raylib-go/easings/easings.go
Milan Nikolic 7e1cf349aa Golint
2017-02-21 15:19:22 +01:00

291 lines
5 KiB
Go

// 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
// LinearNone easing
func LinearNone(t, b, c, d float32) float32 {
return c*t/d + b
}
// LinearIn easing
func LinearIn(t, b, c, d float32) float32 {
return c*t/d + b
}
// LinearOut easing
func LinearOut(t, b, c, d float32) float32 {
return c*t/d + b
}
// LinearInOut easing
func LinearInOut(t, b, c, d float32) float32 {
return c*t/d + b
}
// Sine Easing functions
// SineIn easing
func SineIn(t, b, c, d float32) float32 {
return -c*float32(math.Cos(float64(t/d)*(math.Pi/2))) + c + b
}
// SineOut easing
func SineOut(t, b, c, d float32) float32 {
return c*float32(math.Sin(float64(t/d)*(math.Pi/2))) + b
}
// SineInOut easing
func SineInOut(t, b, c, d float32) float32 {
return -c/2*(float32(math.Cos(math.Pi*float64(t/d)))-1) + b
}
// Circular Easing functions
// CircIn easing
func CircIn(t, b, c, d float32) float32 {
t = t / d
return -c*(float32(math.Sqrt(float64(1-t*t)))-1) + b
}
// CircOut easing
func CircOut(t, b, c, d float32) float32 {
return c*float32(math.Sqrt(1-float64((t/d-1)*t))) + b
}
// CircInOut easing
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
// CubicIn easing
func CubicIn(t, b, c, d float32) float32 {
t = t / d
return c*t*t*t + b
}
// CubicOut easing
func CubicOut(t, b, c, d float32) float32 {
t = t/d - 1
return c*(t*t*t+1) + b
}
// CubicInOut easing
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
// QuadIn easing
func QuadIn(t, b, c, d float32) float32 {
t = t / d
return c*t*t + b
}
// QuadOut easing
func QuadOut(t, b, c, d float32) float32 {
t = t / d
return (-c*t*(t-2) + b)
}
// QuadInOut easing
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
// ExpoIn easing
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)
}
// ExpoOut easing
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
}
// ExpoInOut easing
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
// BackIn easing
func BackIn(t, b, c, d float32) float32 {
s := float32(1.70158)
t = t / d
return c*t*t*((s+1)*t-s) + b
}
// BackOut easing
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
}
// BackInOut easing
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
// BounceIn easing
func BounceIn(t, b, c, d float32) float32 {
return (c - BounceOut(d-t, 0, c, d) + b)
}
// BounceOut easing
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
}
// BounceInOut easing
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
// ElasticIn easing
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
}
// ElasticOut easing
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
}
// ElasticInOut easing
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
}