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Easing Functions for Godot Engine
/*
* Created by C.J. Kimberlin
* https://gist.github.com/cjddmut/d789b9eb78216998e95c
*
* Modified by Ilia Petrov
* https://gist.github.com/ManeFunction/9f2d437fca6ccf31e4a48fec0584e21a
*
* Ported to Godot Engine by Javier Garrido Galdón
*
*
* 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 NON-INFRINGEMENT. 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.EasingFunc derivativeFunc = GetEasingFunctionDerivative(ease);
*
* float derivativeValue = derivativeFunc(0, 10, 0.67f);
*/
using System;
using Godot;
public static class EasingFunction
{
public enum Ease
{
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 NaturalLogOf2 = 0.693147181f;
//
// Easing functions
//
public static float Linear(float start, float end, float value)
{
return Mathf.Lerp(start, end, value);
}
public static float Spring(float start, float end, float value)
{
value = Mathf.Clamp(value, 0f, 1f);
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 start, float end, float value)
{
end -= start;
return end * value * value + start;
}
public static float EaseOutQuad(float start, float end, float value)
{
end -= start;
return -end * value * (value - 2) + start;
}
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 start, float end, float value)
{
end -= start;
return end * value * value * value + start;
}
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 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 start, float end, float value)
{
end -= start;
return end * value * value * value * value + start;
}
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 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 start, float end, float value)
{
end -= start;
return end * value * value * value * value * value + start;
}
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 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 start, float end, float value)
{
end -= start;
return -end * Mathf.Cos(value * (Mathf.Pi * 0.5f)) + end + start;
}
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 start, float end, float value)
{
end -= start;
return -end * 0.5f * (Mathf.Cos(Mathf.Pi * value) - 1) + start;
}
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 start, float end, float value)
{
end -= start;
return end * (-Mathf.Pow(2, -10 * value) + 1) + start;
}
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 start, float end, float value)
{
end -= start;
return -end * (Mathf.Sqrt(1 - value * value) - 1) + start;
}
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 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 start, float end, float value)
{
end -= start;
const float d = 1f;
return end - EaseOutBounce(0, end, d - value) + start;
}
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;
}
if (value < (2 / 2.75f))
{
value -= (1.5f / 2.75f);
return end * (7.5625f * (value) * value + .75f) + start;
}
if (value < (2.5 / 2.75))
{
value -= (2.25f / 2.75f);
return end * (7.5625f * (value) * value + .9375f) + start;
}
value -= (2.625f / 2.75f);
return end * (7.5625f * (value) * value + .984375f) + start;
}
public static float EaseInOutBounce(float start, float end, float value)
{
end -= start;
const float d = 1f;
if (value < d * 0.5f) return EaseInBounce(0, end, value * 2) * 0.5f + start;
return EaseOutBounce(0, end, value * 2 - d) * 0.5f + end * 0.5f + start;
}
public static float EaseInBack(float start, float end, float value)
{
end -= start;
value /= 1;
const float s = 1.70158f;
return end * (value) * value * ((s + 1) * value - s) + start;
}
public static float EaseOutBack(float start, float end, float value)
{
const float s = 1.70158f;
end -= start;
value -= 1;
return end * ((value) * value * ((s + 1) * value + s) + 1) + start;
}
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 start, float end, float value)
{
end -= start;
const float d = 1f;
const float p = d * .3f;
float s;
float a = 0;
if (Math.Abs(value) < float.Epsilon) return start;
if (Math.Abs((value /= d) - 1) < float.Epsilon) return start + end;
if (Math.Abs(a) < float.Epsilon || 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 start, float end, float value)
{
end -= start;
const float d = 1f;
const float p = d * .3f;
float s;
float a = 0;
if (Math.Abs(value) < float.Epsilon) return start;
if (Math.Abs((value /= d) - 1) < float.Epsilon) return start + end;
if (Math.Abs(a) < float.Epsilon || 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 start, float end, float value)
{
end -= start;
const float d = 1f;
const float p = d * .3f;
float s;
float a = 0;
if (Math.Abs(value) < float.Epsilon) return start;
if (Math.Abs((value /= d * 0.5f) - 2) < float.Epsilon) return start + end;
if (Math.Abs(a) < float.Epsilon || 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 start, float end, float value)
{
return end - start;
}
public static float EaseInQuadD(float start, float end, float value)
{
return 2f * (end - start) * value;
}
public static float EaseOutQuadD(float start, float end, float value)
{
end -= start;
return -end * value - end * (value - 2);
}
public static float EaseInOutQuadD(float start, float end, float value)
{
value /= .5f;
end -= start;
if (value < 1)
{
return end * value;
}
value--;
return end * (1 - value);
}
public static float EaseInCubicD(float start, float end, float value)
{
return 3f * (end - start) * value * value;
}
public static float EaseOutCubicD(float start, float end, float value)
{
value--;
end -= start;
return 3f * end * value * 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 start, float end, float value)
{
return 4f * (end - start) * value * value * 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 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 start, float end, float value)
{
return 5f * (end - start) * value * value * value * 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 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 * NaturalLogOf2 * (end - start) * Mathf.Pow(2f, 10f * (value - 1));
}
public static float EaseOutExpoD(float start, float end, float value)
{
end -= start;
return 5f * NaturalLogOf2 * 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 * NaturalLogOf2 * end * Mathf.Pow(2f, 10f * (value - 1));
}
value--;
return (5f * NaturalLogOf2 * 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;
const 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;
}
if (value < (2 / 2.75f))
{
value -= (1.5f / 2.75f);
return 2f * end * 7.5625f * value;
}
if (value < (2.5 / 2.75))
{
value -= (2.25f / 2.75f);
return 2f * end * 7.5625f * value;
}
value -= (2.625f / 2.75f);
return 2f * end * 7.5625f * value;
}
public static float EaseInOutBounceD(float start, float end, float value)
{
end -= start;
const 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 start, float end, float value)
{
const 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)
{
const float s = 1.70158f;
end -= start;
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;
const float d = 1f;
const float p = d * .3f;
float s;
float a = 0;
if (Math.Abs(a) < float.Epsilon || 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 * NaturalLogOf2 * 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;
const float d = 1f;
const float p = d * .3f;
float s;
float a = 0;
if (Math.Abs(a) < float.Epsilon || 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 * NaturalLogOf2 * 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 * NaturalLogOf2 * 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.Clamp(value, 0f, 1f);
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)
{
switch (easingFunction)
{
case Ease.EaseInQuad:
return EaseInQuad;
case Ease.EaseOutQuad:
return EaseOutQuad;
case Ease.EaseInOutQuad:
return EaseInOutQuad;
case Ease.EaseInCubic:
return EaseInCubic;
case Ease.EaseOutCubic:
return EaseOutCubic;
case Ease.EaseInOutCubic:
return EaseInOutCubic;
case Ease.EaseInQuart:
return EaseInQuart;
case Ease.EaseOutQuart:
return EaseOutQuart;
case Ease.EaseInOutQuart:
return EaseInOutQuart;
case Ease.EaseInQuint:
return EaseInQuint;
case Ease.EaseOutQuint:
return EaseOutQuint;
case Ease.EaseInOutQuint:
return EaseInOutQuint;
case Ease.EaseInSine:
return EaseInSine;
case Ease.EaseOutSine:
return EaseOutSine;
case Ease.EaseInOutSine:
return EaseInOutSine;
case Ease.EaseInExpo:
return EaseInExpo;
case Ease.EaseOutExpo:
return EaseOutExpo;
case Ease.EaseInOutExpo:
return EaseInOutExpo;
case Ease.EaseInCirc:
return EaseInCirc;
case Ease.EaseOutCirc:
return EaseOutCirc;
case Ease.EaseInOutCirc:
return EaseInOutCirc;
case Ease.Linear:
return Linear;
case Ease.Spring:
return Spring;
case Ease.EaseInBounce:
return EaseInBounce;
case Ease.EaseOutBounce:
return EaseOutBounce;
case Ease.EaseInOutBounce:
return EaseInOutBounce;
case Ease.EaseInBack:
return EaseInBack;
case Ease.EaseOutBack:
return EaseOutBack;
case Ease.EaseInOutBack:
return EaseInOutBack;
case Ease.EaseInElastic:
return EaseInElastic;
case Ease.EaseOutElastic:
return EaseOutElastic;
case Ease.EaseInOutElastic:
return EaseInOutElastic;
default:
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)
{
switch (easingFunction)
{
case Ease.EaseInQuad:
return EaseInQuadD;
case Ease.EaseOutQuad:
return EaseOutQuadD;
case Ease.EaseInOutQuad:
return EaseInOutQuadD;
case Ease.EaseInCubic:
return EaseInCubicD;
case Ease.EaseOutCubic:
return EaseOutCubicD;
case Ease.EaseInOutCubic:
return EaseInOutCubicD;
case Ease.EaseInQuart:
return EaseInQuartD;
case Ease.EaseOutQuart:
return EaseOutQuartD;
case Ease.EaseInOutQuart:
return EaseInOutQuartD;
case Ease.EaseInQuint:
return EaseInQuintD;
case Ease.EaseOutQuint:
return EaseOutQuintD;
case Ease.EaseInOutQuint:
return EaseInOutQuintD;
case Ease.EaseInSine:
return EaseInSineD;
case Ease.EaseOutSine:
return EaseOutSineD;
case Ease.EaseInOutSine:
return EaseInOutSineD;
case Ease.EaseInExpo:
return EaseInExpoD;
case Ease.EaseOutExpo:
return EaseOutExpoD;
case Ease.EaseInOutExpo:
return EaseInOutExpoD;
case Ease.EaseInCirc:
return EaseInCircD;
case Ease.EaseOutCirc:
return EaseOutCircD;
case Ease.EaseInOutCirc:
return EaseInOutCircD;
case Ease.Linear:
return LinearD;
case Ease.Spring:
return SpringD;
case Ease.EaseInBounce:
return EaseInBounceD;
case Ease.EaseOutBounce:
return EaseOutBounceD;
case Ease.EaseInOutBounce:
return EaseInOutBounceD;
case Ease.EaseInBack:
return EaseInBackD;
case Ease.EaseOutBack:
return EaseOutBackD;
case Ease.EaseInOutBack:
return EaseInOutBackD;
case Ease.EaseInElastic:
return EaseInElasticD;
case Ease.EaseOutElastic:
return EaseOutElasticD;
case Ease.EaseInOutElastic:
return EaseInOutElasticD;
default:
return null;
}
}
}
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