// Useful easing functions for values animation // // A port of Robert Penner's easing equations (http://robertpenner.com/easing/) package easings import ( "math" ) // Linear Easing functions // Linear None func LinearNone(t, b, c, d float32) float32 { return c*t/d + b } // Linear In func LinearIn(t, b, c, d float32) float32 { return c*t/d + b } // Linear Out func LinearOut(t, b, c, d float32) float32 { return c*t/d + b } // Linear In Out func LinearInOut(t, b, c, d float32) float32 { return c*t/d + b } // Sine Easing functions // Sine In func SineIn(t, b, c, d float32) float32 { return -c*float32(math.Cos(float64(t/d)*(math.Pi/2))) + c + b } // Sine Out func SineOut(t, b, c, d float32) float32 { return c*float32(math.Sin(float64(t/d)*(math.Pi/2))) + b } // Sine In Out func SineInOut(t, b, c, d float32) float32 { return -c/2*(float32(math.Cos(math.Pi*float64(t/d)))-1) + b } // Circular Easing functions // Circ In func CircIn(t, b, c, d float32) float32 { t = t / d return -c*(float32(math.Sqrt(float64(1-t*t)))-1) + b } // Circ Out func CircOut(t, b, c, d float32) float32 { return c*float32(math.Sqrt(1-float64((t/d-1)*t))) + b } // Circ In Out func CircInOut(t, b, c, d float32) float32 { t = t / d * 2 if t < 1 { return -c/2*(float32(math.Sqrt(float64(1-t*t)))-1) + b } t = t - 2 return c/2*(float32(math.Sqrt(1-float64(t*t)))+1) + b } // Cubic Easing functions // Cubic In func CubicIn(t, b, c, d float32) float32 { t = t / d return c*t*t*t + b } // Cubic Out func CubicOut(t, b, c, d float32) float32 { t = t/d - 1 return c*(t*t*t+1) + b } // Cubic In Out func CubicInOut(t, b, c, d float32) float32 { t = t / d * 2 if t < 1 { return (c/2*t*t*t + b) } t = t - 2 return c/2*(t*t*t+2) + b } // Quadratic Easing functions // Quad In func QuadIn(t, b, c, d float32) float32 { t = t / d return c*t*t + b } // Quad Out func QuadOut(t, b, c, d float32) float32 { t = t / d return (-c*t*(t-2) + b) } // Quad In Out func QuadInOut(t, b, c, d float32) float32 { t = t / d * 2 if t < 1 { return ((c / 2) * (t * t)) + b } return -c/2*((t-1)*(t-3)-1) + b } // Exponential Easing functions // Expo In func ExpoIn(t, b, c, d float32) float32 { if t == 0 { return b } return (c*float32(math.Pow(2, 10*float64(t/d-1))) + b) } // Expo Out func ExpoOut(t, b, c, d float32) float32 { if t == d { return (b + c) } return c*(-float32(math.Pow(2, -10*float64(t/d)))+1) + b } // Expo In Out func ExpoInOut(t, b, c, d float32) float32 { if t == 0 { return b } if t == d { return (b + c) } t = t / d * 2 if t < 1 { return (c/2*float32(math.Pow(2, 10*float64(t-1))) + b) } t = t - 1 return (c/2*(-float32(math.Pow(2, -10*float64(t)))+2) + b) } // Back Easing functions // Back In func BackIn(t, b, c, d float32) float32 { s := float32(1.70158) t = t / d return c*t*t*((s+1)*t-s) + b } // Back Out func BackOut(t, b, c, d float32) float32 { s := float32(1.70158) t = t/d - 1 return c*(t*t*((s+1)*t+s)+1) + b } // Back In Out func BackInOut(t, b, c, d float32) float32 { s := float32(1.70158) s = s * 1.525 t = t / d * 2 if t < 1 { return c/2*(t*t*((s+1)*t-s)) + b } t = t - 2 return c/2*(t*t*((s+1)*t+s)+2) + b } // Bounce Easing functions // Bounce In func BounceIn(t, b, c, d float32) float32 { return (c - BounceOut(d-t, 0, c, d) + b) } // Bounce Out func BounceOut(t, b, c, d float32) float32 { t = t / d if t < (1 / 2.75) { return (c*(7.5625*t*t) + b) } else if t < (2 / 2.75) { t = t - (1.5 / 2.75) return c*(7.5625*t*t+0.75) + b } else if t < (2.5 / 2.75) { t = t - (2.25 / 2.75) return c*(7.5625*t*t+0.9375) + b } t = t - (2.625 / 2.75) return c*(7.5625*t*t+0.984375) + b } // Bounce In Out func BounceInOut(t, b, c, d float32) float32 { if t < d/2 { return BounceIn(t*2, 0, c, d)*0.5 + b } return BounceOut(t*2-d, 0, c, d)*0.5 + c*0.5 + b } // Elastic Easing functions // Elastic In func ElasticIn(t, b, c, d float32) float32 { if t == 0 { return b } t = t / d if t == 1 { return b + c } p := d * 0.3 a := c s := p / 4 postFix := a * float32(math.Pow(2, 10*float64(t-1))) return -(postFix * float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))) + b } // Elastic Out func ElasticOut(t, b, c, d float32) float32 { if t == 0 { return b } t = t / d if t == 1 { return b + c } p := d * 0.3 a := c s := p / 4 return a*float32(math.Pow(2, -10*float64(t)))*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p))) + c + b } // Elastic In Out func ElasticInOut(t, b, c, d float32) float32 { if t == 0 { return b } t = t / d * 2 if t == 2 { return b + c } p := d * (0.3 * 1.5) a := c s := p / 4 if t < 1 { t = t - 1 postFix := a * float32(math.Pow(2, 10*float64(t))) return -0.5*(postFix*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))) + b } t = t - 1 postFix := a * float32(math.Pow(2, -10*(float64(t)))) return postFix*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))*0.5 + c + b }