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Review easings PR

pull/853/head
Ray há 5 anos
ascendente
cometimento
241c4c8d14
3 ficheiros alterados com 108 adições e 235 eliminações
  1. +8
    -8
      examples/others/easings.h
  2. +92
    -219
      examples/others/easings_testbed.c
  3. +8
    -8
      src/easings.h

+ 8
- 8
examples/others/easings.h Ver ficheiro

@ -90,7 +90,7 @@
#define EASEDEF extern
#endif
#include <tgmath.h> // Required for: sin(), cos(), sqrt(), pow()
#include <math.h> // Required for: sinf(), cosf(), sqrt(), pow()
#ifndef PI
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
@ -107,9 +107,9 @@ 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/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); }
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); }
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); }
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(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); }
@ -221,7 +221,7 @@ EASEDEF float EaseElasticIn(float t, float b, float c, float d)
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);
return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
}
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
@ -233,7 +233,7 @@ EASEDEF float EaseElasticOut(float t, float b, float c, float d)
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);
return (a*pow(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
}
EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
@ -248,12 +248,12 @@ EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
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;
return -0.5f*(postFix*sinf((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);
return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
}
#ifdef __cplusplus

+ 92
- 219
examples/others/easings_testbed.c Ver ficheiro

@ -1,57 +1,30 @@
/*******************************************************************************************
*
* raylib [easings] example
* raylib [easings] example - Easings Testbed
*
* 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
* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <raylib.h>
#include "easings.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
#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
// Easing types
enum EasingTypes {
EASE_LINEAR_NONE,
EASE_LINEAR_NONE = 0,
EASE_LINEAR_IN,
EASE_LINEAR_OUT,
EASE_LINEAR_IN_OUT,
@ -92,122 +65,35 @@ 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,
},
[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 },
};
@ -215,17 +101,22 @@ 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)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
Vector2 ballPosition = { 100.0f, 200.0f };
float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
float d = 300.0f; // 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
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
t">int easingX = EASING_NONE; // Easing selected for x axis
t">int easingY = EASING_NONE; // Easing selected for y axis
InitWindow(SCR_WIDTH, SCR_HEIGHT, "raylib [easings] example");
SetTargetFPS(TARGET_FPS);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
@ -233,77 +124,63 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_TOGGLE_UNBOUNDED_T))
boundedT = 1 - boundedT;
if (IsKeyPressed(KEY_T)) boundedT = !boundedT;
// Choose easing for the X axis
if (IsKeyPressed(KEY_NEXT_EASE_X))
if (IsKeyPressed(KEY_RIGHT))
{
o">++easingX;
n">easingX++;
if (easingX > EASING_NONE)
easingX = 0;
if (easingX > EASING_NONE) easingX = 0;
}
else if (IsKeyPressed(KEY_PREV_EASE_X))
else if (IsKeyPressed(KEY_LEFT))
{
if (easingX == 0)
easingX = EASING_NONE;
else
--easingX;
if (easingX == 0) easingX = EASING_NONE;
else easingX--;
}
// Choose easing for the Y axis
if (IsKeyPressed(KEY_NEXT_EASE_Y))
if (IsKeyPressed(KEY_DOWN))
{
o">++easingY;
n">easingY++;
if (easingY > EASING_NONE)
easingY = 0;
if (easingY > EASING_NONE) easingY = 0;
}
else if (IsKeyPressed(KEY_PREV_EASE_Y))
else if (IsKeyPressed(KEY_UP))
{
if (easingY == 0)
easingY = EASING_NONE;
else
--easingY;
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 (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP;
else if (IsKeyPressed(KEY_Q) && 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;
if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE;
else if (IsKeyDown(KEY_A) && 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))
if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) ||
IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_UP) ||
IsKeyPressed(KEY_W) || IsKeyPressed(KEY_Q) ||
IsKeyDown(KEY_S) || IsKeyDown(KEY_A) ||
(IsKeyPressed(KEY_ENTER) && (boundedT == true) && (t >= d)))
{
t = 0.0f;
ballPos.x = n">START_X;
ballPos.y = n">START_Y;
ballPosition.x = mf">100.0f;
ballPosition.y = mf">100.0f;
paused = true;
}
if (IsKeyPressed(KEY_PLAY_PAUSE))
paused = 1 - paused;
if (IsKeyPressed(KEY_ENTER)) paused = !paused;
// Movement computation
if ((paused == false) &&
((boundedT == true && t < d) || boundedT == false))
if (!paused && ((boundedT && t < d) || !boundedT))
{
ballPos.x = Easings[easingX].func(t, n">START_X, END_X - START_X, d);
ballPos.y = Easings[easingY].func(t, n">START_Y, END_Y - START_Y, d);
t += n">T_ADVANCE;
ballPosition.x = Easings[easingX].func(t, mf">100.0f, 700.0f - 100.0f, d);
ballPosition.y = Easings[easingY].func(t, mf">100.0f, 400.0f - 100.0f, d);
t += mf">1.0f;
}
//----------------------------------------------------------------------------------
@ -311,25 +188,21 @@ int main(void)
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BG_COLOR);
ClearBackground(RAYWHITE);
// 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);
DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 0, FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
// 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);
DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, GetScreenHeight() - FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
DrawText("Use D and W or A and S keys to change duration", 0, GetScreenHeight() - FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, GetScreenHeight() - FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, GetScreenHeight() - FONT_SIZE*5, FONT_SIZE, LIGHTGRAY);
// Draw ball
DrawCircleV(ballPos, BALL_RADIUS, BALL_COLOR);
DrawCircleV(ballPosition, 16.0f, MAROON);
EndDrawing();
//----------------------------------------------------------------------------------

+ 8
- 8
src/easings.h Ver ficheiro

@ -90,7 +90,7 @@
#define EASEDEF extern
#endif
#include <tgmath.h> // Required for: sin(), cos(), sqrt(), pow()
#include <math.h> // Required for: sinf(), cosf(), sqrt(), pow()
#ifndef PI
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
@ -107,9 +107,9 @@ 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/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); }
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); }
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); }
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(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); }
@ -221,7 +221,7 @@ EASEDEF float EaseElasticIn(float t, float b, float c, float d)
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);
return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
}
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
@ -233,7 +233,7 @@ EASEDEF float EaseElasticOut(float t, float b, float c, float d)
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);
return (a*pow(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
}
EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
@ -248,12 +248,12 @@ EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
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;
return -0.5f*(postFix*sinf((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);
return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
}
#ifdef __cplusplus

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