選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。

263 行
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  1. /*******************************************************************************************
  2. *
  3. * reasings - raylib easings library, based on Robert Penner library
  4. *
  5. * Useful easing functions for values animation
  6. *
  7. * This header uses:
  8. * #define REASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
  9. * // This requires lots of memory on system.
  10. * How to use:
  11. * The four inputs t,b,c,d are defined as follows:
  12. * t = current time (in any unit measure, but same unit as duration)
  13. * b = starting value to interpolate
  14. * c = the total change in value of b that needs to occur
  15. * d = total time it should take to complete (duration)
  16. *
  17. * Example:
  18. *
  19. * int currentTime = 0;
  20. * int duration = 100;
  21. * float startPositionX = 0.0f;
  22. * float finalPositionX = 30.0f;
  23. * float currentPositionX = startPositionX;
  24. *
  25. * while (currentPositionX < finalPositionX)
  26. * {
  27. * currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
  28. * currentTime++;
  29. * }
  30. *
  31. * A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
  32. *
  33. * Robert Penner License
  34. * ---------------------------------------------------------------------------------
  35. * Open source under the BSD License.
  36. *
  37. * Copyright (c) 2001 Robert Penner. All rights reserved.
  38. *
  39. * Redistribution and use in source and binary forms, with or without modification,
  40. * are permitted provided that the following conditions are met:
  41. *
  42. * - Redistributions of source code must retain the above copyright notice,
  43. * this list of conditions and the following disclaimer.
  44. * - Redistributions in binary form must reproduce the above copyright notice,
  45. * this list of conditions and the following disclaimer in the documentation
  46. * and/or other materials provided with the distribution.
  47. * - Neither the name of the author nor the names of contributors may be used
  48. * to endorse or promote products derived from this software without specific
  49. * prior written permission.
  50. *
  51. * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
  52. * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  53. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
  54. * IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
  55. * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
  56. * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  57. * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
  58. * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
  59. * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
  60. * OF THE POSSIBILITY OF SUCH DAMAGE.
  61. * ---------------------------------------------------------------------------------
  62. *
  63. * Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
  64. *
  65. * This software is provided "as-is", without any express or implied warranty. In no event
  66. * will the authors be held liable for any damages arising from the use of this software.
  67. *
  68. * Permission is granted to anyone to use this software for any purpose, including commercial
  69. * applications, and to alter it and redistribute it freely, subject to the following restrictions:
  70. *
  71. * 1. The origin of this software must not be misrepresented; you must not claim that you
  72. * wrote the original software. If you use this software in a product, an acknowledgment
  73. * in the product documentation would be appreciated but is not required.
  74. *
  75. * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
  76. * as being the original software.
  77. *
  78. * 3. This notice may not be removed or altered from any source distribution.
  79. *
  80. **********************************************************************************************/
  81. #ifndef REASINGS_H
  82. #define REASINGS_H
  83. #define REASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline
  84. #if defined(REASINGS_STATIC_INLINE)
  85. #define EASEDEF static inline
  86. #else
  87. #define EASEDEF extern
  88. #endif
  89. #include <math.h> // Required for: sinf(), cosf(), sqrtf(), powf()
  90. #ifndef PI
  91. #define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
  92. #endif
  93. #if defined(__cplusplus)
  94. extern "C" { // Prevents name mangling of functions
  95. #endif
  96. // Linear Easing functions
  97. EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear
  98. EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In
  99. EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear Out
  100. EASEDEF float EaseLinearInOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In Out
  101. // Sine Easing functions
  102. EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); } // Ease: Sine In
  103. EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); } // Ease: Sine Out
  104. EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); } // Ease: Sine In Out
  105. // Circular Easing functions
  106. EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrtf(1.0f - t*t) - 1.0f) + b); } // Ease: Circular In
  107. EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrtf(1.0f - t*t) + b); } // Ease: Circular Out
  108. EASEDEF float EaseCircInOut(float t, float b, float c, float d) // Ease: Circular In Out
  109. {
  110. if ((t/=d/2.0f) < 1.0f) return (-c/2.0f*(sqrtf(1.0f - t*t) - 1.0f) + b);
  111. t -= 2.0f; return (c/2.0f*(sqrtf(1.0f - t*t) + 1.0f) + b);
  112. }
  113. // Cubic Easing functions
  114. EASEDEF float EaseCubicIn(float t, float b, float c, float d) { t /= d; return (c*t*t*t + b); } // Ease: Cubic In
  115. EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*(t*t*t + 1.0f) + b); } // Ease: Cubic Out
  116. EASEDEF float EaseCubicInOut(float t, float b, float c, float d) // Ease: Cubic In Out
  117. {
  118. if ((t/=d/2.0f) < 1.0f) return (c/2.0f*t*t*t + b);
  119. t -= 2.0f; return (c/2.0f*(t*t*t + 2.0f) + b);
  120. }
  121. // Quadratic Easing functions
  122. EASEDEF float EaseQuadIn(float t, float b, float c, float d) { t /= d; return (c*t*t + b); } // Ease: Quadratic In
  123. EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - 2.0f) + b); } // Ease: Quadratic Out
  124. EASEDEF float EaseQuadInOut(float t, float b, float c, float d) // Ease: Quadratic In Out
  125. {
  126. if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
  127. return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
  128. }
  129. // Exponential Easing functions
  130. EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0.0f) ? b : (c*powf(2.0f, 10.0f*(t/d - 1.0f)) + b); } // Ease: Exponential In
  131. EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-powf(2.0f, -10.0f*t/d) + 1.0f) + b); } // Ease: Exponential Out
  132. EASEDEF float EaseExpoInOut(float t, float b, float c, float d) // Ease: Exponential In Out
  133. {
  134. if (t == 0.0f) return b;
  135. if (t == d) return (b + c);
  136. if ((t/=d/2.0f) < 1.0f) return (c/2.0f*powf(2.0f, 10.0f*(t - 1.0f)) + b);
  137. return (c/2.0f*(-powf(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
  138. }
  139. // Back Easing functions
  140. EASEDEF float EaseBackIn(float t, float b, float c, float d) // Ease: Back In
  141. {
  142. float s = 1.70158f;
  143. float postFix = t/=d;
  144. return (c*(postFix)*t*((s + 1.0f)*t - s) + b);
  145. }
  146. EASEDEF float EaseBackOut(float t, float b, float c, float d) // Ease: Back Out
  147. {
  148. float s = 1.70158f;
  149. t = t/d - 1.0f;
  150. return (c*(t*t*((s + 1.0f)*t + s) + 1.0f) + b);
  151. }
  152. EASEDEF float EaseBackInOut(float t, float b, float c, float d) // Ease: Back In Out
  153. {
  154. float s = 1.70158f;
  155. if ((t/=d/2.0f) < 1.0f)
  156. {
  157. s *= 1.525f;
  158. return (c/2.0f*(t*t*((s + 1.0f)*t - s)) + b);
  159. }
  160. float postFix = t-=2.0f;
  161. s *= 1.525f;
  162. return (c/2.0f*((postFix)*t*((s + 1.0f)*t + s) + 2.0f) + b);
  163. }
  164. // Bounce Easing functions
  165. EASEDEF float EaseBounceOut(float t, float b, float c, float d) // Ease: Bounce Out
  166. {
  167. if ((t/=d) < (1.0f/2.75f))
  168. {
  169. return (c*(7.5625f*t*t) + b);
  170. }
  171. else if (t < (2.0f/2.75f))
  172. {
  173. float postFix = t-=(1.5f/2.75f);
  174. return (c*(7.5625f*(postFix)*t + 0.75f) + b);
  175. }
  176. else if (t < (2.5/2.75))
  177. {
  178. float postFix = t-=(2.25f/2.75f);
  179. return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
  180. }
  181. else
  182. {
  183. float postFix = t-=(2.625f/2.75f);
  184. return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
  185. }
  186. }
  187. EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d - t, 0.0f, c, d) + b); } // Ease: Bounce In
  188. EASEDEF float EaseBounceInOut(float t, float b, float c, float d) // Ease: Bounce In Out
  189. {
  190. if (t < d/2.0f) return (EaseBounceIn(t*2.0f, 0.0f, c, d)*0.5f + b);
  191. else return (EaseBounceOut(t*2.0f - d, 0.0f, c, d)*0.5f + c*0.5f + b);
  192. }
  193. // Elastic Easing functions
  194. EASEDEF float EaseElasticIn(float t, float b, float c, float d) // Ease: Elastic In
  195. {
  196. if (t == 0.0f) return b;
  197. if ((t/=d) == 1.0f) return (b + c);
  198. float p = d*0.3f;
  199. float a = c;
  200. float s = p/4.0f;
  201. float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
  202. return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
  203. }
  204. EASEDEF float EaseElasticOut(float t, float b, float c, float d) // Ease: Elastic Out
  205. {
  206. if (t == 0.0f) return b;
  207. if ((t/=d) == 1.0f) return (b + c);
  208. float p = d*0.3f;
  209. float a = c;
  210. float s = p/4.0f;
  211. return (a*powf(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
  212. }
  213. EASEDEF float EaseElasticInOut(float t, float b, float c, float d) // Ease: Elastic In Out
  214. {
  215. if (t == 0.0f) return b;
  216. if ((t/=d/2.0f) == 2.0f) return (b + c);
  217. float p = d*(0.3f*1.5f);
  218. float a = c;
  219. float s = p/4.0f;
  220. if (t < 1.0f)
  221. {
  222. float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
  223. return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
  224. }
  225. float postFix = a*powf(2.0f, -10.0f*(t-=1.0f));
  226. return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
  227. }
  228. #if defined(__cplusplus)
  229. }
  230. #endif
  231. #endif // REASINGS_H