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Linear interpolation is boring...
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using System.Runtime.CompilerServices; | |
using UnityEngine; | |
/// <summary> | |
/// Convert linear 0.0f - 1.0f values to some other non-linear value. | |
/// </summary> | |
public static class Interpolation | |
{ | |
[MethodImpl(MethodImplOptions.AggressiveInlining)] | |
public static float Boing(float v) => (Mathf.Sin(v * Mathf.PI * (0.2f + 2.5f * v * v * v)) * Mathf.Pow(1f - v, 2.2f) + v) * (1f + (1.2f * (1f - v))); | |
[MethodImpl(MethodImplOptions.AggressiveInlining)] | |
public static float Sine(float v) => Mathf.Sin(v * Mathf.PI * 0.5f); | |
[MethodImpl(MethodImplOptions.AggressiveInlining)] | |
public static float Cosine(float v) => (1.0f - Mathf.Cos(v * Mathf.PI * 0.5f)); | |
[MethodImpl(MethodImplOptions.AggressiveInlining)] | |
public static float Cubic(float v) => v * v * (3.0f - 2.0f * v); | |
[MethodImpl(MethodImplOptions.AggressiveInlining)] | |
public static float Bounce(float v) => 1f - Mathf.Abs(Mathf.Sin((Mathf.PI * 1.5f) * (v + 1f) * (v + 1f)) * (1f - v)); | |
[MethodImpl(MethodImplOptions.AggressiveInlining)] | |
public static float Quintic(float v) => 6 * (v * v * v * v * v) - 15 * (v * v * v * v) + 10 * (v * v * v); | |
} |
Author
simonwittber
commented
Nov 8, 2017
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