Created
August 30, 2013 21:40
-
-
Save maconbot/6394528 to your computer and use it in GitHub Desktop.
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
// TinyTween.cs | |
// | |
// Copyright (c) 2013 Nick Gravelyn | |
// | |
// 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. | |
// | |
// For Unity, we can check all the individual platform defines to infer the environment. | |
#if UNITY_EDITOR || UNITY_STANDALONE_OSX || UNITY_DASHBOARD_WIDGET || UNITY_STANDALONE_WIN || UNITY_STANDALONE_LINUX || UNITY_WEBPLAYER || UNITY_WII || UNITY_IPHONE || UNITY_ANDROID || UNITY_PS3 || UNITY_XBOX360 || UNITY_NACL || UNITY_FLASH | |
#define UNITY | |
#else | |
// For XNA, you can either go into the project and add 'XNA' to the Build defines list or you can uncomment the following line. | |
//#define XNA | |
#endif | |
using System; | |
// XNA and Unity have such similar APIs we can use the same code by just swapping the namespaces. | |
#if XNA | |
using Microsoft.Xna.Framework; | |
#elif UNITY | |
using UnityEngine; | |
#endif | |
namespace TinyTween | |
{ | |
/// <summary> | |
/// Takes in progress which is the percentage of the tween complete and returns | |
/// the interpolation value that is fed into the lerp function for the tween. | |
/// </summary> | |
/// <remarks> | |
/// Scale functions are used to define how the tween should occur. Examples would be linear, | |
/// easing in quadratic, or easing out circular. You can implement your own scale function | |
/// or use one of the many defined in the ScaleFuncs static class. | |
/// </remarks> | |
/// <param name="progress">The percentage of the tween complete in the range [0, 1].</param> | |
/// <returns>The scale value used to lerp between the tween's start and end values</returns> | |
public delegate float ScaleFunc(float progress); | |
/// <summary> | |
/// Standard linear interpolation function: "start + (end - start) * progress" | |
/// </summary> | |
/// <remarks> | |
/// In a language like C++ we wouldn't need this delegate at all. Templates in C++ would allow us | |
/// to simply write "start + (end - start) * progress" in the tween class and the compiler would | |
/// take care of enforcing that the type supported those operators. Unfortunately C#'s generics | |
/// are not so powerful so instead we must have the user provide the interpolation function. | |
/// | |
/// Thankfully frameworks like XNA and Unity provide lerp functions on their primitive math types | |
/// which means that for most users there is nothing specific to do here. Additionally this file | |
/// provides concrete implementations of tweens for vectors, colors, and more for XNA and Unity | |
/// users, lessening the burden even more. | |
/// </remarks> | |
/// <typeparam name="T">The type to interpolate.</typeparam> | |
/// <param name="start">The starting value.</param> | |
/// <param name="end">The ending value.</param> | |
/// <param name="progress">The interpolation progress.</param> | |
/// <returns>The interpolated value, generally using "start + (end - start) * progress"</returns> | |
public delegate T LerpFunc<T>(T start, T end, float progress); | |
/// <summary> | |
/// State of an ITween object | |
/// </summary> | |
public enum TweenState | |
{ | |
/// <summary> | |
/// The tween is running. | |
/// </summary> | |
Running, | |
/// <summary> | |
/// The tween is paused. | |
/// </summary> | |
Paused, | |
/// <summary> | |
/// The tween is stopped. | |
/// </summary> | |
Stopped | |
} | |
/// <summary> | |
/// The behavior to use when manually stopping a tween. | |
/// </summary> | |
public enum StopBehavior | |
{ | |
/// <summary> | |
/// Does not change the current value. | |
/// </summary> | |
AsIs, | |
/// <summary> | |
/// Forces the tween progress to the end value. | |
/// </summary> | |
ForceComplete | |
} | |
/// <summary> | |
/// Interface for a tween object. | |
/// </summary> | |
public interface ITween | |
{ | |
/// <summary> | |
/// Gets the current state of the tween. | |
/// </summary> | |
TweenState State { get; } | |
/// <summary> | |
/// Pauses the tween. | |
/// </summary> | |
void Pause(); | |
/// <summary> | |
/// Resumes the paused tween. | |
/// </summary> | |
void Resume(); | |
/// <summary> | |
/// Stops the tween. | |
/// </summary> | |
/// <param name="stopBehavior">The behavior to use to handle the stop.</param> | |
void Stop(StopBehavior stopBehavior); | |
/// <summary> | |
/// Updates the tween. | |
/// </summary> | |
/// <param name="elapsedTime">The elapsed time to add to the tween.</param> | |
void Update(float elapsedTime); | |
} | |
/// <summary> | |
/// Interface for a tween object that handles a specific type. | |
/// </summary> | |
/// <typeparam name="T">The type to tween.</typeparam> | |
public interface ITween<T> : ITween | |
where T : struct | |
{ | |
/// <summary> | |
/// Gets the current value of the tween. | |
/// </summary> | |
T CurrentValue { get; } | |
/// <summary> | |
/// Starts a tween. | |
/// </summary> | |
/// <param name="start">The start value.</param> | |
/// <param name="end">The end value.</param> | |
/// <param name="duration">The duration of the tween.</param> | |
/// <param name="scaleFunc">A function used to scale progress over time.</param> | |
void Start(T start, T end, float duration, ScaleFunc scaleFunc); | |
} | |
/// <summary> | |
/// A concrete implementation of a tween object. | |
/// </summary> | |
/// <typeparam name="T">The type to tween.</typeparam> | |
public class Tween<T> : ITween<T> | |
where T : struct | |
{ | |
private readonly LerpFunc<T> lerpFunc; | |
private float currentTime; | |
private float duration; | |
private ScaleFunc scaleFunc; | |
private TweenState state; | |
private T start; | |
private T end; | |
private T value; | |
/// <summary> | |
/// Gets the current time of the tween. | |
/// </summary> | |
public float CurrentTime { get { return currentTime; } } | |
/// <summary> | |
/// Gets the duration of the tween. | |
/// </summary> | |
public float Duration { get { return duration; } } | |
/// <summary> | |
/// Gets the current state of the tween. | |
/// </summary> | |
public TweenState State { get { return state; } } | |
/// <summary> | |
/// Gets the starting value of the tween. | |
/// </summary> | |
public T StartValue { get { return start; } } | |
/// <summary> | |
/// Gets the ending value of the tween. | |
/// </summary> | |
public T EndValue { get { return end; } } | |
/// <summary> | |
/// Gets the current value of the tween. | |
/// </summary> | |
public T CurrentValue { get { return value; } } | |
/// <summary> | |
/// Initializes a new Tween with a given lerp function. | |
/// </summary> | |
/// <remarks> | |
/// C# generics are good but not good enough. We need a delegate to know how to | |
/// interpolate between the start and end values for the given type. | |
/// </remarks> | |
/// <param name="lerpFunc">The interpolation function for the tween type.</param> | |
public Tween(LerpFunc<T> lerpFunc) | |
{ | |
this.lerpFunc = lerpFunc; | |
state = TweenState.Stopped; | |
} | |
/// <summary> | |
/// Starts a tween. | |
/// </summary> | |
/// <param name="start">The start value.</param> | |
/// <param name="end">The end value.</param> | |
/// <param name="duration">The duration of the tween.</param> | |
/// <param name="scaleFunc">A function used to scale progress over time.</param> | |
public void Start(T start, T end, float duration, ScaleFunc scaleFunc) | |
{ | |
if (duration <= 0) | |
{ | |
throw new ArgumentException("duration must be greater than 0"); | |
} | |
if (scaleFunc == null) | |
{ | |
throw new ArgumentNullException("scaleFunc"); | |
} | |
currentTime = 0; | |
this.duration = duration; | |
this.scaleFunc = scaleFunc; | |
state = TweenState.Running; | |
this.start = start; | |
this.end = end; | |
UpdateValue(); | |
} | |
/// <summary> | |
/// Pauses the tween. | |
/// </summary> | |
public void Pause() | |
{ | |
if (state == TweenState.Running) | |
{ | |
state = TweenState.Paused; | |
} | |
} | |
/// <summary> | |
/// Resumes the paused tween. | |
/// </summary> | |
public void Resume() | |
{ | |
if (state == TweenState.Paused) | |
{ | |
state = TweenState.Running; | |
} | |
} | |
/// <summary> | |
/// Stops the tween. | |
/// </summary> | |
/// <param name="stopBehavior">The behavior to use to handle the stop.</param> | |
public void Stop(StopBehavior stopBehavior) | |
{ | |
state = TweenState.Stopped; | |
if (stopBehavior == StopBehavior.ForceComplete) | |
{ | |
currentTime = duration; | |
UpdateValue(); | |
} | |
} | |
/// <summary> | |
/// Updates the tween. | |
/// </summary> | |
/// <param name="elapsedTime">The elapsed time to add to the tween.</param> | |
public void Update(float elapsedTime) | |
{ | |
if (state != TweenState.Running) | |
{ | |
return; | |
} | |
currentTime += elapsedTime; | |
if (currentTime >= duration) | |
{ | |
currentTime = duration; | |
state = TweenState.Stopped; | |
} | |
UpdateValue(); | |
} | |
/// <summary> | |
/// Helper that uses the current time, duration, and delegates to update the current value. | |
/// </summary> | |
private void UpdateValue() | |
{ | |
value = lerpFunc(start, end, scaleFunc(currentTime / duration)); | |
} | |
} | |
/// <summary> | |
/// Object used to tween float values. | |
/// </summary> | |
public class FloatTween : Tween<float> | |
{ | |
private static float LerpFloat(float start, float end, float progress) { return start + (end - start) * progress; } | |
// Static readonly delegate to avoid multiple delegate allocations | |
private static readonly LerpFunc<float> LerpFunc = LerpFloat; | |
/// <summary> | |
/// Initializes a new FloatTween instance. | |
/// </summary> | |
public FloatTween() : base(LerpFunc) { } | |
} | |
// If XNA or Unity we can leverage their types to create more tween types to simplify usage. | |
#if XNA || UNITY | |
/// <summary> | |
/// Object used to tween Vector2 values. | |
/// </summary> | |
public class Vector2Tween : Tween<Vector2> | |
{ | |
// Static readonly delegate to avoid multiple delegate allocations | |
private static readonly LerpFunc<Vector2> LerpFunc = Vector2.Lerp; | |
/// <summary> | |
/// Initializes a new Vector2Tween instance. | |
/// </summary> | |
public Vector2Tween() : base(LerpFunc) { } | |
} | |
/// <summary> | |
/// Object used to tween Vector3 values. | |
/// </summary> | |
public class Vector3Tween : Tween<Vector3> | |
{ | |
// Static readonly delegate to avoid multiple delegate allocations | |
private static readonly LerpFunc<Vector3> LerpFunc = Vector3.Lerp; | |
/// <summary> | |
/// Initializes a new Vector3Tween instance. | |
/// </summary> | |
public Vector3Tween() : base(LerpFunc) { } | |
} | |
/// <summary> | |
/// Object used to tween Vector4 values. | |
/// </summary> | |
public class Vector4Tween : Tween<Vector4> | |
{ | |
// Static readonly delegate to avoid multiple delegate allocations | |
private static readonly LerpFunc<Vector4> LerpFunc = Vector4.Lerp; | |
/// <summary> | |
/// Initializes a new Vector4Tween instance. | |
/// </summary> | |
public Vector4Tween() : base(LerpFunc) { } | |
} | |
/// <summary> | |
/// Object used to tween Color values. | |
/// </summary> | |
public class ColorTween : Tween<Color> | |
{ | |
// Static readonly delegate to avoid multiple delegate allocations | |
private static readonly LerpFunc<Color> LerpFunc = Color.Lerp; | |
/// <summary> | |
/// Initializes a new ColorTween instance. | |
/// </summary> | |
public ColorTween() : base(LerpFunc) { } | |
} | |
/// <summary> | |
/// Object used to tween Quaternion values. | |
/// </summary> | |
public class QuaternionTween : Tween<Quaternion> | |
{ | |
// Static readonly delegate to avoid multiple delegate allocations | |
private static readonly LerpFunc<Quaternion> LerpFunc = Quaternion.Lerp; | |
/// <summary> | |
/// Initializes a new QuaternionTween instance. | |
/// </summary> | |
public QuaternionTween() : base(LerpFunc) { } | |
} | |
#endif | |
/// <summary> | |
/// Defines a set of premade scale functions for use with tweens. | |
/// </summary> | |
/// <remarks> | |
/// To avoid excess allocations of delegates, the public members of ScaleFuncs are already | |
/// delegates that reference private methods. | |
/// | |
/// Implementations based on http://theinstructionlimit.com/flash-style-tweeneasing-functions-in-c | |
/// which are based on http://www.robertpenner.com/easing/ | |
/// </remarks> | |
public static class ScaleFuncs | |
{ | |
/// <summary> | |
/// A linear progress scale function. | |
/// </summary> | |
public static readonly ScaleFunc Linear = LinearImpl; | |
/// <summary> | |
/// A quadratic (x^2) progress scale function that eases in. | |
/// </summary> | |
public static readonly ScaleFunc QuadraticEaseIn = QuadraticEaseInImpl; | |
/// <summary> | |
/// A quadratic (x^2) progress scale function that eases out. | |
/// </summary> | |
public static readonly ScaleFunc QuadraticEaseOut = QuadraticEaseOutImpl; | |
/// <summary> | |
/// A quadratic (x^2) progress scale function that eases in and out. | |
/// </summary> | |
public static readonly ScaleFunc QuadraticEaseInOut = QuadraticEaseInOutImpl; | |
/// <summary> | |
/// A cubic (x^3) progress scale function that eases in. | |
/// </summary> | |
public static readonly ScaleFunc CubicEaseIn = CubicEaseInImpl; | |
/// <summary> | |
/// A cubic (x^3) progress scale function that eases out. | |
/// </summary> | |
public static readonly ScaleFunc CubicEaseOut = CubicEaseOutImpl; | |
/// <summary> | |
/// A cubic (x^3) progress scale function that eases in and out. | |
/// </summary> | |
public static readonly ScaleFunc CubicEaseInOut = CubicEaseInOutImpl; | |
/// <summary> | |
/// A quartic (x^4) progress scale function that eases in. | |
/// </summary> | |
public static readonly ScaleFunc QuarticEaseIn = QuarticEaseInImpl; | |
/// <summary> | |
/// A quartic (x^4) progress scale function that eases out. | |
/// </summary> | |
public static readonly ScaleFunc QuarticEaseOut = QuarticEaseOutImpl; | |
/// <summary> | |
/// A quartic (x^4) progress scale function that eases in and out. | |
/// </summary> | |
public static readonly ScaleFunc QuarticEaseInOut = QuarticEaseInOutImpl; | |
/// <summary> | |
/// A quintic (x^5) progress scale function that eases in. | |
/// </summary> | |
public static readonly ScaleFunc QuinticEaseIn = QuinticEaseInImpl; | |
/// <summary> | |
/// A quintic (x^5) progress scale function that eases out. | |
/// </summary> | |
public static readonly ScaleFunc QuinticEaseOut = QuinticEaseOutImpl; | |
/// <summary> | |
/// A quintic (x^5) progress scale function that eases in and out. | |
/// </summary> | |
public static readonly ScaleFunc QuinticEaseInOut = QuinticEaseInOutImpl; | |
/// <summary> | |
/// A sinusoidal progress scale function that eases in. | |
/// </summary> | |
public static readonly ScaleFunc SineEaseIn = SineEaseInImpl; | |
/// <summary> | |
/// A sinusoidal progress scale function that eases out. | |
/// </summary> | |
public static readonly ScaleFunc SineEaseOut = SineEaseOutImpl; | |
/// <summary> | |
/// A sinusoidal progress scale function that eases in and out. | |
/// </summary> | |
public static readonly ScaleFunc SineEaseInOut = SineEaseInOutImpl; | |
private const float Pi = (float)Math.PI; | |
private const float HalfPi = Pi / 2f; | |
private static float LinearImpl(float progress) { return progress; } | |
private static float QuadraticEaseInImpl(float progress) { return EaseInPower(progress, 2); } | |
private static float QuadraticEaseOutImpl(float progress) { return EaseOutPower(progress, 2); } | |
private static float QuadraticEaseInOutImpl(float progress) { return EaseInOutPower(progress, 2); } | |
private static float CubicEaseInImpl(float progress) { return EaseInPower(progress, 3); } | |
private static float CubicEaseOutImpl(float progress) { return EaseOutPower(progress, 3); } | |
private static float CubicEaseInOutImpl(float progress) { return EaseInOutPower(progress, 3); } | |
private static float QuarticEaseInImpl(float progress) { return EaseInPower(progress, 4); } | |
private static float QuarticEaseOutImpl(float progress) { return EaseOutPower(progress, 4); } | |
private static float QuarticEaseInOutImpl(float progress) { return EaseInOutPower(progress, 4); } | |
private static float QuinticEaseInImpl(float progress) { return EaseInPower(progress, 5); } | |
private static float QuinticEaseOutImpl(float progress) { return EaseOutPower(progress, 5); } | |
private static float QuinticEaseInOutImpl(float progress) { return EaseInOutPower(progress, 5); } | |
private static float EaseInPower(float progress, int power) | |
{ | |
return (float)Math.Pow(progress, power); | |
} | |
private static float EaseOutPower(float progress, int power) | |
{ | |
int sign = power % 2 == 0 ? -1 : 1; | |
return (float)(sign * (Math.Pow(progress - 1, power) + sign)); | |
} | |
private static float EaseInOutPower(float progress, int power) | |
{ | |
progress *= 2; | |
if (progress < 1) | |
{ | |
return (float)Math.Pow(progress, power) / 2f; | |
} | |
else | |
{ | |
int sign = power % 2 == 0 ? -1 : 1; | |
return (float)(sign / 2.0 * (Math.Pow(progress - 2, power) + sign * 2)); | |
} | |
} | |
private static float SineEaseInImpl(float progress) | |
{ | |
return (float)Math.Sin(progress * HalfPi - HalfPi) + 1; | |
} | |
private static float SineEaseOutImpl(float progress) | |
{ | |
return (float)Math.Sin(progress * HalfPi); | |
} | |
private static float SineEaseInOutImpl(float progress) | |
{ | |
return (float)(Math.Sin(progress * Pi - HalfPi) + 1) / 2; | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment