Created
February 4, 2016 18:52
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using System; | |
public static class Easing | |
{ | |
// Adapted from source : http://www.robertpenner.com/easing/ | |
public static float Ease(double linearStep, float acceleration, EasingType type) | |
{ | |
float easedStep = acceleration > 0 ? EaseIn(linearStep, type) : | |
acceleration < 0 ? EaseOut(linearStep, type) : | |
(float) linearStep; | |
return MathHelper.Lerp(linearStep, easedStep, Math.Abs(acceleration)); | |
} | |
public static float EaseIn(double linearStep, EasingType type) | |
{ | |
switch (type) | |
{ | |
case EasingType.Step: return linearStep < 0.5 ? 0 : 1; | |
case EasingType.Linear: return (float)linearStep; | |
case EasingType.Sine: return Sine.EaseIn(linearStep); | |
case EasingType.Quadratic: return Power.EaseIn(linearStep, 2); | |
case EasingType.Cubic: return Power.EaseIn(linearStep, 3); | |
case EasingType.Quartic: return Power.EaseIn(linearStep, 4); | |
case EasingType.Quintic: return Power.EaseIn(linearStep, 5); | |
} | |
throw new NotImplementedException(); | |
} | |
public static float EaseOut(double linearStep, EasingType type) | |
{ | |
switch (type) | |
{ | |
case EasingType.Step: return linearStep < 0.5 ? 0 : 1; | |
case EasingType.Linear: return (float)linearStep; | |
case EasingType.Sine: return Sine.EaseOut(linearStep); | |
case EasingType.Quadratic: return Power.EaseOut(linearStep, 2); | |
case EasingType.Cubic: return Power.EaseOut(linearStep, 3); | |
case EasingType.Quartic: return Power.EaseOut(linearStep, 4); | |
case EasingType.Quintic: return Power.EaseOut(linearStep, 5); | |
} | |
throw new NotImplementedException(); | |
} | |
public static float EaseInOut(double linearStep, EasingType easeInType, EasingType easeOutType) | |
{ | |
return linearStep < 0.5 ? EaseInOut(linearStep, easeInType) : EaseInOut(linearStep, easeOutType); | |
} | |
public static float EaseInOut(double linearStep, EasingType type) | |
{ | |
switch (type) | |
{ | |
case EasingType.Step: return linearStep < 0.5 ? 0 : 1; | |
case EasingType.Linear: return (float)linearStep; | |
case EasingType.Sine: return Sine.EaseInOut(linearStep); | |
case EasingType.Quadratic: return Power.EaseInOut(linearStep, 2); | |
case EasingType.Cubic: return Power.EaseInOut(linearStep, 3); | |
case EasingType.Quartic: return Power.EaseInOut(linearStep, 4); | |
case EasingType.Quintic: return Power.EaseInOut(linearStep, 5); | |
} | |
throw new NotImplementedException(); | |
} | |
static class Sine | |
{ | |
public static float EaseIn(double s) | |
{ | |
return (float)Math.Sin(s * MathHelper.HalfPi - MathHelper.HalfPi) + 1; | |
} | |
public static float EaseOut(double s) | |
{ | |
return (float)Math.Sin(s * MathHelper.HalfPi); | |
} | |
public static float EaseInOut(double s) | |
{ | |
return (float)(Math.Sin(s * MathHelper.Pi - MathHelper.HalfPi) + 1) / 2; | |
} | |
} | |
static class Power | |
{ | |
public static float EaseIn(double s, int power) | |
{ | |
return (float)Math.Pow(s, power); | |
} | |
public static float EaseOut(double s, int power) | |
{ | |
var sign = power % 2 == 0 ? -1 : 1; | |
return (float)(sign * (Math.Pow(s - 1, power) + sign)); | |
} | |
public static float EaseInOut(double s, int power) | |
{ | |
s *= 2; | |
if (s < 1) return EaseIn(s, power) / 2; | |
var sign = power % 2 == 0 ? -1 : 1; | |
return (float)(sign / 2.0 * (Math.Pow(s - 2, power) + sign * 2)); | |
} | |
} | |
} | |
public enum EasingType | |
{ | |
Step, | |
Linear, | |
Sine, | |
Quadratic, | |
Cubic, | |
Quartic, | |
Quintic | |
} | |
public static class MathHelper | |
{ | |
public const float Pi = (float)Math.PI; | |
public const float HalfPi = (float)(Math.PI / 2); | |
public static float Lerp(double from, double to, double step) | |
{ | |
return (float)((to - from) * step + from); | |
} | |
} |
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