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Easing Functions for Unity with support for Inspector with animation preview and Animation Curve for custom easing
using System;
using UnityEngine;
[ Serializable ]
public class Easing
{
public enum EasingType
{
Curve,
Function
}
public EasingType Type;
public AnimationCurve Curve;
public EasingFunction.Ease Function;
private const float NumericalGradientDeltaT = 0.01f;
private EasingFunction.Function _easingFunctionImpl;
private EasingFunction.Function _easingFunctionDerivativeImpl;
private EasingFunction.Ease _cachedFunction;
private EasingFunction.Function EasingFunctionImpl
{
get
{
if ( _easingFunctionImpl == null || _cachedFunction != Function )
{
_easingFunctionImpl = EasingFunction.GetEasingFunction( Function );
_cachedFunction = Function;
}
return _easingFunctionImpl;
}
}
private EasingFunction.Function EasingFunctionDerivativeImpl
{
get
{
if ( _easingFunctionDerivativeImpl == null || _cachedFunction != Function )
{
_easingFunctionDerivativeImpl = EasingFunction.GetEasingFunctionDerivative( Function );
_cachedFunction = Function;
}
return _easingFunctionDerivativeImpl;
}
}
public Easing() : this( EasingFunction.Ease.Linear )
{
}
public Easing( AnimationCurve curve )
{
Type = EasingType.Curve;
Curve = curve;
Function = EasingFunction.Ease.Linear;
}
public Easing( EasingFunction.Ease function )
{
Type = EasingType.Function;
Function = function;
Curve = AnimationCurve.Linear( 0, 0, 1, 1 );
}
public static implicit operator Func<float, float, float, float>( Easing self )
{
return self.Eval;
}
public static implicit operator Easing( EasingFunction.Ease func )
{
return new Easing( func );
}
public static implicit operator Easing( AnimationCurve curve )
{
return new Easing( curve );
}
public float Eval( float t )
{
return Eval( 0, 1, t );
}
public float Eval( float a, float b, float t )
{
if ( Type == EasingType.Curve )
{
return a + ( b - a ) * Curve.Evaluate( t );
}
else
{
return EasingFunctionImpl( a, b, t );
}
}
public float EvalGradient( float a, float b, float t )
{
if ( Type == EasingType.Curve )
{
// compute curve numerical gradient
var left = t < NumericalGradientDeltaT ? t : t - NumericalGradientDeltaT;
var right = t > 1 - NumericalGradientDeltaT ? t : t + NumericalGradientDeltaT;
return ( b - a ) * ( Curve.Evaluate( right ) - Curve.Evaluate( left ) ) / ( right - left );
}
else
{
return EasingFunctionDerivativeImpl( a, b, t );
}
}
}
using System;
using UnityEditor;
using UnityEngine;
[ CustomPropertyDrawer( typeof( Easing ) ) ]
public class EasingDrawer : PropertyDrawer
{
private const string IconContent =
"iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAQAAAC1+jfqAAAABGdBTUEAALGPC/xhBQAAACBjSFJNAAB6JgAAgIQAAPoAAACA6AAAdTAAAOpgAAA6mAAAF3CculE8AAAAAmJLR0QAAKqNIzIAAAAJcEhZcwAADdcAAA3XAUIom3gAAAAHdElNRQfiCAYLGQOMHxN3AAAAvElEQVQoz3XQMW7CUBCE4c9Q0HACd6SJlDKWOEHaHMBNOh8nPSTcwkr9WoSE3HGDULug3zQQXux4yp1fq5kBCo3W2VmrURiolITO1lYnJGVuF5JebaUBtV7KvzRC7c1Fe73U4gqDVmfl4in72v3CZioHL5JTBhxUdwA+vZrQzNF6dF07DkPmGoS81bzbvWSZFx0P9WhvkyN/p17aC+FjPPoN3wgh7BTzf5EvpQrPFlP1CzshfM+nCK2FB+8/1k1A7Ug3sO0AAAAldEVYdGRhdGU6Y3JlYXRlADIwMTgtMDgtMDZUMTE6MjU6MDMrMDI6MDD8N5XOAAAAJXRFWHRkYXRlOm1vZGlmeQAyMDE4LTA4LTA2VDExOjI1OjAzKzAyOjAwjWotcgAAABl0RVh0U29mdHdhcmUAd3d3Lmlua3NjYXBlLm9yZ5vuPBoAAAAASUVORK5CYII=";
private static Texture2D _previewIcon;
private static int _numEaseFunction;
private static int NumEaseFunction
{
get
{
if ( _numEaseFunction == 0 )
{
_numEaseFunction = Enum.GetValues( typeof( EasingFunction.Ease ) ).Length;
}
return _numEaseFunction;
}
}
private static Texture2D _lineTex;
private static Texture2D LineTex
{
get
{
if ( _lineTex == null )
{
_lineTex = new Texture2D( 1, 1 );
_lineTex.SetPixel( 0, 0, Color.white );
_lineTex.Apply();
}
return _lineTex;
}
}
private static Texture2D PreviewIcon
{
get
{
if ( _previewIcon == null )
{
var data = Convert.FromBase64String( IconContent );
_previewIcon = new Texture2D( 16, 16 );
_previewIcon.LoadImage( data );
}
return _previewIcon;
}
}
private Rect _buttonRect;
public override void OnGUI( Rect position, SerializedProperty property, GUIContent label )
{
using ( var scope = new EditorGUI.PropertyScope( position, label, property ) )
{
position = EditorGUI.PrefixLabel( position, scope.content );
var contentPosition = position;
const float typeWidth = 40f;
const float previewButtonWidth = 20f;
contentPosition.width = typeWidth;
EditorGUI.indentLevel = 0;
var typeProp = property.FindPropertyRelative( "Type" );
var easeType = (Easing.EasingType) EditorGUI.EnumPopup( contentPosition, GUIContent.none,
(Easing.EasingType) typeProp.enumValueIndex );
typeProp.enumValueIndex = (int) easeType;
contentPosition.x += contentPosition.width + 2;
contentPosition.width = position.width - typeWidth - previewButtonWidth - 4;
if ( easeType == Easing.EasingType.Curve )
{
EditorGUI.PropertyField( contentPosition, property.FindPropertyRelative( "Curve" ), GUIContent.none );
}
else
{
var funcProp = property.FindPropertyRelative( "Function" );
var funcType = (EasingFunction.Ease) EditorGUI.EnumPopup( contentPosition, GUIContent.none,
(EasingFunction.Ease) funcProp.enumValueIndex );
funcProp.enumValueIndex = (int) funcType;
}
contentPosition.x += contentPosition.width + 2;
contentPosition.width = previewButtonWidth;
if ( GUI.Button( contentPosition, PreviewIcon ) )
{
PopupWindow.Show( _buttonRect, new PreviewPopup( property ) );
}
if ( Event.current.type == EventType.Repaint )
{
_buttonRect = GUILayoutUtility.GetLastRect();
}
}
}
private static Vector3[] GetPoints( Easing ease, Vector3 offset, Vector3 scale )
{
const int nPoints = 64;
var points = new Vector3[ nPoints ];
const float step = 1f / ( nPoints - 1 );
for ( var i = 0; i < nPoints; i++ )
{
var t = Mathf.Clamp01( i * step );
var v = ease.Eval( 0, 1, t );
points[ i ] = offset + Vector3.Scale( scale, new Vector3( t, v, 0 ) );
}
return points;
}
private static void Draw( Rect rect, Easing ease, float time, float dotRadius = 12, float period = 1,
float pause = 0.3f )
{
const int topDownPadding = 26;
Handles.BeginGUI();
Handles.color = Color.black;
Handles.DrawSolidRectangleWithOutline( rect, Color.black, Color.white );
var offset = new Vector2( rect.xMin + dotRadius, rect.yMax - dotRadius - topDownPadding );
var scale = new Vector2( rect.width - 2 * dotRadius, -( rect.height - 2 * dotRadius - 2 * topDownPadding ) );
var t = Mathf.Repeat( time, period + 2 * pause );
t = Mathf.Clamp01( ( t - pause ) / period );
var v = ease.Eval( 0, 1, t );
using ( new Handles.DrawingScope( Color.white ) )
{
Handles.DrawAAPolyLine( 4, GetPoints( ease, offset, scale ) );
Handles.DrawSolidDisc( offset + Vector2.Scale( new Vector2( t, v ), scale ), Vector3.back, 4 );
}
using ( new Handles.DrawingScope( Color.red ) )
{
Handles.DrawSolidDisc( offset + Vector2.Scale( new Vector2( 0.5f, v ), scale ), Vector3.back, 12 );
}
Handles.EndGUI();
}
private class PreviewPopup : PopupWindowContent
{
private readonly SerializedProperty _target;
private double _startTime;
private float _time;
public PreviewPopup( SerializedProperty property )
{
_target = property;
}
public override void OnOpen()
{
base.OnOpen();
EditorApplication.update += UpdateTime;
_startTime = EditorApplication.timeSinceStartup;
_time = 0;
}
public override void OnClose()
{
base.OnClose();
EditorApplication.update -= UpdateTime;
}
public override void OnGUI( Rect rect )
{
const int border = 4;
rect.x += border;
rect.y += border;
rect.width -= 2 * border;
rect.height -= 2 * border;
var type = (Easing.EasingType) _target.FindPropertyRelative( "Type" ).enumValueIndex;
var easing = type == Easing.EasingType.Curve
? new Easing( _target.FindPropertyRelative( "Curve" ).animationCurveValue )
: new Easing( (EasingFunction.Ease) _target.FindPropertyRelative( "Function" ).enumValueIndex );
Draw( rect, easing, _time );
if ( type == Easing.EasingType.Function )
{
var delta = 0;
var ev = Event.current;
if ( ev.isKey && ev.type == EventType.KeyDown )
{
if ( ev.keyCode == KeyCode.UpArrow )
{
delta = 1;
}
else if ( ev.keyCode == KeyCode.DownArrow )
{
delta = -1;
}
}
if ( delta != 0 )
{
var prop = _target.FindPropertyRelative( "Function" );
var index = ( prop.enumValueIndex + delta + NumEaseFunction ) % NumEaseFunction;
prop.enumValueIndex = index;
_target.serializedObject.ApplyModifiedProperties();
}
}
}
private void UpdateTime()
{
_time = (float) ( EditorApplication.timeSinceStartup - _startTime );
editorWindow.Repaint();
}
public override Vector2 GetWindowSize()
{
return new Vector2( 256, 256 );
}
}
}
using UnityEngine;
/*
* Created by C.J. Kimberlin (http://cjkimberlin.com)
*
* The MIT License (MIT)
*
* Copyright (c) 2015
*
* 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);
*/
public class EasingFunction
{
public enum Ease
{
EaseInQuad = 0,
EaseOutQuad,
EaseInOutQuad,
EaseInCubic,
EaseOutCubic,
EaseInOutCubic,
EaseInQuart,
EaseOutQuart,
EaseInOutQuart,
EaseInQuint,
EaseOutQuint,
EaseInOutQuint,
EaseInSine,
EaseOutSine,
EaseInOutSine,
EaseInExpo,
EaseOutExpo,
EaseInOutExpo,
EaseInCirc,
EaseOutCirc,
EaseInOutCirc,
Linear,
Spring,
EaseInBounce,
EaseOutBounce,
EaseInOutBounce,
EaseInBack,
EaseOutBack,
EaseInOutBack,
EaseInElastic,
EaseOutElastic,
EaseInOutElastic,
}
private const float NATURAL_LOG_OF_2 = 0.693147181f;
//
// Easing functions
//
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 * Mathf.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 * (Mathf.PI * 0.5f)) + end + start;
}
public static float EaseOutSine(float start, float end, float value)
{
end -= start;
return end * Mathf.Sin(value * (Mathf.PI * 0.5f)) + start;
}
public static float EaseInOutSine(float start, float end, float value)
{
end -= start;
return -end * 0.5f * (Mathf.Cos(Mathf.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;
else 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 * Mathf.PI) * Mathf.Asin(end / a);
}
return -(a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.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 * Mathf.PI) * Mathf.Asin(end / a);
}
return (a * Mathf.Pow(2, -10 * value) * Mathf.Sin((value * d - s) * (2 * Mathf.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 * Mathf.PI) * Mathf.Asin(end / a);
}
if (value < 1) return -0.5f * (a * Mathf.Pow(2, 10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.PI) / p)) + start;
return a * Mathf.Pow(2, -10 * (value -= 1)) * Mathf.Sin((value * d - s) * (2 * Mathf.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 LinearD(float start, float end, float value)
{
return end - start;
}
public static float EaseInQuadD(float start, float end, float value)
{
return 2f * (end - start) * value;
}
public static float EaseOutQuadD(float start, float end, float value)
{
end -= start;
return -end * value - end * (value - 2);
}
public static float EaseInOutQuadD(float start, float end, float value)
{
value /= .5f;
end -= start;
if (value < 1)
{
return end * value;
}
value--;
return end * (1 - value);
}
public static float EaseInCubicD(float start, float end, float value)
{
return 3f * (end - start) * value * value;
}
public static float EaseOutCubicD(float start, float end, float value)
{
value--;
end -= start;
return 3f * end * value * value;
}
public static float EaseInOutCubicD(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 EaseInQuartD(float start, float end, float value)
{
return 4f * (end - start) * value * value * value;
}
public static float EaseOutQuartD(float start, float end, float value)
{
value--;
end -= start;
return -4f * end * value * value * value;
}
public static float EaseInOutQuartD(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 EaseInQuintD(float start, float end, float value)
{
return 5f * (end - start) * value * value * value * value;
}
public static float EaseOutQuintD(float start, float end, float value)
{
value--;
end -= start;
return 5f * end * value * value * value * value;
}
public static float EaseInOutQuintD(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 EaseInSineD(float start, float end, float value)
{
return (end - start) * 0.5f * Mathf.PI * Mathf.Sin(0.5f * Mathf.PI * value);
}
public static float EaseOutSineD(float start, float end, float value)
{
end -= start;
return (Mathf.PI * 0.5f) * end * Mathf.Cos(value * (Mathf.PI * 0.5f));
}
public static float EaseInOutSineD(float start, float end, float value)
{
end -= start;
return end * 0.5f * Mathf.PI * Mathf.Cos(Mathf.PI * value);
}
public static float EaseInExpoD(float start, float end, float value)
{
return (10f * NATURAL_LOG_OF_2 * (end - start) * Mathf.Pow(2f, 10f * (value - 1)));
}
public static float EaseOutExpoD(float start, float end, float value)
{
end -= start;
return 5f * NATURAL_LOG_OF_2 * end * Mathf.Pow(2f, 1f - 10f * value);
}
public static float EaseInOutExpoD(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 EaseInCircD(float start, float end, float value)
{
return ((end - start) * value) / Mathf.Sqrt(1f - value * value);
}
public static float EaseOutCircD(float start, float end, float value)
{
value--;
end -= start;
return (-end * value) / Mathf.Sqrt(1f - value * value);
}
public static float EaseInOutCircD(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 EaseInBounceD(float start, float end, float value)
{
end -= start;
float d = 1f;
return EaseOutBounceD(0, end, d - value);
}
public static float EaseOutBounceD(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 EaseInOutBounceD(float start, float end, float value)
{
end -= start;
float d = 1f;
if (value < d * 0.5f)
{
return EaseInBounceD(0, end, value * 2) * 0.5f;
}
else
{
return EaseOutBounceD(0, end, value * 2 - d) * 0.5f;
}
}
public static float EaseInBackD(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 EaseOutBackD(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 EaseInOutBackD(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 EaseInElasticD(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 * Mathf.PI) * Mathf.Asin(end / a);
}
float c = 2 * Mathf.PI;
// From an online derivative calculator, kinda hoping it is right.
return ((-a) * d * c * Mathf.Cos((c * (d * (value - 1f) - s)) / p)) / p -
5f * NATURAL_LOG_OF_2 * a * Mathf.Sin((c * (d * (value - 1f) - s)) / p) *
Mathf.Pow(2f, 10f * (value - 1f) + 1f);
}
public static float EaseOutElasticD(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 * Mathf.PI) * Mathf.Asin(end / a);
}
return (a * Mathf.PI * d * Mathf.Pow(2f, 1f - 10f * value) *
Mathf.Cos((2f * Mathf.PI * (d * value - s)) / p)) / p - 5f * NATURAL_LOG_OF_2 * a *
Mathf.Pow(2f, 1f - 10f * value) * Mathf.Sin((2f * Mathf.PI * (d * value - s)) / p);
}
public static float EaseInOutElasticD(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 * Mathf.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 * Mathf.PI * (d * value - 2f) / p) -
a * Mathf.PI * d * Mathf.Pow(2f, 10f * value) * Mathf.Cos(2 * Mathf.PI * (d * value - s) / p) / p;
}
value -= 1;
return a * Mathf.PI * d * Mathf.Cos(2f * Mathf.PI * (d * value - s) / p) / (p * Mathf.Pow(2f, 10f * value)) -
5f * NATURAL_LOG_OF_2 * a * Mathf.Sin(2f * Mathf.PI * (d * value - s) / p) / (Mathf.Pow(2f, 10f * value));
}
public static float SpringD(float start, float end, float value)
{
value = Mathf.Clamp01(value);
end -= start;
// Damn... Thanks http://www.derivative-calculator.net/
return end * (6f * (1f - value) / 5f + 1f) * (-2.2f * Mathf.Pow(1f - value, 1.2f) *
Mathf.Sin(Mathf.PI * value * (2.5f * value * value * value + 0.2f)) + Mathf.Pow(1f - value, 2.2f) *
(Mathf.PI * (2.5f * value * value * value + 0.2f) + 7.5f * Mathf.PI * value * value * value) *
Mathf.Cos(Mathf.PI * value * (2.5f * value * value * value + 0.2f)) + 1f) -
6f * end * (Mathf.Pow(1 - value, 2.2f) * Mathf.Sin(Mathf.PI * value * (2.5f * value * value * value + 0.2f)) + value
/ 5f);
}
public delegate float Function(float s, float e, float v);
/// <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(Ease easingFunction)
{
if (easingFunction == Ease.EaseInQuad)
{
return EaseInQuad;
}
if (easingFunction == Ease.EaseOutQuad)
{
return EaseOutQuad;
}
if (easingFunction == Ease.EaseInOutQuad)
{
return EaseInOutQuad;
}
if (easingFunction == Ease.EaseInCubic)
{
return EaseInCubic;
}
if (easingFunction == Ease.EaseOutCubic)
{
return EaseOutCubic;
}
if (easingFunction == Ease.EaseInOutCubic)
{
return EaseInOutCubic;
}
if (easingFunction == Ease.EaseInQuart)
{
return EaseInQuart;
}
if (easingFunction == Ease.EaseOutQuart)
{
return EaseOutQuart;
}
if (easingFunction == Ease.EaseInOutQuart)
{
return EaseInOutQuart;
}
if (easingFunction == Ease.EaseInQuint)
{
return EaseInQuint;
}
if (easingFunction == Ease.EaseOutQuint)
{
return EaseOutQuint;
}
if (easingFunction == Ease.EaseInOutQuint)
{
return EaseInOutQuint;
}
if (easingFunction == Ease.EaseInSine)
{
return EaseInSine;
}
if (easingFunction == Ease.EaseOutSine)
{
return EaseOutSine;
}
if (easingFunction == Ease.EaseInOutSine)
{
return EaseInOutSine;
}
if (easingFunction == Ease.EaseInExpo)
{
return EaseInExpo;
}
if (easingFunction == Ease.EaseOutExpo)
{
return EaseOutExpo;
}
if (easingFunction == Ease.EaseInOutExpo)
{
return EaseInOutExpo;
}
if (easingFunction == Ease.EaseInCirc)
{
return EaseInCirc;
}
if (easingFunction == Ease.EaseOutCirc)
{
return EaseOutCirc;
}
if (easingFunction == Ease.EaseInOutCirc)
{
return EaseInOutCirc;
}
if (easingFunction == Ease.Linear)
{
return Linear;
}
if (easingFunction == Ease.Spring)
{
return Spring;
}
if (easingFunction == Ease.EaseInBounce)
{
return EaseInBounce;
}
if (easingFunction == Ease.EaseOutBounce)
{
return EaseOutBounce;
}
if (easingFunction == Ease.EaseInOutBounce)
{
return EaseInOutBounce;
}
if (easingFunction == Ease.EaseInBack)
{
return EaseInBack;
}
if (easingFunction == Ease.EaseOutBack)
{
return EaseOutBack;
}
if (easingFunction == Ease.EaseInOutBack)
{
return EaseInOutBack;
}
if (easingFunction == Ease.EaseInElastic)
{
return EaseInElastic;
}
if (easingFunction == Ease.EaseOutElastic)
{
return EaseOutElastic;
}
if (easingFunction == Ease.EaseInOutElastic)
{
return EaseInOutElastic;
}
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(Ease easingFunction)
{
if (easingFunction == Ease.EaseInQuad)
{
return EaseInQuadD;
}
if (easingFunction == Ease.EaseOutQuad)
{
return EaseOutQuadD;
}
if (easingFunction == Ease.EaseInOutQuad)
{
return EaseInOutQuadD;
}
if (easingFunction == Ease.EaseInCubic)
{
return EaseInCubicD;
}
if (easingFunction == Ease.EaseOutCubic)
{
return EaseOutCubicD;
}
if (easingFunction == Ease.EaseInOutCubic)
{
return EaseInOutCubicD;
}
if (easingFunction == Ease.EaseInQuart)
{
return EaseInQuartD;
}
if (easingFunction == Ease.EaseOutQuart)
{
return EaseOutQuartD;
}
if (easingFunction == Ease.EaseInOutQuart)
{
return EaseInOutQuartD;
}
if (easingFunction == Ease.EaseInQuint)
{
return EaseInQuintD;
}
if (easingFunction == Ease.EaseOutQuint)
{
return EaseOutQuintD;
}
if (easingFunction == Ease.EaseInOutQuint)
{
return EaseInOutQuintD;
}
if (easingFunction == Ease.EaseInSine)
{
return EaseInSineD;
}
if (easingFunction == Ease.EaseOutSine)
{
return EaseOutSineD;
}
if (easingFunction == Ease.EaseInOutSine)
{
return EaseInOutSineD;
}
if (easingFunction == Ease.EaseInExpo)
{
return EaseInExpoD;
}
if (easingFunction == Ease.EaseOutExpo)
{
return EaseOutExpoD;
}
if (easingFunction == Ease.EaseInOutExpo)
{
return EaseInOutExpoD;
}
if (easingFunction == Ease.EaseInCirc)
{
return EaseInCircD;
}
if (easingFunction == Ease.EaseOutCirc)
{
return EaseOutCircD;
}
if (easingFunction == Ease.EaseInOutCirc)
{
return EaseInOutCircD;
}
if (easingFunction == Ease.Linear)
{
return LinearD;
}
if (easingFunction == Ease.Spring)
{
return SpringD;
}
if (easingFunction == Ease.EaseInBounce)
{
return EaseInBounceD;
}
if (easingFunction == Ease.EaseOutBounce)
{
return EaseOutBounceD;
}
if (easingFunction == Ease.EaseInOutBounce)
{
return EaseInOutBounceD;
}
if (easingFunction == Ease.EaseInBack)
{
return EaseInBackD;
}
if (easingFunction == Ease.EaseOutBack)
{
return EaseOutBackD;
}
if (easingFunction == Ease.EaseInOutBack)
{
return EaseInOutBackD;
}
if (easingFunction == Ease.EaseInElastic)
{
return EaseInElasticD;
}
if (easingFunction == Ease.EaseOutElastic)
{
return EaseOutElasticD;
}
if (easingFunction == Ease.EaseInOutElastic)
{
return EaseInOutElasticD;
}
return null;
}
}
@danhanfry
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Hi, thanks for the code. You could explain how it can be used. Thank you

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