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diff --git a/Plugins/MonoGame.Extended/source/MonoGame.Extended.Tweening/EasingFunctions.cs b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Tweening/EasingFunctions.cs
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+++ b/Plugins/MonoGame.Extended/source/MonoGame.Extended.Tweening/EasingFunctions.cs
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+using System;
+using Microsoft.Xna.Framework;
+
+namespace MonoGame.Extended.Tweening
+{
+ public static class EasingFunctions
+ {
+ public static float Linear(float value) => value;
+
+ public static float CubicIn(float value) => Power.In(value, 3);
+ public static float CubicOut(float value) => Power.Out(value, 3);
+ public static float CubicInOut(float value) => Power.InOut(value, 3);
+
+ public static float QuadraticIn(float value) => Power.In(value, 2);
+ public static float QuadraticOut(float value) => Power.Out(value, 2);
+ public static float QuadraticInOut(float value) => Power.InOut(value, 2);
+
+ public static float QuarticIn(float value) => Power.In(value, 4);
+ public static float QuarticOut(float value) => Power.Out(value, 4);
+ public static float QuarticInOut(float value) => Power.InOut(value, 4);
+
+ public static float QuinticIn(float value) => Power.In(value, 5);
+ public static float QuinticOut(float value) => Power.Out(value, 5);
+ public static float QuinticInOut(float value) => Power.InOut(value, 5);
+
+ public static float SineIn(float value) => (float) Math.Sin(value*MathHelper.PiOver2 - MathHelper.PiOver2) + 1;
+ public static float SineOut(float value) => (float) Math.Sin(value*MathHelper.PiOver2);
+ public static float SineInOut(float value) => (float) (Math.Sin(value*MathHelper.Pi - MathHelper.PiOver2) + 1)/2;
+
+ public static float ExponentialIn(float value) => (float) Math.Pow(2, 10*(value - 1));
+ public static float ExponentialOut(float value) => Out(value, ExponentialIn);
+ public static float ExponentialInOut(float value) => InOut(value, ExponentialIn);
+
+ public static float CircleIn(float value) => (float) -(Math.Sqrt(1 - value * value) - 1);
+ public static float CircleOut(float value) => (float) Math.Sqrt(1 - (value - 1) * (value - 1));
+ 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);
+
+ public static float ElasticIn(float value)
+ {
+ const int oscillations = 1;
+ const float springiness = 3f;
+ var e = (Math.Exp(springiness*value) - 1)/(Math.Exp(springiness) - 1);
+ return (float) (e*Math.Sin((MathHelper.PiOver2 + MathHelper.TwoPi*oscillations)*value));
+ }
+
+ public static float ElasticOut(float value) => Out(value, ElasticIn);
+ public static float ElasticInOut(float value) => InOut(value, ElasticIn);
+
+ public static float BackIn(float value)
+ {
+ const float amplitude = 1f;
+ return (float) (Math.Pow(value, 3) - value*amplitude*Math.Sin(value*MathHelper.Pi));
+ }
+
+ public static float BackOut(float value) => Out(value, BackIn);
+ public static float BackInOut(float value) => InOut(value, BackIn);
+
+ public static float BounceOut(float value) => Out(value, BounceIn);
+ public static float BounceInOut(float value) => InOut(value, BounceIn);
+
+ public static float BounceIn(float value)
+ {
+ const float bounceConst1 = 2.75f;
+ var bounceConst2 = (float) Math.Pow(bounceConst1, 2);
+
+ value = 1 - value; //flip x-axis
+
+ if (value < 1/bounceConst1) // big bounce
+ return 1f - bounceConst2*value*value;
+
+ if (value < 2/bounceConst1)
+ return 1 - (float) (bounceConst2*Math.Pow(value - 1.5f/bounceConst1, 2) + .75);
+
+ if (value < 2.5/bounceConst1)
+ return 1 - (float) (bounceConst2*Math.Pow(value - 2.25f/bounceConst1, 2) + .9375);
+
+ //small bounce
+ return 1f - (float) (bounceConst2*Math.Pow(value - 2.625f/bounceConst1, 2) + .984375);
+ }
+
+
+ private static float Out(float value, Func<float, float> function)
+ {
+ return 1 - function(1 - value);
+ }
+
+ private static float InOut(float value, Func<float, float> function)
+ {
+ if (value < 0.5f)
+ return 0.5f*function(value*2);
+
+ return 1f - 0.5f*function(2 - value*2);
+ }
+
+ private static class Power
+ {
+ public static float In(double value, int power)
+ {
+ return (float) Math.Pow(value, power);
+ }
+
+ public static float Out(double value, int power)
+ {
+ var sign = power%2 == 0 ? -1 : 1;
+ return (float) (sign*(Math.Pow(value - 1, power) + sign));
+ }
+
+ public static float InOut(double s, int power)
+ {
+ s *= 2;
+
+ if (s < 1)
+ return In(s, power)/2;
+
+ var sign = power%2 == 0 ? -1 : 1;
+ return (float) (sign/2.0*(Math.Pow(s - 2, power) + sign*2));
+ }
+ }
+ }
+} \ No newline at end of file