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Merge pull request #852 from flashback-fx/master

easings.h refinement and example
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3 ha cambiato i file con 707 aggiunte e 90 eliminazioni
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      examples/others/easings.h
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      examples/others/easings_testbed.c
  3. +90
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      src/easings.h

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examples/others/easings.h Vedi File

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/*******************************************************************************************
*
* raylib easings (header only file)
*
* Useful easing functions for values animation
*
* This header uses:
* #define EASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
* // This requires lots of memory on system.
* How to use:
* The four inputs t,b,c,d are defined as follows:
* t = current time (in any unit measure, but same unit as duration)
* b = starting value to interpolate
* c = the total change in value of b that needs to occur
* d = total time it should take to complete (duration)
*
* Example:
*
* int currentTime = 0;
* int duration = 100;
* float startPositionX = 0.0f;
* float finalPositionX = 30.0f;
* float currentPositionX = startPositionX;
*
* while (currentPositionX < finalPositionX)
* {
* currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
* currentTime++;
* }
*
* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
*
* Robert Penner License
* ---------------------------------------------------------------------------------
* Open source under the BSD License.
*
* Copyright (c) 2001 Robert Penner. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* - Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* - Neither the name of the author nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
* ---------------------------------------------------------------------------------
*
* Copyright (c) 2015 Ramon Santamaria
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef EASINGS_H
#define EASINGS_H
#define EASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline
#if defined(EASINGS_STATIC_INLINE)
#define EASEDEF static inline
#else
#define EASEDEF extern
#endif
#include <tgmath.h> // Required for: sin(), cos(), sqrt(), pow()
#ifndef PI
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
#endif
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
// Linear Easing functions
EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); }
EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); }
EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); }
EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
// Sine Easing functions
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/2.0f)) + c + b); }
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/2.0f)) + b); }
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cos(PI*t/d) - 1.0f) + b); }
// Circular Easing functions
EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrt(1.0f - t*t) - 1.0f) + b); }
EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrt(1.0f - t*t) + b); }
EASEDEF float EaseCircInOut(float t, float b, float c, float d)
{
if ((t/=d/2.0f) < 1.0f) return (-c/2.0f*(sqrt(1.0f - t*t) - 1.0f) + b);
t -= 2.0f; return (c/2.0f*(sqrt(1.0f - t*t) + 1.0f) + b);
}
// Cubic Easing functions
EASEDEF float EaseCubicIn(float t, float b, float c, float d) { t /= d; return (c*t*t*t + b); }
EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*(t*t*t + 1.0f) + b); }
EASEDEF float EaseCubicInOut(float t, float b, float c, float d)
{
if ((t/=d/2.0f) < 1.0f) return (c/2.0f*t*t*t + b);
t -= 2.0f; return (c/2.0f*(t*t*t + 2.0f) + b);
}
// Quadratic Easing functions
EASEDEF float EaseQuadIn(float t, float b, float c, float d) { t /= d; return (c*t*t + b); }
EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - 2.0f) + b); }
EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
{
if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
}
// Exponential Easing functions
EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0.0f) ? b : (c*pow(2.0f, 10.0f*(t/d - 1.0f)) + b); }
EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-pow(2.0f, -10.0f*t/d) + 1.0f) + b); }
EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
{
if (t == 0.0f) return b;
if (t == d) return (b + c);
if ((t/=d/2.0f) < 1.0f) return (c/2.0f*pow(2.0f, 10.0f*(t - 1.0f)) + b);
return (c/2.0f*(-pow(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
}
// Back Easing functions
EASEDEF float EaseBackIn(float t, float b, float c, float d)
{
float s = 1.70158f;
float postFix = t/=d;
return (c*(postFix)*t*((s + 1.0f)*t - s) + b);
}
EASEDEF float EaseBackOut(float t, float b, float c, float d)
{
float s = 1.70158f;
t = t/d - 1.0f;
return (c*(t*t*((s + 1.0f)*t + s) + 1.0f) + b);
}
EASEDEF float EaseBackInOut(float t, float b, float c, float d)
{
float s = 1.70158f;
if ((t/=d/2.0f) < 1.0f)
{
s *= 1.525f;
return (c/2.0f*(t*t*((s + 1.0f)*t - s)) + b);
}
float postFix = t-=2.0f;
s *= 1.525f;
return (c/2.0f*((postFix)*t*((s + 1.0f)*t + s) + 2.0f) + b);
}
// Bounce Easing functions
EASEDEF float EaseBounceOut(float t, float b, float c, float d)
{
if ((t/=d) < (1.0f/2.75f))
{
return (c*(7.5625f*t*t) + b);
}
else if (t < (2.0f/2.75f))
{
float postFix = t-=(1.5f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.75f) + b);
}
else if (t < (2.5/2.75))
{
float postFix = t-=(2.25f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
}
else
{
float postFix = t-=(2.625f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
}
}
EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d - t, 0.0f, c, d) + b); }
EASEDEF float EaseBounceInOut(float t, float b, float c, float d)
{
if (t < d/2.0f) return (EaseBounceIn(t*2.0f, 0.0f, c, d)*0.5f + b);
else return (EaseBounceOut(t*2.0f - d, 0.0f, c, d)*0.5f + c*0.5f + b);
}
// Elastic Easing functions
EASEDEF float EaseElasticIn(float t, float b, float c, float d)
{
if (t == 0.0f) return b;
if ((t/=d) == 1.0f) return (b + c);
float p = d*0.3f;
float a = c;
float s = p/4.0f;
float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
return (-(postFix*sin((t*d-s)*(2.0f*PI)/p )) + b);
}
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
{
if (t == 0.0f) return b;
if ((t/=d) == 1.0f) return (b + c);
float p = d*0.3f;
float a = c;
float s = p/4.0f;
return (a*pow(2.0f,-10.0f*t)*sin((t*d-s)*(2.0f*PI)/p) + c + b);
}
EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
{
if (t == 0.0f) return b;
if ((t/=d/2.0f) == 2.0f) return (b + c);
float p = d*(0.3f*1.5f);
float a = c;
float s = p/4.0f;
if (t < 1.0f)
{
float postFix = a*pow(2.0f, 10.0f*(t-=1.0f));
return -0.5f*(postFix*sin((t*d-s)*(2.0f*PI)/p)) + b;
}
float postFix = a*pow(2.0f, -10.0f*(t-=1.0f));
return (postFix*sin((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
}
#ifdef __cplusplus
}
#endif
#endif // EASINGS_H

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examples/others/easings_testbed.c Vedi File

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/*******************************************************************************************
*
* raylib [easings] example
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Juan Miguel López
*
********************************************************************************************/
#include <raylib.h>
#include "easings.h"
// Application constants
#define SCR_WIDTH 800
#define SCR_HEIGHT 450
#define BALL_RADIUS 16.0f
#define BALL_COLOR MAROON
#define PAD 80.0f
#define START_X (0.0f + (BALL_RADIUS) + (PAD))
#define END_X ((SCR_WIDTH) - ((BALL_RADIUS) + (PAD)))
#define START_Y (0.0f + (BALL_RADIUS) + (PAD))
#define END_Y ((SCR_HEIGHT) - ((BALL_RADIUS) + (PAD)))
#define T_ADVANCE 1.0f
#define D_DFT 300.0f
#define TARGET_FPS 60
#define BG_COLOR RAYWHITE
#define TEXT_COLOR LIGHTGRAY
#define FONT_SIZE 20
#define D_STEP 20.0f
#define D_STEP_FINE 2.0f
#define D_MIN 1.0f
#define D_MAX 10000.0f
// Application control keys
#define KEY_NEXT_EASE_X KEY_RIGHT
#define KEY_PREV_EASE_X KEY_LEFT
#define KEY_NEXT_EASE_Y KEY_DOWN
#define KEY_PREV_EASE_Y KEY_UP
#define KEY_INCR_D_STEP KEY_W
#define KEY_DECR_D_STEP KEY_Q
#define KEY_INCR_D_FINE KEY_S
#define KEY_DECR_D_FINE KEY_A
#define KEY_PLAY_PAUSE KEY_ENTER
#define KEY_RESTART KEY_SPACE
#define KEY_TOGGLE_UNBOUNDED_T KEY_T
// Easing types
enum EasingTypes {
EASE_LINEAR_NONE,
EASE_LINEAR_IN,
EASE_LINEAR_OUT,
EASE_LINEAR_IN_OUT,
EASE_SINE_IN,
EASE_SINE_OUT,
EASE_SINE_IN_OUT,
EASE_CIRC_IN,
EASE_CIRC_OUT,
EASE_CIRC_IN_OUT,
EASE_CUBIC_IN,
EASE_CUBIC_OUT,
EASE_CUBIC_IN_OUT,
EASE_QUAD_IN,
EASE_QUAD_OUT,
EASE_QUAD_IN_OUT,
EASE_EXPO_IN,
EASE_EXPO_OUT,
EASE_EXPO_IN_OUT,
EASE_BACK_IN,
EASE_BACK_OUT,
EASE_BACK_IN_OUT,
EASE_BOUNCE_OUT,
EASE_BOUNCE_IN,
EASE_BOUNCE_IN_OUT,
EASE_ELASTIC_IN,
EASE_ELASTIC_OUT,
EASE_ELASTIC_IN_OUT,
NUM_EASING_TYPES,
EASING_NONE = NUM_EASING_TYPES
};
static float NoEase(float t, float b, float c, float d); // NoEase function declaration, function used when "no easing" is selected for any axis
// Easing functions reference data
static const struct {
const char *name;
float (*func)(float, float, float, float);
} Easings[] = {
[EASE_LINEAR_NONE] = {
.name = "EaseLinearNone",
.func = EaseLinearNone,
},
[EASE_LINEAR_IN] = {
.name = "EaseLinearIn",
.func = EaseLinearIn,
},
[EASE_LINEAR_OUT] = {
.name = "EaseLinearOut",
.func = EaseLinearOut,
},
[EASE_LINEAR_IN_OUT] = {
.name = "EaseLinearInOut",
.func = EaseLinearInOut,
},
[EASE_SINE_IN] = {
.name = "EaseSineIn",
.func = EaseSineIn,
},
[EASE_SINE_OUT] = {
.name = "EaseSineOut",
.func = EaseSineOut,
},
[EASE_SINE_IN_OUT] = {
.name = "EaseSineInOut",
.func = EaseSineInOut,
},
[EASE_CIRC_IN] = {
.name = "EaseCircIn",
.func = EaseCircIn,
},
[EASE_CIRC_OUT] = {
.name = "EaseCircOut",
.func = EaseCircOut,
},
[EASE_CIRC_IN_OUT] = {
.name = "EaseCircInOut",
.func = EaseCircInOut,
},
[EASE_CUBIC_IN] = {
.name = "EaseCubicIn",
.func = EaseCubicIn,
},
[EASE_CUBIC_OUT] = {
.name = "EaseCubicOut",
.func = EaseCubicOut,
},
[EASE_CUBIC_IN_OUT] = {
.name = "EaseCubicInOut",
.func = EaseCubicInOut,
},
[EASE_QUAD_IN] = {
.name = "EaseQuadIn",
.func = EaseQuadIn,
},
[EASE_QUAD_OUT] = {
.name = "EaseQuadOut",
.func = EaseQuadOut,
},
[EASE_QUAD_IN_OUT] = {
.name = "EaseQuadInOut",
.func = EaseQuadInOut,
},
[EASE_EXPO_IN] = {
.name = "EaseExpoIn",
.func = EaseExpoIn,
},
[EASE_EXPO_OUT] = {
.name = "EaseExpoOut",
.func = EaseExpoOut,
},
[EASE_EXPO_IN_OUT] = {
.name = "EaseExpoInOut",
.func = EaseExpoInOut,
},
[EASE_BACK_IN] = {
.name = "EaseBackIn",
.func = EaseBackIn,
},
[EASE_BACK_OUT] = {
.name = "EaseBackOut",
.func = EaseBackOut,
},
[EASE_BACK_IN_OUT] = {
.name = "EaseBackInOut",
.func = EaseBackInOut,
},
[EASE_BOUNCE_OUT] = {
.name = "EaseBounceOut",
.func = EaseBounceOut,
},
[EASE_BOUNCE_IN] = {
.name = "EaseBounceIn",
.func = EaseBounceIn,
},
[EASE_BOUNCE_IN_OUT] = {
.name = "EaseBounceInOut",
.func = EaseBounceInOut,
},
[EASE_ELASTIC_IN] = {
.name = "EaseElasticIn",
.func = EaseElasticIn,
},
[EASE_ELASTIC_OUT] = {
.name = "EaseElasticOut",
.func = EaseElasticOut,
},
[EASE_ELASTIC_IN_OUT] = {
.name = "EaseElasticInOut",
.func = EaseElasticInOut,
},
[EASING_NONE] = {
.name = "None",
.func = NoEase,
},
};
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
Vector2 ballPos = { .x = START_X, .y = START_Y };
float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
float d = D_DFT; // Total time it should take to complete (duration)
bool paused = true;
bool boundedT = true; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
enum EasingTypes easingX = EASING_NONE; // Easing selected for x axis
enum EasingTypes easingY = EASING_NONE; // Easing selected for y axis
InitWindow(SCR_WIDTH, SCR_HEIGHT, "raylib [easings] example");
SetTargetFPS(TARGET_FPS);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T))
boundedT = 1 - boundedT;
// Choose easing for the X axis
if (IsKeyPressed(KEY_NEXT_EASE_X))
{
++easingX;
if (easingX > EASING_NONE)
easingX = 0;
}
else if (IsKeyPressed(KEY_PREV_EASE_X))
{
if (easingX == 0)
easingX = EASING_NONE;
else
--easingX;
}
// Choose easing for the Y axis
if (IsKeyPressed(KEY_NEXT_EASE_Y))
{
++easingY;
if (easingY > EASING_NONE)
easingY = 0;
}
else if (IsKeyPressed(KEY_PREV_EASE_Y))
{
if (easingY == 0)
easingY = EASING_NONE;
else
--easingY;
}
// Change d (duration) value
if (IsKeyPressed(KEY_INCR_D_STEP) && d < D_MAX - D_STEP)
d += D_STEP;
else if (IsKeyPressed(KEY_DECR_D_STEP) && d > D_MIN + D_STEP)
d -= D_STEP;
if (IsKeyDown(KEY_INCR_D_FINE) && d < D_MAX - D_STEP_FINE)
d += D_STEP_FINE;
else if (IsKeyDown(KEY_DECR_D_FINE) && d > D_MIN + D_STEP_FINE)
d -= D_STEP_FINE;
// Play, pause and restart controls
if (IsKeyPressed(KEY_RESTART) ||
IsKeyPressed(KEY_NEXT_EASE_X) || IsKeyPressed(KEY_PREV_EASE_X) ||
IsKeyPressed(KEY_NEXT_EASE_Y) || IsKeyPressed(KEY_PREV_EASE_Y) ||
IsKeyPressed(KEY_INCR_D_STEP) || IsKeyPressed(KEY_DECR_D_STEP) ||
IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T) ||
IsKeyDown(KEY_INCR_D_FINE) || IsKeyDown(KEY_DECR_D_FINE) ||
(IsKeyPressed(KEY_PLAY_PAUSE) && boundedT == true && t >= d))
{
t = 0.0f;
ballPos.x = START_X;
ballPos.y = START_Y;
paused = true;
}
if (IsKeyPressed(KEY_PLAY_PAUSE))
paused = 1 - paused;
// Movement computation
if ((paused == false) &&
((boundedT == true && t < d) || boundedT == false))
{
ballPos.x = Easings[easingX].func(t, START_X, END_X - START_X, d);
ballPos.y = Easings[easingY].func(t, START_Y, END_Y - START_Y, d);
t += T_ADVANCE;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BG_COLOR);
// Draw information text
int line = 0;
DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d),
0, FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
// Draw instructions text
line = 1;
DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
DrawText("Use D and W or A and S keys to change duration", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, SCR_HEIGHT - FONT_SIZE * (line++), FONT_SIZE, TEXT_COLOR);
// Draw ball
DrawCircleV(ballPos, BALL_RADIUS, BALL_COLOR);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
static float NoEase(float t, float b, float c, float d)
{
float burn = t + b + c + d; // Hack to avoid compiler warning (about unused variables)
d += burn;
return b;
}

+ 90
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src/easings.h Vedi File

@ -1,7 +1,7 @@
/*******************************************************************************************
*
* raylib easings (header only file)
*
*
* Useful easing functions for values animation
*
* This header uses:
@ -32,31 +32,31 @@
*
* Robert Penner License
* ---------------------------------------------------------------------------------
* Open source under the BSD License.
* Open source under the BSD License.
*
* Copyright (c) 2001 Robert Penner. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice,
* - Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* - Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* - Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* - Neither the name of the author nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* - Neither the name of the author nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
* ---------------------------------------------------------------------------------
*
@ -90,7 +90,7 @@
#define EASEDEF extern
#endif
#include <math.h> // Required for: sin(), cos(), sqrt(), pow()
#include <tgmath.h> // Required for: sin(), cos(), sqrt(), pow()
#ifndef PI
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
@ -107,153 +107,153 @@ EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d
EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
// Sine Easing functions
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/i">2)) + c + b); }
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/i">2)) + b); }
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/i">2*(cos(PI*t/d) - i">1) + b); }
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cos(t/d*(PI/f">2.0f)) + c + b); }
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sin(t/d*(PI/f">2.0f)) + b); }
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/f">2.0f*(cos(PI*t/d) - f">1.0f) + b); }
// Circular Easing functions
EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrt(i">1 - t*t) - i">1) + b); }
EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - i">1; return (c*sqrt(i">1 - t*t) + b); }
EASEDEF float EaseCircInOut(float t, float b, float c, float d)
EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrt(f">1.0f - t*t) - f">1.0f) + b); }
EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - f">1.0f; return (c*sqrt(f">1.0f - t*t) + b); }
EASEDEF float EaseCircInOut(float t, float b, float c, float d)
{
if ((t/=d/i">2) < 1) return (-c/i">2*(sqrt(i">1 - t*t) - i">1) + b);
t -= i">2; return (c/i">2*(sqrt(i">1 - t*t) + i">1) + b);
if ((t/=d/f">2.0f) < 1.0f) return (-c/f">2.0f*(sqrt(f">1.0f - t*t) - f">1.0f) + b);
t -= f">2.0f; return (c/f">2.0f*(sqrt(f">1.0f - t*t) + f">1.0f) + b);
}
// Cubic Easing functions
EASEDEF float EaseCubicIn(float t, float b, float c, float d) { t /= d; return (c*t*t*t + b); }
EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d-1; return (c*(t*t*t + i">1) + b); }
EASEDEF float EaseCubicInOut(float t, float b, float c, float d)
{
if ((t/=d/i">2) < 1) return (c/i">2*t*t*t + b);
t -= i">2; return (c/i">2*(t*t*t + i">2) + b);
EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*(t*t*t + f">1.0f) + b); }
EASEDEF float EaseCubicInOut(float t, float b, float c, float d)
{
if ((t/=d/f">2.0f) < 1.0f) return (c/f">2.0f*t*t*t + b);
t -= f">2.0f; return (c/f">2.0f*(t*t*t + f">2.0f) + b);
}
// Quadratic Easing functions
EASEDEF float EaseQuadIn(float t, float b, float c, float d) { t /= d; return (c*t*t + b); }
EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - i">2) + b); }
EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - f">2.0f) + b); }
EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
{
if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
t--; return (-c/i">2*(((t - 2)*t) - 1) + b);
return (-c/f">2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
}
// Exponential Easing functions
EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == i">0) ? b : (c*pow(i">2, 10*(t/d - i">1)) + b); }
EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-pow(i">2, -10*t/d) + i">1) + b); }
EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == f">0.0f) ? b : (c*pow(f">2.0f, 10.0f*(t/d - f">1.0f)) + b); }
EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-pow(f">2.0f, -10.0f*t/d) + f">1.0f) + b); }
EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
{
if (t == i">0) return b;
if (t == f">0.0f) return b;
if (t == d) return (b + c);
if ((t/=d/i">2) < 1) return (c/i">2*pow(2, 10*(t - i">1)) + b);
return (c/i">2*(-pow(i">2, -10*--t) + 2) + b);
if ((t/=d/f">2.0f) < 1.0f) return (c/f">2.0f*pow(2.0f, 10.0f*(t - f">1.0f)) + b);
return (c/f">2.0f*(-pow(f">2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
}
// Back Easing functions
EASEDEF float EaseBackIn(float t, float b, float c, float d)
EASEDEF float EaseBackIn(float t, float b, float c, float d)
{
float s = 1.70158f;
float postFix = t/=d;
return (c*(postFix)*t*((s + i">1)*t - s) + b);
return (c*(postFix)*t*((s + f">1.0f)*t - s) + b);
}
EASEDEF float EaseBackOut(float t, float b, float c, float d)
{
{
float s = 1.70158f;
t = t/d - i">1;
return (c*(t*t*((s + i">1)*t + s) + i">1) + b);
t = t/d - f">1.0f;
return (c*(t*t*((s + f">1.0f)*t + s) + f">1.0f) + b);
}
EASEDEF float EaseBackInOut(float t, float b, float c, float d)
{
float s = 1.70158f;
if ((t/=d/i">2) < 1)
if ((t/=d/f">2.0f) < 1.0f)
{
s *= 1.525f;
return (c/i">2*(t*t*((s + i">1)*t - s)) + b);
return (c/f">2.0f*(t*t*((s + f">1.0f)*t - s)) + b);
}
float postFix = t-=i">2;
float postFix = t-=f">2.0f;
s *= 1.525f;
return (c/i">2*((postFix)*t*((s + i">1)*t + s) + i">2) + b);
return (c/f">2.0f*((postFix)*t*((s + f">1.0f)*t + s) + f">2.0f) + b);
}
// Bounce Easing functions
EASEDEF float EaseBounceOut(float t, float b, float c, float d)
EASEDEF float EaseBounceOut(float t, float b, float c, float d)
{
if ((t/=d) < (i">1/2.75f))
if ((t/=d) < (f">1.0f/2.75f))
{
return (c*(7.5625f*t*t) + b);
}
else if (t < (i">2/2.75f))
}
else if (t < (f">2.0f/2.75f))
{
float postFix = t-=(1.5f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.75f) + b);
}
else if (t < (2.5/2.75))
}
else if (t < (2.5/2.75))
{
float postFix = t-=(2.25f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
}
else
}
else
{
float postFix = t-=(2.625f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
}
}
EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d-t, i">0, c, d) + b); }
EASEDEF float EaseBounceInOut(float t, float b, float c, float d)
EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d - t, f">0.0f, c, d) + b); }
EASEDEF float EaseBounceInOut(float t, float b, float c, float d)
{
if (t < d/i">2) return (EaseBounceIn(t*i">2, 0, c, d)*0.5f + b);
else return (EaseBounceOut(t*i">2-d, 0, c, d)*0.5f + c*0.5f + b);
if (t < d/f">2.0f) return (EaseBounceIn(t*f">2.0f, 0.0f, c, d)*0.5f + b);
else return (EaseBounceOut(t*f">2.0f - d, 0.0f, c, d)*0.5f + c*0.5f + b);
}
// Elastic Easing functions
EASEDEF float EaseElasticIn(float t, float b, float c, float d)
EASEDEF float EaseElasticIn(float t, float b, float c, float d)
{
if (t == i">0) return b;
if ((t/=d) == i">1) return (b + c);
if (t == f">0.0f) return b;
if ((t/=d) == f">1.0f) return (b + c);
float p = d*0.3f;
float a = c;
float s = p/i">4;
float postFix = a*pow(i">2, 10*(t-=i">1));
return (-(postFix*sin((t*d-s)*(i">2*PI)/p )) + b);
float a = c;
float s = p/f">4.0f;
float postFix = a*pow(f">2.0f, 10.0f*(t-=f">1.0f));
return (-(postFix*sin((t*d-s)*(f">2.0f*PI)/p )) + b);
}
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
{
if (t == i">0) return b;
if ((t/=d) == i">1) return (b + c);
if (t == f">0.0f) return b;
if ((t/=d) == f">1.0f) return (b + c);
float p = d*0.3f;
float a = c;
float s = p/i">4;
return (a*pow(i">2,-10*t)*sin((t*d-s)*(i">2*PI)/p) + c + b);
float a = c;
float s = p/f">4.0f;
return (a*pow(f">2.0f,-10.0f*t)*sin((t*d-s)*(f">2.0f*PI)/p) + c + b);
}
EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
{
if (t == i">0) return b;
if ((t/=d/i">2) == 2) return (b + c);
if (t == f">0.0f) return b;
if ((t/=d/f">2.0f) == 2.0f) return (b + c);
float p = d*(0.3f*1.5f);
float a = c;
float s = p/i">4;
float s = p/f">4.0f;
if (t < i">1)
if (t < f">1.0f)
{
float postFix = a*pow(i">2, 10*(t-=i">1));
return -0.5f*(postFix*sin((t*d-s)*(i">2*PI)/p)) + b;
float postFix = a*pow(f">2.0f, 10.0f*(t-=f">1.0f));
return -0.5f*(postFix*sin((t*d-s)*(f">2.0f*PI)/p)) + b;
}
float postFix = a*pow(i">2, -10*(t-=i">1));
return (postFix*sin((t*d-s)*(i">2*PI)/p)*0.5f + c + b);
float postFix = a*pow(f">2.0f, -10.0f*(t-=f">1.0f));
return (postFix*sin((t*d-s)*(f">2.0f*PI)/p)*0.5f + c + b);
}
#ifdef __cplusplus

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