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@@ -110,7 +110,8 @@ class EaseF : public Ease
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// simple linear tweening - no easing
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// t: current time, b: beginning value, c: change in value, d: duration
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-inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d)
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+{
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return c*t/d + b;
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}
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@@ -120,21 +121,25 @@ inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) {
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// quadratic easing in - accelerating from zero velocity
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// t: current time, b: beginning value, c: change in value, d: duration
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// t and d can be in frames or seconds/milliseconds
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-inline F32 mEaseInQuad(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInQuad(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d;
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return c*t*t + b;
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};
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// quadratic easing out - decelerating to zero velocity
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-inline F32 mEaseOutQuad(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseOutQuad(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d;
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return -c * t*(t-2) + b;
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};
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// quadratic easing in/out - acceleration until halfway, then deceleration
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-inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d/2;
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- if (t < 1) return c/2*t*t + b;
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+ if (t < 1)
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+ return c/2*t*t + b;
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t--;
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return -c/2 * (t*(t-2) - 1) + b;
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};
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@@ -144,22 +149,26 @@ inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) {
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// cubic easing in - accelerating from zero velocity
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// t: current time, b: beginning value, c: change in value, d: duration
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// t and d can be frames or seconds/milliseconds
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-inline F32 mEaseInCubic(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInCubic(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d;
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return c*t*t*t + b;
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};
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// cubic easing out - decelerating to zero velocity
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-inline F32 mEaseOutCubic(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseOutCubic(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d;
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t--;
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return c*(t*t*t + 1) + b;
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};
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// cubic easing in/out - acceleration until halfway, then deceleration
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-inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d/2;
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- if (t < 1) return c/2*t*t*t + b;
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+ if (t < 1)
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+ return c/2*t*t*t + b;
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t -= 2;
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return c/2*(t*t*t + 2) + b;
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};
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@@ -170,22 +179,26 @@ inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) {
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// quartic easing in - accelerating from zero velocity
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// t: current time, b: beginning value, c: change in value, d: duration
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// t and d can be frames or seconds/milliseconds
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-inline F32 mEaseInQuart(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInQuart(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d;
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return c*t*t*t*t + b;
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};
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// quartic easing out - decelerating to zero velocity
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-inline F32 mEaseOutQuart(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseOutQuart(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d;
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t--;
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return -c * (t*t*t*t - 1) + b;
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};
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// quartic easing in/out - acceleration until halfway, then deceleration
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-inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d/2;
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- if (t < 1) return c/2*t*t*t*t + b;
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+ if (t < 1)
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+ return c/2*t*t*t*t + b;
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t -= 2;
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return -c/2 * (t*t*t*t - 2) + b;
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};
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@@ -196,22 +209,26 @@ inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) {
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// quintic easing in - accelerating from zero velocity
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// t: current time, b: beginning value, c: change in value, d: duration
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// t and d can be frames or seconds/milliseconds
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-inline F32 mEaseInQuint(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInQuint(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d;
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return c*t*t*t*t*t + b;
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};
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// quintic easing out - decelerating to zero velocity
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-inline F32 mEaseOutQuint(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseOutQuint(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d;
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t--;
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return c*(t*t*t*t*t + 1) + b;
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};
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// quintic easing in/out - acceleration until halfway, then deceleration
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-inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d/2;
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- if (t < 1) return c/2*t*t*t*t*t + b;
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+ if (t < 1)
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+ return c/2*t*t*t*t*t + b;
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t -= 2;
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return c/2*(t*t*t*t*t + 2) + b;
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};
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@@ -222,17 +239,20 @@ inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) {
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// sinusoidal easing in - accelerating from zero velocity
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// t: current time, b: beginning value, c: change in position, d: duration
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-inline F32 mEaseInSine(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInSine(F32 t, F32 b, F32 c, F32 d)
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+{
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return -c * mCos(t/d * (M_PI_F/2)) + c + b;
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};
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// sinusoidal easing out - decelerating to zero velocity
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-inline F32 mEaseOutSine(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseOutSine(F32 t, F32 b, F32 c, F32 d)
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+{
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return c * mSin(t/d * (M_PI_F/2)) + b;
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};
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// sinusoidal easing in/out - accelerating until halfway, then decelerating
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-inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d)
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+{
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return -c/2 * (mCos(M_PI_F*t/d) - 1) + b;
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};
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@@ -241,19 +261,23 @@ inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) {
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// exponential easing in - accelerating from zero velocity
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// t: current time, b: beginning value, c: change in position, d: duration
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-inline F32 mEaseInExpo(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInExpo(F32 t, F32 b, F32 c, F32 d)
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+{
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return c * mPow( 2, 10 * (t/d - 1) ) + b;
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};
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// exponential easing out - decelerating to zero velocity
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-inline F32 mEaseOutExpo(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseOutExpo(F32 t, F32 b, F32 c, F32 d)
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+{
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return c * ( -mPow( 2, -10 * t/d ) + 1 ) + b;
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};
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// exponential easing in/out - accelerating until halfway, then decelerating
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-inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d)
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+{
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t /= d/2;
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- if (t < 1) return c/2 * mPow( 2, 10 * (t - 1) ) + b;
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+ if (t < 1)
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+ return c/2 * mPow( 2, 10 * (t - 1) ) + b;
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t--;
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return c/2 * ( -mPow( 2, -10 * t) + 2 ) + b;
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};
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@@ -263,18 +287,23 @@ inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) {
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// circular easing in - accelerating from zero velocity
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// t: current time, b: beginning value, c: change in position, d: duration
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-inline F32 mEaseInCirc (F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseInCirc (F32 t, F32 b, F32 c, F32 d)
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+{
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return -c * (mSqrt(1 - (t/=d)*t) - 1) + b;
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};
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// circular easing out - decelerating to zero velocity
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-inline F32 mEaseOutCirc (F32 t, F32 b, F32 c, F32 d) {
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+inline F32 mEaseOutCirc (F32 t, F32 b, F32 c, F32 d)
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+{
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return c * mSqrt(1 - (t=t/d-1)*t) + b;
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};
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// circular easing in/out - acceleration until halfway, then deceleration
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-inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) {
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- if ((t/=d/2) < 1) return -c/2 * (mSqrt(1 - t*t) - 1) + b;
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+inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d)
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+{
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+ if ((t/=d/2) < 1)
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+ return -c/2 * (mSqrt(1 - t*t) - 1) + b;
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+
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return c/2 * (mSqrt(1 - (t-=2)*t) + 1) + b;
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};
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@@ -284,269 +313,84 @@ inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) {
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// t: current time, b: beginning value, c: change in value, d: duration, a: amplitude (optional), p: period (optional)
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// t and d can be in frames or seconds/milliseconds
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-inline F32 mEaseInElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
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- if (t==0) return b; if ((t/=d)==1) return b+c; if (p<=0) p=d*.3f;
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- F32 s;
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- if (a < mFabs(c)) { a=c; s=p/4; }
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- else s = p/(2*M_PI_F) * mAsin (c/a);
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- return -(a*mPow(2,10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b;
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-};
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-
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-inline F32 mEaseOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
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- if (t==0) return b; if ((t/=d)==1) return b+c; if (p<=0) p=d*.3f;
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- F32 s;
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- if (a < mFabs(c)) { a=c; s=p/4; }
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- else s = p/(2*M_PI_F) * mAsin (c/a);
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- return a*mPow(2,-10*t) * mSin( (t*d-s)*(2*M_PI_F)/p ) + c + b;
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-};
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+inline F32 mEaseInElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p)
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+{
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+ if (t==0)
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+ return b;
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+
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+ F32 dt = t /= d;
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+ if (dt == 1)
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+ return b+c;
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+
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+ if (p<=0)
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+ p=d*.3f;
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-inline F32 mEaseInOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
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- if (t==0) return b; if ((t/=d/2)==2) return b+c; if (p<=0) p=d*(.3f*1.5f);
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F32 s;
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- if (a < mFabs(c)) { a=c; s=p/4; }
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- else s = p/(2*M_PI_F) * mAsin (c/a);
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- if (t < 1) return -.5f*(a*mPow(2,10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b;
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- return a*mPow(2,-10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )*.5f + c + b;
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-};
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-
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-
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- /////////// BACK EASING: overshooting cubic easing: (s+1)*t^3 - s*t^2 //////////////
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-
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-// back easing in - backtracking slightly, then reversing direction and moving to target
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-// t: current time, b: beginning value, c: change in value, d: duration, s: overshoot amount (optional)
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-// t and d can be in frames or seconds/milliseconds
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-// s controls the amount of overshoot: higher s means greater overshoot
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-// s has a default value of 1.70158, which produces an overshoot of 10 percent
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-// s==0 produces cubic easing with no overshoot
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-inline F32 mEaseInBack(F32 t, F32 b, F32 c, F32 d, F32 s) {
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- if (s < 0) s = 1.70158f;
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- return c*(t/=d)*t*((s+1)*t - s) + b;
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-};
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-
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-// back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target
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-inline F32 mEaseOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) {
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- if (s < 0) s = 1.70158f;
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- return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
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-};
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-
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-// back easing in/out - backtracking slightly, then reversing direction and moving to target,
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-// then overshooting target, reversing, and finally coming back to target
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-inline F32 mEaseInOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) {
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- if (s < 0) s = 1.70158f;
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- if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525f))+1)*t - s)) + b;
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- return c/2*((t-=2)*t*(((s*=(1.525f))+1)*t + s) + 2) + b;
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-};
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-
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-
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- /////////// BOUNCE EASING: exponentially decaying parabolic bounce //////////////
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-
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-// bounce easing out
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-inline F32 mEaseOutBounce(F32 t, F32 b, F32 c, F32 d) {
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- if ((t/=d) < (1/2.75f)) {
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- return c*(7.5625f*t*t) + b;
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- } else if (t < (2/2.75)) {
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- return c*(7.5625f*(t-=(1.5f/2.75f))*t + .75f) + b;
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- } else if (t < (2.5/2.75)) {
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- return c*(7.5625f*(t-=(2.25f/2.75f))*t + .9375f) + b;
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- } else {
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- return c*(7.5625f*(t-=(2.625f/2.75f))*t + .984375f) + b;
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+ if (a < mFabs(c))
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+ {
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+ a=c;
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+ s=p/4;
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}
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-};
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-
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-// bounce easing in
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-// t: current time, b: beginning value, c: change in position, d: duration
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-inline F32 mEaseInBounce(F32 t, F32 b, F32 c, F32 d) {
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- return c - mEaseOutBounce (d-t, 0, c, d) + b;
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-};
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-
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-// bounce easing in/out
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-inline F32 mEaseInOutBounce(F32 t, F32 b, F32 c, F32 d) {
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- if (t < d/2) return mEaseInBounce (t*2, 0, c, d) * .5f + b;
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- return mEaseOutBounce (t*2-d, 0, c, d) * .5f + c*.5f + b;
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-};
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-
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-
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-#if 0
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-// ORIGINAL ACTION SCRIPT CODE:
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-
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-// simple linear tweening - no easing
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-// t: current time, b: beginning value, c: change in value, d: duration
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-Math.linearTween = function (t, b, c, d) {
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- return c*t/d + b;
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-};
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-
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-
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- ///////////// QUADRATIC EASING: t^2 ///////////////////
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-
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-// quadratic easing in - accelerating from zero velocity
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-// t: current time, b: beginning value, c: change in value, d: duration
|
|
|
-// t and d can be in frames or seconds/milliseconds
|
|
|
-Math.easeInQuad = function (t, b, c, d) {
|
|
|
- return c*(t/=d)*t + b;
|
|
|
-};
|
|
|
-
|
|
|
-// quadratic easing out - decelerating to zero velocity
|
|
|
-Math.easeOutQuad = function (t, b, c, d) {
|
|
|
- return -c *(t/=d)*(t-2) + b;
|
|
|
-};
|
|
|
-
|
|
|
-// quadratic easing in/out - acceleration until halfway, then deceleration
|
|
|
-Math.easeInOutQuad = function (t, b, c, d) {
|
|
|
- if ((t/=d/2) < 1) return c/2*t*t + b;
|
|
|
- return -c/2 * ((--t)*(t-2) - 1) + b;
|
|
|
-};
|
|
|
-
|
|
|
-
|
|
|
- ///////////// CUBIC EASING: t^3 ///////////////////////
|
|
|
-
|
|
|
-// cubic easing in - accelerating from zero velocity
|
|
|
-// t: current time, b: beginning value, c: change in value, d: duration
|
|
|
-// t and d can be frames or seconds/milliseconds
|
|
|
-Math.easeInCubic = function (t, b, c, d) {
|
|
|
- return c*(t/=d)*t*t + b;
|
|
|
-};
|
|
|
+ else
|
|
|
+ s = p/(2*M_PI_F) * mAsin (c/a);
|
|
|
|
|
|
-// cubic easing out - decelerating to zero velocity
|
|
|
-Math.easeOutCubic = function (t, b, c, d) {
|
|
|
- return c*((t=t/d-1)*t*t + 1) + b;
|
|
|
+ t -= 1;
|
|
|
+ return -(a*mPow(2,10*t) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b;
|
|
|
};
|
|
|
|
|
|
-// cubic easing in/out - acceleration until halfway, then deceleration
|
|
|
-Math.easeInOutCubic = function (t, b, c, d) {
|
|
|
- if ((t/=d/2) < 1) return c/2*t*t*t + b;
|
|
|
- return c/2*((t-=2)*t*t + 2) + b;
|
|
|
-};
|
|
|
-
|
|
|
-
|
|
|
- ///////////// QUARTIC EASING: t^4 /////////////////////
|
|
|
-
|
|
|
-// quartic easing in - accelerating from zero velocity
|
|
|
-// t: current time, b: beginning value, c: change in value, d: duration
|
|
|
-// t and d can be frames or seconds/milliseconds
|
|
|
-Math.easeInQuart = function (t, b, c, d) {
|
|
|
- return c*(t/=d)*t*t*t + b;
|
|
|
-};
|
|
|
-
|
|
|
-// quartic easing out - decelerating to zero velocity
|
|
|
-Math.easeOutQuart = function (t, b, c, d) {
|
|
|
- return -c * ((t=t/d-1)*t*t*t - 1) + b;
|
|
|
-};
|
|
|
-
|
|
|
-// quartic easing in/out - acceleration until halfway, then deceleration
|
|
|
-Math.easeInOutQuart = function (t, b, c, d) {
|
|
|
- if ((t/=d/2) < 1) return c/2*t*t*t*t + b;
|
|
|
- return -c/2 * ((t-=2)*t*t*t - 2) + b;
|
|
|
-};
|
|
|
-
|
|
|
-
|
|
|
- ///////////// QUINTIC EASING: t^5 ////////////////////
|
|
|
-
|
|
|
-// quintic easing in - accelerating from zero velocity
|
|
|
-// t: current time, b: beginning value, c: change in value, d: duration
|
|
|
-// t and d can be frames or seconds/milliseconds
|
|
|
-Math.easeInQuint = function (t, b, c, d) {
|
|
|
- return c*(t/=d)*t*t*t*t + b;
|
|
|
-};
|
|
|
-
|
|
|
-// quintic easing out - decelerating to zero velocity
|
|
|
-Math.easeOutQuint = function (t, b, c, d) {
|
|
|
- return c*((t=t/d-1)*t*t*t*t + 1) + b;
|
|
|
-};
|
|
|
-
|
|
|
-// quintic easing in/out - acceleration until halfway, then deceleration
|
|
|
-Math.easeInOutQuint = function (t, b, c, 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;
|
|
|
-};
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
- ///////////// SINUSOIDAL EASING: sin(t) ///////////////
|
|
|
-
|
|
|
-// sinusoidal easing in - accelerating from zero velocity
|
|
|
-// t: current time, b: beginning value, c: change in position, d: duration
|
|
|
-Math.easeInSine = function (t, b, c, d) {
|
|
|
- return -c * Math.cos(t/d * (Math.PI/2)) + c + b;
|
|
|
-};
|
|
|
-
|
|
|
-// sinusoidal easing out - decelerating to zero velocity
|
|
|
-Math.easeOutSine = function (t, b, c, d) {
|
|
|
- return c * Math.sin(t/d * (Math.PI/2)) + b;
|
|
|
-};
|
|
|
-
|
|
|
-// sinusoidal easing in/out - accelerating until halfway, then decelerating
|
|
|
-Math.easeInOutSine = function (t, b, c, d) {
|
|
|
- return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b;
|
|
|
-};
|
|
|
-
|
|
|
-
|
|
|
- ///////////// EXPONENTIAL EASING: 2^t /////////////////
|
|
|
-
|
|
|
-// exponential easing in - accelerating from zero velocity
|
|
|
-// t: current time, b: beginning value, c: change in position, d: duration
|
|
|
-Math.easeInExpo = function (t, b, c, d) {
|
|
|
- return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b;
|
|
|
-};
|
|
|
-
|
|
|
-// exponential easing out - decelerating to zero velocity
|
|
|
-Math.easeOutExpo = function (t, b, c, d) {
|
|
|
- return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b;
|
|
|
-};
|
|
|
-
|
|
|
-// exponential easing in/out - accelerating until halfway, then decelerating
|
|
|
-Math.easeInOutExpo = function (t, b, c, d) {
|
|
|
- if (t==0) return b;
|
|
|
- if (t==d) return b+c;
|
|
|
- if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b;
|
|
|
- return c/2 * (-Math.pow(2, -10 * --t) + 2) + b;
|
|
|
-};
|
|
|
+inline F32 mEaseOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p)
|
|
|
+{
|
|
|
+ if (t==0)
|
|
|
+ return b;
|
|
|
|
|
|
+ F32 dt = t /= d;
|
|
|
+ if (dt == 1)
|
|
|
+ return b+c;
|
|
|
|
|
|
- /////////// CIRCULAR EASING: sqrt(1-t^2) //////////////
|
|
|
+ if (p<=0)
|
|
|
+ p=d*.3f;
|
|
|
|
|
|
-// circular easing in - accelerating from zero velocity
|
|
|
-// t: current time, b: beginning value, c: change in position, d: duration
|
|
|
-Math.easeInCirc = function (t, b, c, d) {
|
|
|
- return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b;
|
|
|
-};
|
|
|
-
|
|
|
-// circular easing out - decelerating to zero velocity
|
|
|
-Math.easeOutCirc = function (t, b, c, d) {
|
|
|
- return c * Math.sqrt(1 - (t=t/d-1)*t) + b;
|
|
|
-};
|
|
|
+ F32 s;
|
|
|
+ if (a < mFabs(c))
|
|
|
+ {
|
|
|
+ a=c;
|
|
|
+ s=p/4;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ s = p/(2*M_PI_F) * mAsin (c/a);
|
|
|
|
|
|
-// circular easing in/out - acceleration until halfway, then deceleration
|
|
|
-Math.easeInOutCirc = function (t, b, c, d) {
|
|
|
- if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b;
|
|
|
- return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b;
|
|
|
+ return a*mPow(2,-10*t) * mSin( (t*d-s)*(2*M_PI_F)/p ) + c + b;
|
|
|
};
|
|
|
|
|
|
+inline F32 mEaseInOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p)
|
|
|
+{
|
|
|
+ if (t==0)
|
|
|
+ return b;
|
|
|
+
|
|
|
+ F32 dt = t /= d / 2;
|
|
|
+ if (dt == 2)
|
|
|
+ return b+c;
|
|
|
+
|
|
|
+ if (p<=0)
|
|
|
+ p=d*(.3f*1.5f);
|
|
|
|
|
|
- /////////// ELASTIC EASING: exponentially decaying sine wave //////////////
|
|
|
-
|
|
|
-// t: current time, b: beginning value, c: change in value, d: duration, a: amplitude (optional), p: period (optional)
|
|
|
-// t and d can be in frames or seconds/milliseconds
|
|
|
-
|
|
|
-Math.easeInElastic = function (t, b, c, d, a, p) {
|
|
|
- if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
|
|
|
- if (a < Math.abs(c)) { a=c; var s=p/4; }
|
|
|
- else var s = p/(2*Math.PI) * Math.asin (c/a);
|
|
|
- return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
|
|
|
-};
|
|
|
+ F32 s;
|
|
|
+ if (a < mFabs(c))
|
|
|
+ {
|
|
|
+ a=c;
|
|
|
+ s=p/4;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ s = p/(2*M_PI_F) * mAsin (c/a);
|
|
|
|
|
|
-Math.easeOutElastic = function (t, b, c, d, a, p) {
|
|
|
- if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3;
|
|
|
- if (a < Math.abs(c)) { a=c; var s=p/4; }
|
|
|
- else var s = p/(2*Math.PI) * Math.asin (c/a);
|
|
|
- return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b;
|
|
|
-};
|
|
|
+ if (t < 1)
|
|
|
+ {
|
|
|
+ t -= 1;
|
|
|
+ return -.5f*(a*mPow(2, 10 * t) * mSin((t*d - s)*(2 * M_PI_F) / p)) + b;
|
|
|
+ }
|
|
|
|
|
|
-Math.easeInOutElastic = function (t, b, c, d, a, p) {
|
|
|
- if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5);
|
|
|
- if (a < Math.abs(c)) { a=c; var s=p/4; }
|
|
|
- else var s = p/(2*Math.PI) * Math.asin (c/a);
|
|
|
- if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
|
|
|
- return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b;
|
|
|
+ t -= 1;
|
|
|
+ return a*mPow(2,-10*t) * mSin( (t*d-s)*(2*M_PI_F)/p )*.5f + c + b;
|
|
|
};
|
|
|
|
|
|
|
|
@@ -558,54 +402,86 @@ Math.easeInOutElastic = function (t, b, c, d, a, p) {
|
|
|
// s controls the amount of overshoot: higher s means greater overshoot
|
|
|
// s has a default value of 1.70158, which produces an overshoot of 10 percent
|
|
|
// s==0 produces cubic easing with no overshoot
|
|
|
-Math.easeInBack = function (t, b, c, d, s) {
|
|
|
- if (s == undefined) s = 1.70158;
|
|
|
- return c*(t/=d)*t*((s+1)*t - s) + b;
|
|
|
+inline F32 mEaseInBack(F32 t, F32 b, F32 c, F32 d, F32 s)
|
|
|
+{
|
|
|
+ if (s < 0)
|
|
|
+ s = 1.70158f;
|
|
|
+
|
|
|
+ F32 td = t /= d;
|
|
|
+ return c*td*t*((s + 1)*t - s) + b;
|
|
|
};
|
|
|
|
|
|
// back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target
|
|
|
-Math.easeOutBack = function (t, b, c, d, s) {
|
|
|
- if (s == undefined) s = 1.70158;
|
|
|
- return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
|
|
|
+inline F32 mEaseOutBack(F32 t, F32 b, F32 c, F32 d, F32 s)
|
|
|
+{
|
|
|
+ if (s < 0)
|
|
|
+ s = 1.70158f;
|
|
|
+
|
|
|
+ F32 td = t / d - 1;
|
|
|
+ t = td;
|
|
|
+ return c*(td*t*((s + 1)*t + s) + 1) + b;
|
|
|
};
|
|
|
|
|
|
// back easing in/out - backtracking slightly, then reversing direction and moving to target,
|
|
|
// then overshooting target, reversing, and finally coming back to target
|
|
|
-Math.easeInOutBack = function (t, b, c, d, s) {
|
|
|
- if (s == undefined) s = 1.70158;
|
|
|
- if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;
|
|
|
- return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;
|
|
|
+inline F32 mEaseInOutBack(F32 t, F32 b, F32 c, F32 d, F32 s)
|
|
|
+{
|
|
|
+ if (s < 0)
|
|
|
+ s = 1.70158f;
|
|
|
+
|
|
|
+ F32 td = t /= d / 2;
|
|
|
+ if (td < 1)
|
|
|
+ {
|
|
|
+ s *= 1.525f;
|
|
|
+ return c / 2 * (t*t*((s + 1)*t - s)) + b;
|
|
|
+ }
|
|
|
+
|
|
|
+ s *= 1.525f;
|
|
|
+ t -= 2;
|
|
|
+ return c/2*(t*t*((s+1)*t + s) + 2) + b;
|
|
|
};
|
|
|
|
|
|
|
|
|
/////////// BOUNCE EASING: exponentially decaying parabolic bounce //////////////
|
|
|
|
|
|
-// bounce easing in
|
|
|
-// t: current time, b: beginning value, c: change in position, d: duration
|
|
|
-Math.easeInBounce = function (t, b, c, d) {
|
|
|
- return c - Math.easeOutBounce (d-t, 0, c, d) + b;
|
|
|
-};
|
|
|
-
|
|
|
// bounce easing out
|
|
|
-Math.easeOutBounce = function (t, b, c, d) {
|
|
|
- if ((t/=d) < (1/2.75)) {
|
|
|
- return c*(7.5625*t*t) + b;
|
|
|
- } else if (t < (2/2.75)) {
|
|
|
- return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;
|
|
|
- } else if (t < (2.5/2.75)) {
|
|
|
- return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
|
|
|
- } else {
|
|
|
- return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
|
|
|
+inline F32 mEaseOutBounce(F32 t, F32 b, F32 c, F32 d)
|
|
|
+{
|
|
|
+ if ((t/=d) < (1/2.75f))
|
|
|
+ {
|
|
|
+ return c*(7.5625f*t*t) + b;
|
|
|
+ }
|
|
|
+ else if (t < (2/2.75))
|
|
|
+ {
|
|
|
+ t -= 1.5f / 2.75f;
|
|
|
+ return c*(7.5625f*t*t + .75f) + b;
|
|
|
+ }
|
|
|
+ else if (t < (2.5/2.75))
|
|
|
+ {
|
|
|
+ t -= 2.25f / 2.75f;
|
|
|
+ return c*(7.5625f*t*t + .9375f) + b;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ t -= 2.625f / 2.75f;
|
|
|
+ return c*(7.5625f*t*t + .984375f) + b;
|
|
|
}
|
|
|
};
|
|
|
|
|
|
-// bounce easing in/out
|
|
|
-Math.easeInOutBounce = function (t, b, c, d) {
|
|
|
- if (t < d/2) return Math.easeInBounce (t*2, 0, c, d) * .5 + b;
|
|
|
- return Math.easeOutBounce (t*2-d, 0, c, d) * .5 + c*.5 + b;
|
|
|
+// bounce easing in
|
|
|
+// t: current time, b: beginning value, c: change in position, d: duration
|
|
|
+inline F32 mEaseInBounce(F32 t, F32 b, F32 c, F32 d)
|
|
|
+{
|
|
|
+ return c - mEaseOutBounce (d-t, 0, c, d) + b;
|
|
|
};
|
|
|
-#endif
|
|
|
|
|
|
+// bounce easing in/out
|
|
|
+inline F32 mEaseInOutBounce(F32 t, F32 b, F32 c, F32 d)
|
|
|
+{
|
|
|
+ if (t < d/2)
|
|
|
+ return mEaseInBounce (t*2, 0, c, d) * .5f + b;
|
|
|
|
|
|
+ return mEaseOutBounce (t*2-d, 0, c, d) * .5f + c*.5f + b;
|
|
|
+};
|
|
|
|
|
|
#endif // _MEASE_H_
|