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Merge pull request #1354 from Areloch/PVS_Cleanup_mEase

Cleanup of ease functions operations.
Daniel Buckmaster 10 년 전
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e65afa95a9
1개의 변경된 파일182개의 추가작업 그리고 306개의 파일을 삭제
  1. 182 306
      Engine/source/math/mEase.h

+ 182 - 306
Engine/source/math/mEase.h

@@ -110,7 +110,8 @@ class EaseF : public Ease
 
 // simple linear tweening - no easing
 // t: current time, b: beginning value, c: change in value, d: duration
-inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) 
+{
 	return c*t/d + b;
 }
 
@@ -120,21 +121,25 @@ inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) {
 // quadratic easing in - accelerating from zero velocity
 // t: current time, b: beginning value, c: change in value, d: duration
 // t and d can be in frames or seconds/milliseconds
-inline F32 mEaseInQuad(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInQuad(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d;
 	return c*t*t + b;
 };
 
 // quadratic easing out - decelerating to zero velocity
-inline F32 mEaseOutQuad(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseOutQuad(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d;
 	return -c * t*(t-2) + b;
 };
 
 // quadratic easing in/out - acceleration until halfway, then deceleration
-inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d/2;
-	if (t < 1) return c/2*t*t + b;
+	if (t < 1) 
+      return c/2*t*t + b;
 	t--;
 	return -c/2 * (t*(t-2) - 1) + b;
 };
@@ -144,22 +149,26 @@ inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) {
 // 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
-inline F32 mEaseInCubic(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInCubic(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d;
 	return c*t*t*t + b;
 };
 
 // cubic easing out - decelerating to zero velocity
-inline F32 mEaseOutCubic(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseOutCubic(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d;
 	t--;
 	return c*(t*t*t + 1) + b;
 };
 
 // cubic easing in/out - acceleration until halfway, then deceleration
-inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d/2;
-	if (t < 1) return c/2*t*t*t + b;
+	if (t < 1) 
+      return c/2*t*t*t + b;
 	t -= 2;
 	return c/2*(t*t*t + 2) + b;
 };
@@ -170,22 +179,26 @@ inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) {
 // 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
-inline F32 mEaseInQuart(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInQuart(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d;
 	return c*t*t*t*t + b;
 };
 
 // quartic easing out - decelerating to zero velocity
-inline F32 mEaseOutQuart(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseOutQuart(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d;
 	t--;
 	return -c * (t*t*t*t - 1) + b;
 };
 
 // quartic easing in/out - acceleration until halfway, then deceleration
-inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d/2;
-	if (t < 1) return c/2*t*t*t*t + b;
+	if (t < 1) 
+      return c/2*t*t*t*t + b;
 	t -= 2;
 	return -c/2 * (t*t*t*t - 2) + b;
 };
@@ -196,22 +209,26 @@ inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) {
 // 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
-inline F32 mEaseInQuint(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInQuint(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d;
 	return c*t*t*t*t*t + b;
 };
 
 // quintic easing out - decelerating to zero velocity
-inline F32 mEaseOutQuint(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseOutQuint(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d;
 	t--;
 	return c*(t*t*t*t*t + 1) + b;
 };
 
 // quintic easing in/out - acceleration until halfway, then deceleration
-inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d/2;
-	if (t < 1) return c/2*t*t*t*t*t + b;
+	if (t < 1) 
+      return c/2*t*t*t*t*t + b;
 	t -= 2;
 	return c/2*(t*t*t*t*t + 2) + b;
 };
@@ -222,17 +239,20 @@ inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) {
 
 // sinusoidal easing in - accelerating from zero velocity
 // t: current time, b: beginning value, c: change in position, d: duration
-inline F32 mEaseInSine(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInSine(F32 t, F32 b, F32 c, F32 d) 
+{
 	return -c * mCos(t/d * (M_PI_F/2)) + c + b;
 };
 
 // sinusoidal easing out - decelerating to zero velocity
-inline F32 mEaseOutSine(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseOutSine(F32 t, F32 b, F32 c, F32 d) 
+{
 	return c * mSin(t/d * (M_PI_F/2)) + b;
 };
 
 // sinusoidal easing in/out - accelerating until halfway, then decelerating
-inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) 
+{
 	return -c/2 * (mCos(M_PI_F*t/d) - 1) + b;
 };
 
@@ -241,19 +261,23 @@ inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) {
 
 // exponential easing in - accelerating from zero velocity
 // t: current time, b: beginning value, c: change in position, d: duration
-inline F32 mEaseInExpo(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInExpo(F32 t, F32 b, F32 c, F32 d) 
+{
 	return c * mPow( 2, 10 * (t/d - 1) ) + b;
 };
 
 // exponential easing out - decelerating to zero velocity
-inline F32 mEaseOutExpo(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseOutExpo(F32 t, F32 b, F32 c, F32 d) 
+{
 	return c * ( -mPow( 2, -10 * t/d ) + 1 ) + b;
 };
 
 // exponential easing in/out - accelerating until halfway, then decelerating
-inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) 
+{
 	t /= d/2;
-	if (t < 1) return c/2 * mPow( 2, 10 * (t - 1) ) + b;
+	if (t < 1) 
+      return c/2 * mPow( 2, 10 * (t - 1) ) + b;
 	t--;
 	return c/2 * ( -mPow( 2, -10 * t) + 2 ) + b;
 };
@@ -263,18 +287,23 @@ inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) {
 
 // circular easing in - accelerating from zero velocity
 // t: current time, b: beginning value, c: change in position, d: duration
-inline F32 mEaseInCirc (F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseInCirc (F32 t, F32 b, F32 c, F32 d) 
+{
 	return -c * (mSqrt(1 - (t/=d)*t) - 1) + b;
 };
 
 // circular easing out - decelerating to zero velocity
-inline F32 mEaseOutCirc (F32 t, F32 b, F32 c, F32 d) {
+inline F32 mEaseOutCirc (F32 t, F32 b, F32 c, F32 d) 
+{
 	return c * mSqrt(1 - (t=t/d-1)*t) + b;
 };
 
 // circular easing in/out - acceleration until halfway, then deceleration
-inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) {
-	if ((t/=d/2) < 1) return -c/2 * (mSqrt(1 - t*t) - 1) + b;
+inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) 
+{
+	if ((t/=d/2) < 1) 
+      return -c/2 * (mSqrt(1 - t*t) - 1) + b;
+
 	return c/2 * (mSqrt(1 - (t-=2)*t) + 1) + b;
 };
 
@@ -284,269 +313,84 @@ inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) {
 // 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
 
-inline F32 mEaseInElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
-	if (t==0) return b;  if ((t/=d)==1) return b+c;  if (p<=0) p=d*.3f;
-	F32 s;
-	if (a < mFabs(c)) { a=c; s=p/4; }
-	else s = p/(2*M_PI_F) * mAsin (c/a);
-	return -(a*mPow(2,10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b;
-};
-
-inline F32 mEaseOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
-	if (t==0) return b;  if ((t/=d)==1) return b+c;  if (p<=0) p=d*.3f;
-	F32 s;
-	if (a < mFabs(c)) { a=c; s=p/4; }
-	else s = p/(2*M_PI_F) * mAsin (c/a);
-	return a*mPow(2,-10*t) * mSin( (t*d-s)*(2*M_PI_F)/p ) + c + b;
-};
+inline F32 mEaseInElastic(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;  
+   
+   if (p<=0) 
+      p=d*.3f;
 
-inline F32 mEaseInOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) {
-	if (t==0) return b;  if ((t/=d/2)==2) return b+c;  if (p<=0) p=d*(.3f*1.5f);
 	F32 s;
-	if (a < mFabs(c)) { a=c; s=p/4; }
-	else s = p/(2*M_PI_F) * mAsin (c/a);
-	if (t < 1) return -.5f*(a*mPow(2,10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b;
-	return a*mPow(2,-10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )*.5f + c + b;
-};
-
-
- /////////// BACK EASING: overshooting cubic easing: (s+1)*t^3 - s*t^2  //////////////
-
-// back easing in - backtracking slightly, then reversing direction and moving to target
-// t: current time, b: beginning value, c: change in value, d: duration, s: overshoot amount (optional)
-// t and d can be in frames or seconds/milliseconds
-// 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
-inline F32 mEaseInBack(F32 t, F32 b, F32 c, F32 d, F32 s) {
-	if (s < 0) s = 1.70158f;
-	return c*(t/=d)*t*((s+1)*t - s) + b;
-};
-
-// back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target
-inline F32 mEaseOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) {
-	if (s < 0) s = 1.70158f;
-	return c*((t=t/d-1)*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
-inline F32 mEaseInOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) {
-	if (s < 0) 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;
-};
-
-
- /////////// BOUNCE EASING: exponentially decaying parabolic bounce  //////////////
-
-// bounce easing out
-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)) {
-		return c*(7.5625f*(t-=(1.5f/2.75f))*t + .75f) + b;
-	} else if (t < (2.5/2.75)) {
-		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;
+	if (a < mFabs(c))
+	{
+	   a=c; 
+      s=p/4;
 	}
-};
-
-// 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;
-};
-
-// 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;
-};
-
-
-#if 0
-// ORIGINAL ACTION SCRIPT CODE:
-
-// simple linear tweening - no easing
-// t: current time, b: beginning value, c: change in value, d: duration
-Math.linearTween = function (t, b, c, d) {
-	return c*t/d + b;
-};
-
-
- ///////////// QUADRATIC EASING: t^2 ///////////////////
-
-// quadratic easing in - accelerating from zero velocity
-// 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_