EasingFunctions.cs 4.9 KB

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  1. using System;
  2. using Microsoft.Xna.Framework;
  3. namespace MonoGame.Extended.Tweening
  4. {
  5. public static class EasingFunctions
  6. {
  7. public static float Linear(float value) => value;
  8. public static float CubicIn(float value) => Power.In(value, 3);
  9. public static float CubicOut(float value) => Power.Out(value, 3);
  10. public static float CubicInOut(float value) => Power.InOut(value, 3);
  11. public static float QuadraticIn(float value) => Power.In(value, 2);
  12. public static float QuadraticOut(float value) => Power.Out(value, 2);
  13. public static float QuadraticInOut(float value) => Power.InOut(value, 2);
  14. public static float QuarticIn(float value) => Power.In(value, 4);
  15. public static float QuarticOut(float value) => Power.Out(value, 4);
  16. public static float QuarticInOut(float value) => Power.InOut(value, 4);
  17. public static float QuinticIn(float value) => Power.In(value, 5);
  18. public static float QuinticOut(float value) => Power.Out(value, 5);
  19. public static float QuinticInOut(float value) => Power.InOut(value, 5);
  20. public static float SineIn(float value) => (float) Math.Sin(value*MathHelper.PiOver2 - MathHelper.PiOver2) + 1;
  21. public static float SineOut(float value) => (float) Math.Sin(value*MathHelper.PiOver2);
  22. public static float SineInOut(float value) => (float) (Math.Sin(value*MathHelper.Pi - MathHelper.PiOver2) + 1)/2;
  23. public static float ExponentialIn(float value) => (float) Math.Pow(2, 10*(value - 1));
  24. public static float ExponentialOut(float value) => Out(value, ExponentialIn);
  25. public static float ExponentialInOut(float value) => InOut(value, ExponentialIn);
  26. public static float CircleIn(float value) => (float) -(Math.Sqrt(1 - value * value) - 1);
  27. public static float CircleOut(float value) => (float) Math.Sqrt(1 - (value - 1) * (value - 1));
  28. public static float CircleInOut(float value) => (float) (value <= .5 ? (Math.Sqrt(1 - value * value * 4) - 1) / -2 : (Math.Sqrt(1 - (value * 2 - 2) * (value * 2 - 2)) + 1) / 2);
  29. public static float ElasticIn(float value)
  30. {
  31. const int oscillations = 1;
  32. const float springiness = 3f;
  33. var e = (Math.Exp(springiness*value) - 1)/(Math.Exp(springiness) - 1);
  34. return (float) (e*Math.Sin((MathHelper.PiOver2 + MathHelper.TwoPi*oscillations)*value));
  35. }
  36. public static float ElasticOut(float value) => Out(value, ElasticIn);
  37. public static float ElasticInOut(float value) => InOut(value, ElasticIn);
  38. public static float BackIn(float value)
  39. {
  40. const float amplitude = 1f;
  41. return (float) (Math.Pow(value, 3) - value*amplitude*Math.Sin(value*MathHelper.Pi));
  42. }
  43. public static float BackOut(float value) => Out(value, BackIn);
  44. public static float BackInOut(float value) => InOut(value, BackIn);
  45. public static float BounceOut(float value) => Out(value, BounceIn);
  46. public static float BounceInOut(float value) => InOut(value, BounceIn);
  47. public static float BounceIn(float value)
  48. {
  49. const float bounceConst1 = 2.75f;
  50. var bounceConst2 = (float) Math.Pow(bounceConst1, 2);
  51. value = 1 - value; //flip x-axis
  52. if (value < 1/bounceConst1) // big bounce
  53. return 1f - bounceConst2*value*value;
  54. if (value < 2/bounceConst1)
  55. return 1 - (float) (bounceConst2*Math.Pow(value - 1.5f/bounceConst1, 2) + .75);
  56. if (value < 2.5/bounceConst1)
  57. return 1 - (float) (bounceConst2*Math.Pow(value - 2.25f/bounceConst1, 2) + .9375);
  58. //small bounce
  59. return 1f - (float) (bounceConst2*Math.Pow(value - 2.625f/bounceConst1, 2) + .984375);
  60. }
  61. private static float Out(float value, Func<float, float> function)
  62. {
  63. return 1 - function(1 - value);
  64. }
  65. private static float InOut(float value, Func<float, float> function)
  66. {
  67. if (value < 0.5f)
  68. return 0.5f*function(value*2);
  69. return 1f - 0.5f*function(2 - value*2);
  70. }
  71. private static class Power
  72. {
  73. public static float In(double value, int power)
  74. {
  75. return (float) Math.Pow(value, power);
  76. }
  77. public static float Out(double value, int power)
  78. {
  79. var sign = power%2 == 0 ? -1 : 1;
  80. return (float) (sign*(Math.Pow(value - 1, power) + sign));
  81. }
  82. public static float InOut(double s, int power)
  83. {
  84. s *= 2;
  85. if (s < 1)
  86. return In(s, power)/2;
  87. var sign = power%2 == 0 ? -1 : 1;
  88. return (float) (sign/2.0*(Math.Pow(s - 2, power) + sign*2));
  89. }
  90. }
  91. }
  92. }