-
-
Save aprius/a9d321647ac0e8ddb9f975053fca5819 to your computer and use it in GitHub Desktop.
Easing Functions for Unity3D
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
* Created by C.J. Kimberlin | |
* | |
* 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 NONINFRINGEMENT. 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.EaseingFunc derivativeFunc = GetEasingFunctionDerivative(ease); | |
* | |
* float derivativeValue = derivativeFunc(0, 10, 0.67f); | |
*/ | |
using UnityEngine; | |
// ReSharper disable MemberCanBePrivate.Global | |
// ReSharper disable UnusedMember.Global | |
// ReSharper disable once CheckNamespace | |
namespace UnityModule.UniTween | |
{ | |
public enum EEase | |
{ | |
Linear, | |
Spring, | |
InBack, | |
OutBack, | |
InOutBack, | |
InQuad, | |
OutQuad, | |
InOutQuad, | |
InCubic, | |
OutCubic, | |
InOutCubic, | |
InQuart, | |
OutQuart, | |
InOutQuart, | |
InQuint, | |
OutQuint, | |
InOutQuint, | |
InSine, | |
OutSine, | |
InOutSine, | |
InExpo, | |
OutExpo, | |
InOutExpo, | |
InCirc, | |
OutCirc, | |
InOutCirc, | |
InBounce, | |
OutBounce, | |
InOutBounce, | |
InElastic, | |
OutElastic, | |
InOutElastic, | |
} | |
public static class EaseManager | |
{ | |
private const float NATURAL_LOG_OF_2 = 0.693147181f; | |
private const float PI = 3.141593f; | |
private const float HALF_PI = 1.570796f; | |
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.Clamp01(value); | |
value = (Mathf.Sin(value * 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 * HALF_PI) + end + start; | |
} | |
public static float EaseOutSine(float start, float end, float value) | |
{ | |
end -= start; | |
return end * Mathf.Sin(value * HALF_PI) + start; | |
} | |
public static float EaseInOutSine(float start, float end, float value) | |
{ | |
end -= start; | |
return -end * 0.5f * (Mathf.Cos(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; | |
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; | |
} | |
else if (value < (2 / 2.75f)) | |
{ | |
value -= (1.5f / 2.75f); | |
return end * (7.5625f * (value) * value + .75f) + start; | |
} | |
else if (value < (2.5 / 2.75)) | |
{ | |
value -= (2.25f / 2.75f); | |
return end * (7.5625f * (value) * value + .9375f) + start; | |
} | |
else | |
{ | |
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; | |
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; | |
float s = 1.70158f; | |
return end * (value) * value * ((s + 1) * value - s) + start; | |
} | |
public static float EaseOutBack(float start, float end, float value) | |
{ | |
float s = 1.70158f; | |
end -= start; | |
value = (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; | |
float d = 1f; | |
float p = d * .3f; | |
float s; | |
float a = 0; | |
if (value == 0) return start; | |
if ((value /= d) == 1) return start + end; | |
if (a == 0f || a < Mathf.Abs(end)) | |
{ | |
a = end; | |
s = p / 4; | |
} | |
else | |
{ | |
s = p / (2 * PI) * Mathf.Asin(end / a); | |
} | |
return -(a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * PI) / p)) + start; | |
} | |
public static float EaseOutElastic(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
float p = d * .3f; | |
float s; | |
float a = 0; | |
if (value == 0) return start; | |
if ((value /= d) == 1) return start + end; | |
if (a == 0f || a < Mathf.Abs(end)) | |
{ | |
a = end; | |
s = p * 0.25f; | |
} | |
else | |
{ | |
s = p / (2 * PI) * Mathf.Asin(end / a); | |
} | |
return (a * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * PI) / p) + end + start); | |
} | |
public static float EaseInOutElastic(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
float p = d * .3f; | |
float s; | |
float a = 0; | |
if (value == 0) return start; | |
if ((value /= d * 0.5f) == 2) return start + end; | |
if (a == 0f || a < Mathf.Abs(end)) | |
{ | |
a = end; | |
s = p / 4; | |
} | |
else | |
{ | |
s = p / (2 * PI) * Mathf.Asin(end / a); | |
} | |
if (value < 1) return -0.5f * (a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * PI) / p)) + start; | |
return a * Mathf.Pow(2, -10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * 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 LinearDerivative(float start, float end, float value) | |
{ | |
return end - start; | |
} | |
public static float EaseInQuadDerivative(float start, float end, float value) | |
{ | |
return 2f * (end - start) * value; | |
} | |
public static float EaseOutQuadDerivative(float start, float end, float value) | |
{ | |
end -= start; | |
return -end * value - end * (value - 2); | |
} | |
public static float EaseInOutQuadDerivative(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) | |
{ | |
return end * value; | |
} | |
value--; | |
return end * (1 - value); | |
} | |
public static float EaseInCubicDerivative(float start, float end, float value) | |
{ | |
return 3f * (end - start) * value * value; | |
} | |
public static float EaseOutCubicDerivative(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return 3f * end * value * value; | |
} | |
public static float EaseInOutCubicDerivative(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 EaseInQuartDerivative(float start, float end, float value) | |
{ | |
return 4f * (end - start) * value * value * value; | |
} | |
public static float EaseOutQuartDerivative(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return -4f * end * value * value * value; | |
} | |
public static float EaseInOutQuartDerivative(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 EaseInQuintDerivative(float start, float end, float value) | |
{ | |
return 5f * (end - start) * value * value * value * value; | |
} | |
public static float EaseOutQuintDerivative(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return 5f * end * value * value * value * value; | |
} | |
public static float EaseInOutQuintDerivative(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 EaseInSineDerivative(float start, float end, float value) | |
{ | |
return (end - start) * 0.5f * PI * Mathf.Sin(0.5f * PI * value); | |
} | |
public static float EaseOutSineDerivative(float start, float end, float value) | |
{ | |
end -= start; | |
return HALF_PI * end * Mathf.Cos(value * HALF_PI); | |
} | |
public static float EaseInOutSineDerivative(float start, float end, float value) | |
{ | |
end -= start; | |
return end * 0.5f * PI * Mathf.Sin(PI * value); | |
} | |
public static float EaseInExpoDerivative(float start, float end, float value) | |
{ | |
return (10f * NATURAL_LOG_OF_2 * (end - start) * Mathf.Pow(2f, 10f * (value - 1))); | |
} | |
public static float EaseOutExpoDerivative(float start, float end, float value) | |
{ | |
end -= start; | |
return 5f * NATURAL_LOG_OF_2 * end * Mathf.Pow(2f, 1f - 10f * value); | |
} | |
public static float EaseInOutExpoDerivative(float start, float end, float value) | |
{ | |
value /= .5f; | |
end -= start; | |
if (value < 1) | |
{ | |
return 5f * NATURAL_LOG_OF_2 * end * Mathf.Pow(2f, 10f * (value - 1)); | |
} | |
value--; | |
return (5f * NATURAL_LOG_OF_2 * end) / (Mathf.Pow(2f, 10f * value)); | |
} | |
public static float EaseInCircDerivative(float start, float end, float value) | |
{ | |
return ((end - start) * value) / Mathf.Sqrt(1f - value * value); | |
} | |
public static float EaseOutCircDerivative(float start, float end, float value) | |
{ | |
value--; | |
end -= start; | |
return (-end * value) / Mathf.Sqrt(1f - value * value); | |
} | |
public static float EaseInOutCircDerivative(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 EaseInBounceDerivative(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
return EaseOutBounceDerivative(0, end, d - value); | |
} | |
public static float EaseOutBounceDerivative(float start, float end, float value) | |
{ | |
value /= 1f; | |
end -= start; | |
if (value < (1 / 2.75f)) | |
{ | |
return 2f * end * 7.5625f * value; | |
} | |
else if (value < (2 / 2.75f)) | |
{ | |
value -= (1.5f / 2.75f); | |
return 2f * end * 7.5625f * value; | |
} | |
else if (value < (2.5 / 2.75)) | |
{ | |
value -= (2.25f / 2.75f); | |
return 2f * end * 7.5625f * value; | |
} | |
else | |
{ | |
value -= (2.625f / 2.75f); | |
return 2f * end * 7.5625f * value; | |
} | |
} | |
public static float EaseInOutBounceDerivative(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
if (value < d * 0.5f) | |
{ | |
return EaseInBounceDerivative(0, end, value * 2) * 0.5f; | |
} | |
else | |
{ | |
return EaseOutBounceDerivative(0, end, value * 2 - d) * 0.5f; | |
} | |
} | |
public static float EaseInBackDerivative(float start, float end, float value) | |
{ | |
float s = 1.70158f; | |
return 3f * (s + 1f) * (end - start) * value * value - 2f * s * (end - start) * value; | |
} | |
public static float EaseOutBackDerivative(float start, float end, float value) | |
{ | |
float s = 1.70158f; | |
end -= start; | |
value = (value) - 1; | |
return end * ((s + 1f) * value * value + 2f * value * ((s + 1f) * value + s)); | |
} | |
public static float EaseInOutBackDerivative(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 EaseInElasticDerivative(float start, float end, float value) | |
{ | |
return EaseOutElasticDerivative(start, end, 1f - value); | |
} | |
public static float EaseOutElasticDerivative(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
float p = d * .3f; | |
float s; | |
float a = 0; | |
if (a == 0f || a < Mathf.Abs(end)) | |
{ | |
a = end; | |
s = p * 0.25f; | |
} | |
else | |
{ | |
s = p / (2 * PI) * Mathf.Asin(end / a); | |
} | |
return (a * PI * d * Mathf.Pow(2f, 1f - 10f * value) * | |
Mathf.Cos((2f * PI * (d * value - s)) / p)) / p - 5f * NATURAL_LOG_OF_2 * a * | |
Mathf.Pow(2f, 1f - 10f * value) * Mathf.Sin((2f * PI * (d * value - s)) / p); | |
} | |
public static float EaseInOutElasticDerivative(float start, float end, float value) | |
{ | |
end -= start; | |
float d = 1f; | |
float p = d * .3f; | |
float s; | |
float a = 0; | |
if (a == 0f || a < Mathf.Abs(end)) | |
{ | |
a = end; | |
s = p / 4; | |
} | |
else | |
{ | |
s = p / (2 * PI) * Mathf.Asin(end / a); | |
} | |
if (value < 1) | |
{ | |
value -= 1; | |
return -5f * NATURAL_LOG_OF_2 * a * Mathf.Pow(2f, 10f * value) * Mathf.Sin(2 * PI * (d * value - 2f) / p) - | |
a * PI * d * Mathf.Pow(2f, 10f * value) * Mathf.Cos(2 * PI * (d * value - s) / p) / p; | |
} | |
value -= 1; | |
return a * PI * d * Mathf.Cos(2f * PI * (d * value - s) / p) / (p * Mathf.Pow(2f, 10f * value)) - | |
5f * NATURAL_LOG_OF_2 * a * Mathf.Sin(2f * PI * (d * value - s) / p) / (Mathf.Pow(2f, 10f * value)); | |
} | |
public static float SpringDerivative(float start, float end, float value) | |
{ | |
value = Mathf.Clamp01(value); | |
end -= start; | |
// 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(PI * value * (2.5f * value * value * value + 0.2f)) + Mathf.Pow(1f - value, 2.2f) * | |
(PI * (2.5f * value * value * value + 0.2f) + 7.5f * PI * value * value * value) * | |
Mathf.Cos(PI * value * (2.5f * value * value * value + 0.2f)) + 1f) - | |
6f * end * (Mathf.Pow(1 - value, 2.2f) * Mathf.Sin(PI * value * (2.5f * value * value * value + 0.2f)) + value | |
/ 5f); | |
} | |
public static float Punch(float amplitude, float value) | |
{ | |
float s = 9; | |
if (value == 0) | |
{ | |
return 0; | |
} | |
if (value == 1) | |
{ | |
return 0; | |
} | |
float period = 1 * 0.3f; | |
s = period / (2 * PI) * Mathf.Asin(0); | |
return (amplitude * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * 1 - s) * (2 * PI) / period)); | |
} | |
public static float Clerp(float start, float end, float value) | |
{ | |
float min = 0.0f; | |
float max = 360.0f; | |
float half = Mathf.Abs((max - min) / 2.0f); | |
float retval = 0.0f; | |
float diff = 0.0f; | |
if ((end - start) < -half) | |
{ | |
diff = ((max - start) + end) * value; | |
retval = start + diff; | |
} | |
else if ((end - start) > half) | |
{ | |
diff = -((max - end) + start) * value; | |
retval = start + diff; | |
} | |
else retval = start + (end - start) * value; | |
return retval; | |
} | |
public delegate float Function(float start, float end, float value); | |
/// <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(EEase easingFunction) | |
{ | |
switch (easingFunction) | |
{ | |
case EEase.Linear: return Linear; | |
case EEase.Spring: return Spring; | |
case EEase.InBack: return EaseInBack; | |
case EEase.OutBack: return EaseOutBack; | |
case EEase.InOutBack: return EaseInOutBack; | |
case EEase.InQuad: return EaseInQuad; | |
case EEase.OutQuad: return EaseOutQuad; | |
case EEase.InOutQuad: return EaseInOutQuad; | |
case EEase.InCubic: return EaseInCubic; | |
case EEase.OutCubic: return EaseOutCubic; | |
case EEase.InOutCubic: return EaseInOutCubic; | |
case EEase.InQuart: return EaseInQuart; | |
case EEase.OutQuart: return EaseOutQuart; | |
case EEase.InOutQuart: return EaseInOutQuart; | |
case EEase.InQuint: return EaseInQuint; | |
case EEase.OutQuint: return EaseOutQuint; | |
case EEase.InOutQuint: return EaseInOutQuint; | |
case EEase.InSine: return EaseInSine; | |
case EEase.OutSine: return EaseOutSine; | |
case EEase.InOutSine: return EaseInOutSine; | |
case EEase.InExpo: return EaseInExpo; | |
case EEase.OutExpo: return EaseOutExpo; | |
case EEase.InOutExpo: return EaseInOutExpo; | |
case EEase.InCirc: return EaseInCirc; | |
case EEase.OutCirc: return EaseOutCirc; | |
case EEase.InOutCirc: return EaseInOutCirc; | |
case EEase.InBounce: return EaseInBounce; | |
case EEase.OutBounce: return EaseOutBounce; | |
case EEase.InOutBounce: return EaseInOutBounce; | |
case EEase.InElastic: return EaseInElastic; | |
case EEase.OutElastic: return EaseOutElastic; | |
case EEase.InOutElastic: 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(EEase easingFunction) | |
{ | |
switch (easingFunction) | |
{ | |
case EEase.Linear: return LinearDerivative; | |
case EEase.Spring: return SpringDerivative; | |
case EEase.InBack: return EaseInBackDerivative; | |
case EEase.OutBack: return EaseOutBackDerivative; | |
case EEase.InOutBack: return EaseInOutBackDerivative; | |
case EEase.InQuad: return EaseInQuadDerivative; | |
case EEase.OutQuad: return EaseOutQuadDerivative; | |
case EEase.InOutQuad: return EaseInOutQuadDerivative; | |
case EEase.InCubic: return EaseInCubicDerivative; | |
case EEase.OutCubic: return EaseOutCubicDerivative; | |
case EEase.InOutCubic: return EaseInOutCubicDerivative; | |
case EEase.InQuart: return EaseInQuartDerivative; | |
case EEase.OutQuart: return EaseOutQuartDerivative; | |
case EEase.InOutQuart: return EaseInOutQuartDerivative; | |
case EEase.InQuint: return EaseInQuintDerivative; | |
case EEase.OutQuint: return EaseOutQuintDerivative; | |
case EEase.InOutQuint: return EaseInOutQuintDerivative; | |
case EEase.InSine: return EaseInSineDerivative; | |
case EEase.OutSine: return EaseOutSineDerivative; | |
case EEase.InOutSine: return EaseInOutSineDerivative; | |
case EEase.InExpo: return EaseInExpoDerivative; | |
case EEase.OutExpo: return EaseOutExpoDerivative; | |
case EEase.InOutExpo: return EaseInOutExpoDerivative; | |
case EEase.InCirc: return EaseInCircDerivative; | |
case EEase.OutCirc: return EaseOutCircDerivative; | |
case EEase.InOutCirc: return EaseInOutCircDerivative; | |
case EEase.InBounce: return EaseInBounceDerivative; | |
case EEase.OutBounce: return EaseOutBounceDerivative; | |
case EEase.InOutBounce: return EaseInOutBounceDerivative; | |
case EEase.InElastic: return EaseInElasticDerivative; | |
case EEase.OutElastic: return EaseOutElasticDerivative; | |
case EEase.InOutElastic: return EaseInOutElasticDerivative; | |
default: return null; | |
} | |
} | |
} | |
} |
Author
aprius
commented
Oct 13, 2019
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment