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Easing functions from easings.net implemented for Unreal Engine
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#include "StevesEaseMath.h" | |
float UStevesEaseMath::EaseAlpha(float InAlpha, EStevesEaseFunction Func) | |
{ | |
constexpr float BackC1 = 1.70158f; | |
constexpr float BackC2 = BackC1 * 1.525f; | |
constexpr float BackC3 = BackC1 + 1.f; | |
constexpr float ElasticC4 = UE_TWO_PI / 3.f; | |
constexpr float ElasticC5 = UE_TWO_PI / 4.5; | |
switch(Func) | |
{ | |
default: | |
case EStevesEaseFunction::Linear: | |
return InAlpha; | |
case EStevesEaseFunction::EaseIn_Sine: | |
return 1.f - FMath::Cos(InAlpha * UE_HALF_PI); | |
case EStevesEaseFunction::EaseOut_Sine: | |
return FMath::Sin(InAlpha * UE_HALF_PI); | |
case EStevesEaseFunction::EaseInOut_Sine: | |
return -(FMath::Cos(UE_PI * InAlpha) - 1.f) / 2.f; | |
case EStevesEaseFunction::EaseIn_Quad: | |
return InAlpha*InAlpha; | |
case EStevesEaseFunction::EaseOut_Quad: | |
return 1.f - (1.f - InAlpha) * (1.f - InAlpha); | |
case EStevesEaseFunction::EaseInOut_Quad: | |
return InAlpha < 0.5f ? 2.f * InAlpha * InAlpha : 1.f - FMath::Pow(-2.f * InAlpha + 2.f, 2.f) / 2.f; | |
case EStevesEaseFunction::EaseIn_Cubic: | |
return FMath::Pow(InAlpha, 3); | |
case EStevesEaseFunction::EaseOut_Cubic: | |
return 1.f - FMath::Pow(1.f - InAlpha, 3); | |
case EStevesEaseFunction::EaseInOut_Cubic: | |
return InAlpha < 0.5f ? 4.f * FMath::Pow(InAlpha, 3) : 1.f - FMath::Pow(-2.f * InAlpha + 2.f, 3) / 2.f; | |
case EStevesEaseFunction::EaseIn_Quart: | |
return FMath::Pow(InAlpha, 4); | |
case EStevesEaseFunction::EaseOut_Quart: | |
return 1 - FMath::Pow(1.f - InAlpha, 4.f); | |
case EStevesEaseFunction::EaseInOut_Quart: | |
return InAlpha < 0.5f ? 8.f * FMath::Pow(InAlpha, 4) : 1.f - FMath::Pow(-2.f * InAlpha + 2.f, 4) / 2.f; | |
case EStevesEaseFunction::EaseIn_Quint: | |
return FMath::Pow(InAlpha, 5); | |
case EStevesEaseFunction::EaseOut_Quint: | |
return 1 - FMath::Pow(1.f - InAlpha, 5); | |
case EStevesEaseFunction::EaseInOut_Quint: | |
return InAlpha < 0.5f ? 16.f * FMath::Pow(InAlpha, 5) : 1.f - FMath::Pow(-2.f * InAlpha + 2.f, 5) / 2.f; | |
case EStevesEaseFunction::EaseIn_Expo: | |
return InAlpha <= 0 ? 0 : FMath::Pow(2.f, 10.f * InAlpha - 10.f); | |
case EStevesEaseFunction::EaseOut_Expo: | |
return InAlpha >= 1.f ? 1.f : 1.f - FMath::Pow(2.f, -10.f * InAlpha); | |
case EStevesEaseFunction::EaseInOut_Expo: | |
if (InAlpha <= 0.f) | |
return 0; | |
if (InAlpha >= 1.f) | |
return 1; | |
return InAlpha < 0.5f | |
? FMath::Pow(2.f, 20.f * InAlpha - 10.f) / 2.f | |
: (2.f - FMath::Pow(2.f, -20.f * InAlpha + 10.f)) / 2.f; | |
case EStevesEaseFunction::EaseIn_Circ: | |
return 1.f - FMath::Sqrt(1.f - FMath::Pow(InAlpha, 2)); | |
case EStevesEaseFunction::EaseOut_Circ: | |
return FMath::Sqrt(1.f - FMath::Pow(InAlpha - 1.f, 2)); | |
case EStevesEaseFunction::EaseInOut_Circ: | |
return InAlpha < 0.5f | |
? (1.f - FMath::Sqrt(1.f - FMath::Pow(2.f * InAlpha, 2))) / 2.f | |
: (FMath::Sqrt(1.f - FMath::Pow(-2.f * InAlpha + 2.f, 2)) + 1.f) / 2.f; | |
case EStevesEaseFunction::EaseIn_Back: | |
return BackC3 * FMath::Pow(InAlpha, 3) - BackC1 * InAlpha * InAlpha; | |
case EStevesEaseFunction::EaseOut_Back: | |
return 1.f + BackC3 * FMath::Pow(InAlpha - 1.f, 3) + BackC1 * FMath::Pow(InAlpha - 1.f, 2.f); | |
case EStevesEaseFunction::EaseInOut_Back: | |
return InAlpha < 0.5f | |
? (FMath::Pow(2.f * InAlpha, 2) * ((BackC2 + 1.f) * 2.f * InAlpha - BackC2)) / 2.f | |
: (FMath::Pow(2.f * InAlpha - 2.f, 2) * ((BackC2 + 1) * (InAlpha * 2.f - 2.f) + BackC2) + 2.f) / 2.f; | |
case EStevesEaseFunction::EaseIn_Elastic: | |
if (InAlpha <= 0.f) | |
return 0; | |
if (InAlpha >= 1.f) | |
return 1; | |
return -FMath::Pow(2.f, 10.f * InAlpha - 10.f) * FMath::Sin((InAlpha * 10.f - 10.75f) * ElasticC4); | |
case EStevesEaseFunction::EaseOut_Elastic: | |
if (InAlpha <= 0.f) | |
return 0; | |
if (InAlpha >= 1.f) | |
return 1; | |
return FMath::Pow(2.f, -10.f * InAlpha) * FMath::Sin((InAlpha * 10.f - 0.75f) * ElasticC4) + 1.f; | |
case EStevesEaseFunction::EaseInOut_Elastic: | |
if (InAlpha <= 0.f) | |
return 0; | |
if (InAlpha >= 1.f) | |
return 1; | |
return InAlpha < 0.5f | |
? -(FMath::Pow(2.f, 20.f * InAlpha - 10.f) * FMath::Sin((20.f * InAlpha - 11.125f) * ElasticC5)) / | |
2.f | |
: (FMath::Pow(2.f, -20.f * InAlpha + 10.f) * FMath::Sin((20.f * InAlpha - 11.125f) * ElasticC5)) / | |
2.f + 1.f; | |
case EStevesEaseFunction::EaseIn_Bounce: | |
return 1 - EaseAlpha(1 - InAlpha, EStevesEaseFunction::EaseOut_Bounce); | |
case EStevesEaseFunction::EaseOut_Bounce: | |
{ | |
constexpr float n1 = 7.5625f; | |
constexpr float d1 = 2.75f; | |
if (InAlpha < 1.f / d1) { return n1 * InAlpha * InAlpha; } | |
else if (InAlpha < 2.f / d1) { return n1 * (InAlpha -= 1.5f / d1) * InAlpha + 0.75f; } | |
else if (InAlpha < 2.5f / d1) { return n1 * (InAlpha -= 2.25f / d1) * InAlpha + 0.9375f; } | |
else { return n1 * (InAlpha -= 2.625f / d1) * InAlpha + 0.984375f; } | |
} | |
case EStevesEaseFunction::EaseInOut_Bounce: | |
return InAlpha < 0.5f | |
? (1.f - EaseAlpha(1.f - 2.f * InAlpha, EStevesEaseFunction::EaseOut_Bounce)) / 2.f | |
: (1.f + EaseAlpha(2.f * InAlpha - 1.f, EStevesEaseFunction::EaseOut_Bounce)) / 2.f; | |
} | |
} |
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#pragma once | |
#include "CoreMinimal.h" | |
#include "StevesEaseMath.generated.h" | |
/// Easing functions | |
/// See https://easings.net/ | |
/// Could have used UE EEasingFunc but it's missing some nice options like back/elastic | |
UENUM(BlueprintType) | |
enum class EStevesEaseFunction : uint8 | |
{ | |
Linear, | |
EaseIn_Sine, | |
EaseOut_Sine, | |
EaseInOut_Sine, | |
EaseIn_Quad, | |
EaseOut_Quad, | |
EaseInOut_Quad, | |
EaseIn_Cubic, | |
EaseOut_Cubic, | |
EaseInOut_Cubic, | |
EaseIn_Quart, | |
EaseOut_Quart, | |
EaseInOut_Quart, | |
EaseIn_Quint, | |
EaseOut_Quint, | |
EaseInOut_Quint, | |
EaseIn_Expo, | |
EaseOut_Expo, | |
EaseInOut_Expo, | |
EaseIn_Circ, | |
EaseOut_Circ, | |
EaseInOut_Circ, | |
EaseIn_Back, | |
EaseOut_Back, | |
EaseInOut_Back, | |
EaseIn_Elastic, | |
EaseOut_Elastic, | |
EaseInOut_Elastic, | |
EaseIn_Bounce, | |
EaseOut_Bounce, | |
EaseInOut_Bounce | |
}; | |
UCLASS() | |
class STEVESEASE_API StevesEaseMath : public UBlueprintFunctionLibrary | |
{ | |
GENERATED_BODY() | |
public: | |
/** | |
* Convert a linear alpha value into an eased alpha value using an easing function | |
* @param InAlpha The input linear alpha | |
* @param Func The easing function | |
* @return The eased version of the alpha | |
*/ | |
UFUNCTION(BlueprintCallable, Category="StevesEaseMath") | |
static float EaseAlpha(float InAlpha, EStevesEaseFunction Func); | |
/** | |
* Interpolate with easing function support | |
* @param A Input Value from | |
* @param B Input Value to | |
* @param Alpha Value between 0 and 1 | |
* @param Func Easing function | |
* @return Interpolated value | |
*/ | |
UFUNCTION(BlueprintCallable, Category="StevesEaseMath") | |
static float EaseFloat(float A, float B, float Alpha, EStevesEaseFunction Func) | |
{ | |
return A + EaseAlpha(Alpha, Func) * (B - A); | |
} | |
/** | |
* Interpolate with easing function support | |
* @param A Input Value from | |
* @param B Input Value to | |
* @param Alpha Value between 0 and 1 | |
* @param Func Easing function | |
* @return Interpolated value | |
*/ | |
UFUNCTION(BlueprintCallable, Category="StevesEaseMath") | |
static FVector EaseVector(const FVector& A, const FVector& B, float Alpha, EStevesEaseFunction Func) | |
{ | |
return A + EaseAlpha(Alpha, Func) * (B - A); | |
} | |
/** | |
* Interpolate with easing function support | |
* @param A Input Value from | |
* @param B Input Value to | |
* @param Alpha Value between 0 and 1 | |
* @param Func Easing function | |
* @return Interpolated value | |
*/ | |
UFUNCTION(BlueprintCallable, Category="StevesEaseMath") | |
static FRotator EaseRotator(const FRotator& A, const FRotator& B, float Alpha, EStevesEaseFunction Func, bool bShortest) | |
{ | |
if (bShortest) | |
return EaseQuat(FQuat(A), FQuat(B), Alpha, Func).Rotator(); | |
return A + EaseAlpha(Alpha, Func) * (B - A); | |
} | |
/** | |
* Interpolate with easing function support | |
* @param A Input Value from | |
* @param B Input Value to | |
* @param Alpha Value between 0 and 1 | |
* @param Func Easing function | |
* @return Interpolated value | |
*/ | |
UFUNCTION(BlueprintCallable, Category="StevesEaseMath") | |
static FQuat EaseQuat(const FQuat& A, const FQuat& B, float Alpha, EStevesEaseFunction Func) | |
{ | |
return FQuat::Slerp(A, B, EaseAlpha(Alpha, Func)); | |
} | |
/** | |
* Interpolate with easing function support | |
* @param A Input Value from | |
* @param B Input Value to | |
* @param Alpha Value between 0 and 1 | |
* @param Func Easing function | |
* @return Interpolated value | |
*/ | |
UFUNCTION(BlueprintCallable, Category="StevesEaseMath") | |
static FTransform EaseTransform(const FTransform& A, const FTransform& B, float Alpha, EStevesEaseFunction Func) | |
{ | |
return FTransform( | |
EaseQuat(A.GetRotation(), B.GetRotation(), Alpha, Func), | |
EaseVector(A.GetLocation(), B.GetLocation(), Alpha, Func), | |
EaseVector(A.GetScale3D(), B.GetScale3D(), Alpha, Func)); | |
} | |
}; |
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