using System; using Microsoft.Xna.Framework; namespace MonoGame.Extended.Tweening { public delegate float EasingFunction(float value); public static class EasingFunctions { public static float Linear(float value) => value; public static float CubicEaseIn(float value) => Power.EaseIn(value, 2); public static float CubicEaseOut(float value) => Power.EaseOut(value, 2); public static float CubicEaseInOut(float value) => Power.EaseInOut(value, 2); public static float QuadraticEaseIn(float value) => Power.EaseIn(value, 3); public static float QuadraticEaseOut(float value) => Power.EaseOut(value, 3); public static float QuadraticEaseInOut(float value) => Power.EaseInOut(value, 3); public static float QuarticEaseIn(float value) => Power.EaseIn(value, 4); public static float QuarticEaseOut(float value) => Power.EaseOut(value, 4); public static float QuarticEaseInOut(float value) => Power.EaseInOut(value, 4); public static float QuinticEaseIn(float value) => Power.EaseIn(value, 5); public static float QuinticEaseOut(float value) => Power.EaseOut(value, 5); public static float QuinticEaseInOut(float value) => Power.EaseInOut(value, 5); public static float SineEaseIn(float value) => (float) Math.Sin(value*MathHelper.PiOver2 - MathHelper.PiOver2) + 1; public static float SineEaseOut(float value) => (float) Math.Sin(value*MathHelper.PiOver2); public static float SineEaseInOut(float value) => (float) (Math.Sin(value*MathHelper.Pi - MathHelper.PiOver2) + 1)/2; public static float ExponentialIn(float value) => (float) Math.Pow(2, 10*(value - 1)); public static float ExponentialOut(float value) => Out(value, ExponentialIn); public static float ExponentialInOut(float value) => InOut(value, ExponentialIn); public static float ElasticIn(float value) { const int oscillations = 1; const float springiness = 3f; var e = (Math.Exp(springiness*value) - 1)/(Math.Exp(springiness) - 1); return (float) (e*Math.Sin((MathHelper.PiOver2 + MathHelper.TwoPi*oscillations)*value)); } public static float ElasticOut(float value) => Out(value, ElasticIn); public static float ElasticInOut(float value) => InOut(value, ElasticIn); public static float BackIn(float value) { const float amplitude = 1f; return (float) (Math.Pow(value, 3) - value*amplitude*Math.Sin(value*MathHelper.Pi)); } public static float BackOut(float value) => Out(value, BackIn); public static float BackInOut(float value) => InOut(value, BackIn); public static float BounceOut(float value) => Out(value, BounceIn); public static float BounceInOut(float value) => InOut(value, BounceIn); public static float BounceIn(float value) { const float bounceConst1 = 2.75f; var bounceConst2 = (float) Math.Pow(bounceConst1, 2); value = 1 - value; //flip x-axis if (value < 1/bounceConst1) // big bounce return 1f - bounceConst2*value*value; if (value < 2/bounceConst1) return 1 - (float) (bounceConst2*Math.Pow(value - 1.5f/bounceConst1, 2) + .75); if (value < 2.5/bounceConst1) return 1 - (float) (bounceConst2*Math.Pow(value - 2.25f/bounceConst1, 2) + .9375); //small bounce return 1f - (float) (bounceConst2*Math.Pow(value - 2.625f/bounceConst1, 2) + .984375); } private static float Out(float value, EasingFunction function) { return 1 - function(1 - value); } private static float InOut(float value, EasingFunction function) { if (value < 0.5f) return 0.5f*function(value*2); return 1f - 0.5f*function(2 - value*2); } private static class Power { public static float EaseIn(double value, int power) { return (float) Math.Pow(value, power); } public static float EaseOut(double value, int power) { var sign = power%2 == 0 ? -1 : 1; return (float) (sign*(Math.Pow(value - 1, power) + sign)); } public static float EaseInOut(double s, int power) { s *= 2; if (s < 1) return EaseIn(s, power)/2; var sign = power%2 == 0 ? -1 : 1; return (float) (sign/2.0*(Math.Pow(s - 2, power) + sign*2)); } } } }