(t, b, c, d);
case Equation.CubicEaseIn:
return CubicEaseIn(t, b, c, d);
case Equation.CubicEaseInOut:
return CubicEaseInOut(t, b, c, d);
case Equation.CubicEaseOutIn:
return CubicEaseOutIn(t, b, c, d);
case Equation.QuartEaseIn:
return QuartEaseIn(t, b, c, d);
case Equation.QuartEaseOut:
return QuartEaseOut(t, b, c, d);
case Equation.QuartEaseInOut:
return QuartEaseInOut(t, b, c, d);
case Equation.QuartEaseOutIn:
return QuartEaseOutIn(t, b, c, d);
case Equation.QuintEaseIn:
return QuintEaseIn(t, b, c, d);
case Equation.QuintEaseOut:
return QuintEaseOut(t, b, c, d);
case Equation.QuintEaseInOut:
return QuintEaseInOut(t, b, c, d);
case Equation.QuintEaseOutIn:
return QuintEaseOutIn(t, b, c, d);
case Equation.ElasticEaseIn:
return ElasticEaseIn(t, b, c, d);
case Equation.ElasticEaseOut:
return ElasticEaseOut(t, b, c, d);
case Equation.ElasticEaseInOut:
return ElasticEaseInOut(t, b, c, d);
case Equation.ElasticEaseOutIn:
return ElasticEaseOutIn(t, b, c, d);
case Equation.BounceEaseIn:
return BounceEaseIn(t, b, c, d);
case Equation.BounceEaseOut:
return BounceEaseOut(t, b, c, d);
case Equation.BounceEaseInOut:
return BounceEaseInOut(t, b, c, d);
case Equation.BounceEaseOutIn:
return BounceEaseOutIn(t, b, c, d);
case Equation.BackEaseIn:
return BackEaseIn(t, b, c, d);
case Equation.BackEaseOut:
return BackEaseOut(t, b, c, d);
case Equation.BackEaseInOut:
return BackEaseInOut(t, b, c, d);
case Equation.BackEaseOutIn:
return BackEaseOutIn(t, b, c, d);
case Equation.Linear:
return Linear(t, b, c, d);
default:
Debug.Assert(false, ((int)equation) + " is not one of the availabled equations");
return Linear(t, b, c, d);
}
}
}
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