diff --git a/Engine/source/math/mEase.h b/Engine/source/math/mEase.h index b97e3b9ec..1f16340f0 100644 --- a/Engine/source/math/mEase.h +++ b/Engine/source/math/mEase.h @@ -110,7 +110,8 @@ class EaseF : public Ease // simple linear tweening - no easing // t: current time, b: beginning value, c: change in value, d: duration -inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) { +inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) +{ return c*t/d + b; } @@ -120,21 +121,25 @@ inline F32 mLinearTween(F32 t, F32 b, F32 c, F32 d) { // quadratic easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in value, d: duration // t and d can be in frames or seconds/milliseconds -inline F32 mEaseInQuad(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInQuad(F32 t, F32 b, F32 c, F32 d) +{ t /= d; return c*t*t + b; }; // quadratic easing out - decelerating to zero velocity -inline F32 mEaseOutQuad(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseOutQuad(F32 t, F32 b, F32 c, F32 d) +{ t /= d; return -c * t*(t-2) + b; }; // quadratic easing in/out - acceleration until halfway, then deceleration -inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) +{ t /= d/2; - if (t < 1) return c/2*t*t + b; + if (t < 1) + return c/2*t*t + b; t--; return -c/2 * (t*(t-2) - 1) + b; }; @@ -144,22 +149,26 @@ inline F32 mEaseInOutQuad(F32 t, F32 b, F32 c, F32 d) { // cubic easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in value, d: duration // t and d can be frames or seconds/milliseconds -inline F32 mEaseInCubic(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInCubic(F32 t, F32 b, F32 c, F32 d) +{ t /= d; return c*t*t*t + b; }; // cubic easing out - decelerating to zero velocity -inline F32 mEaseOutCubic(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseOutCubic(F32 t, F32 b, F32 c, F32 d) +{ t /= d; t--; return c*(t*t*t + 1) + b; }; // cubic easing in/out - acceleration until halfway, then deceleration -inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) +{ t /= d/2; - if (t < 1) return c/2*t*t*t + b; + if (t < 1) + return c/2*t*t*t + b; t -= 2; return c/2*(t*t*t + 2) + b; }; @@ -170,22 +179,26 @@ inline F32 mEaseInOutCubic(F32 t, F32 b, F32 c, F32 d) { // quartic easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in value, d: duration // t and d can be frames or seconds/milliseconds -inline F32 mEaseInQuart(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInQuart(F32 t, F32 b, F32 c, F32 d) +{ t /= d; return c*t*t*t*t + b; }; // quartic easing out - decelerating to zero velocity -inline F32 mEaseOutQuart(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseOutQuart(F32 t, F32 b, F32 c, F32 d) +{ t /= d; t--; return -c * (t*t*t*t - 1) + b; }; // quartic easing in/out - acceleration until halfway, then deceleration -inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) +{ t /= d/2; - if (t < 1) return c/2*t*t*t*t + b; + if (t < 1) + return c/2*t*t*t*t + b; t -= 2; return -c/2 * (t*t*t*t - 2) + b; }; @@ -196,22 +209,26 @@ inline F32 mEaseInOutQuart(F32 t, F32 b, F32 c, F32 d) { // quintic easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in value, d: duration // t and d can be frames or seconds/milliseconds -inline F32 mEaseInQuint(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInQuint(F32 t, F32 b, F32 c, F32 d) +{ t /= d; return c*t*t*t*t*t + b; }; // quintic easing out - decelerating to zero velocity -inline F32 mEaseOutQuint(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseOutQuint(F32 t, F32 b, F32 c, F32 d) +{ t /= d; t--; return c*(t*t*t*t*t + 1) + b; }; // quintic easing in/out - acceleration until halfway, then deceleration -inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) +{ t /= d/2; - if (t < 1) return c/2*t*t*t*t*t + b; + if (t < 1) + return c/2*t*t*t*t*t + b; t -= 2; return c/2*(t*t*t*t*t + 2) + b; }; @@ -222,17 +239,20 @@ inline F32 mEaseInOutQuint(F32 t, F32 b, F32 c, F32 d) { // sinusoidal easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in position, d: duration -inline F32 mEaseInSine(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInSine(F32 t, F32 b, F32 c, F32 d) +{ return -c * mCos(t/d * (M_PI_F/2)) + c + b; }; // sinusoidal easing out - decelerating to zero velocity -inline F32 mEaseOutSine(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseOutSine(F32 t, F32 b, F32 c, F32 d) +{ return c * mSin(t/d * (M_PI_F/2)) + b; }; // sinusoidal easing in/out - accelerating until halfway, then decelerating -inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) +{ return -c/2 * (mCos(M_PI_F*t/d) - 1) + b; }; @@ -241,19 +261,23 @@ inline F32 mEaseInOutSine(F32 t, F32 b, F32 c, F32 d) { // exponential easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in position, d: duration -inline F32 mEaseInExpo(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInExpo(F32 t, F32 b, F32 c, F32 d) +{ return c * mPow( 2, 10 * (t/d - 1) ) + b; }; // exponential easing out - decelerating to zero velocity -inline F32 mEaseOutExpo(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseOutExpo(F32 t, F32 b, F32 c, F32 d) +{ return c * ( -mPow( 2, -10 * t/d ) + 1 ) + b; }; // exponential easing in/out - accelerating until halfway, then decelerating -inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) +{ t /= d/2; - if (t < 1) return c/2 * mPow( 2, 10 * (t - 1) ) + b; + if (t < 1) + return c/2 * mPow( 2, 10 * (t - 1) ) + b; t--; return c/2 * ( -mPow( 2, -10 * t) + 2 ) + b; }; @@ -263,18 +287,23 @@ inline F32 mEaseInOutExpo(F32 t, F32 b, F32 c, F32 d) { // circular easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in position, d: duration -inline F32 mEaseInCirc (F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInCirc (F32 t, F32 b, F32 c, F32 d) +{ return -c * (mSqrt(1 - (t/=d)*t) - 1) + b; }; // circular easing out - decelerating to zero velocity -inline F32 mEaseOutCirc (F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseOutCirc (F32 t, F32 b, F32 c, F32 d) +{ return c * mSqrt(1 - (t=t/d-1)*t) + b; }; // circular easing in/out - acceleration until halfway, then deceleration -inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) { - if ((t/=d/2) < 1) return -c/2 * (mSqrt(1 - t*t) - 1) + b; +inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) +{ + if ((t/=d/2) < 1) + return -c/2 * (mSqrt(1 - t*t) - 1) + b; + return c/2 * (mSqrt(1 - (t-=2)*t) + 1) + b; }; @@ -284,29 +313,84 @@ inline F32 mEaseInOutCirc(F32 t, F32 b, F32 c, F32 d) { // t: current time, b: beginning value, c: change in value, d: duration, a: amplitude (optional), p: period (optional) // t and d can be in frames or seconds/milliseconds -inline F32 mEaseInElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) { - if (t==0) return b; if ((t/=d)==1) return b+c; if (p<=0) p=d*.3f; +inline F32 mEaseInElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) +{ + if (t==0) + return b; + + F32 dt = t /= d; + if (dt == 1) + return b+c; + + if (p<=0) + p=d*.3f; + F32 s; - if (a < mFabs(c)) { a=c; s=p/4; } - else s = p/(2*M_PI_F) * mAsin (c/a); - return -(a*mPow(2,10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b; + if (a < mFabs(c)) + { + a=c; + s=p/4; + } + else + s = p/(2*M_PI_F) * mAsin (c/a); + + t -= 1; + return -(a*mPow(2,10*t) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b; }; -inline F32 mEaseOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) { - if (t==0) return b; if ((t/=d)==1) return b+c; if (p<=0) p=d*.3f; +inline F32 mEaseOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) +{ + if (t==0) + return b; + + F32 dt = t /= d; + if (dt == 1) + return b+c; + + if (p<=0) + p=d*.3f; + F32 s; - if (a < mFabs(c)) { a=c; s=p/4; } - else s = p/(2*M_PI_F) * mAsin (c/a); + if (a < mFabs(c)) + { + a=c; + s=p/4; + } + else + s = p/(2*M_PI_F) * mAsin (c/a); + return a*mPow(2,-10*t) * mSin( (t*d-s)*(2*M_PI_F)/p ) + c + b; }; -inline F32 mEaseInOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) { - if (t==0) return b; if ((t/=d/2)==2) return b+c; if (p<=0) p=d*(.3f*1.5f); +inline F32 mEaseInOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) +{ + if (t==0) + return b; + + F32 dt = t /= d / 2; + if (dt == 2) + return b+c; + + if (p<=0) + p=d*(.3f*1.5f); + F32 s; - if (a < mFabs(c)) { a=c; s=p/4; } - else s = p/(2*M_PI_F) * mAsin (c/a); - if (t < 1) return -.5f*(a*mPow(2,10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )) + b; - return a*mPow(2,-10*(t-=1)) * mSin( (t*d-s)*(2*M_PI_F)/p )*.5f + c + b; + if (a < mFabs(c)) + { + a=c; + s=p/4; + } + else + s = p/(2*M_PI_F) * mAsin (c/a); + + if (t < 1) + { + t -= 1; + return -.5f*(a*mPow(2, 10 * t) * mSin((t*d - s)*(2 * M_PI_F) / p)) + b; + } + + t -= 1; + return a*mPow(2,-10*t) * mSin( (t*d-s)*(2*M_PI_F)/p )*.5f + c + b; }; @@ -318,294 +402,86 @@ inline F32 mEaseInOutElastic(F32 t, F32 b, F32 c, F32 d, F32 a, F32 p) { // s controls the amount of overshoot: higher s means greater overshoot // s has a default value of 1.70158, which produces an overshoot of 10 percent // s==0 produces cubic easing with no overshoot -inline F32 mEaseInBack(F32 t, F32 b, F32 c, F32 d, F32 s) { - if (s < 0) s = 1.70158f; - return c*(t/=d)*t*((s+1)*t - s) + b; +inline F32 mEaseInBack(F32 t, F32 b, F32 c, F32 d, F32 s) +{ + if (s < 0) + s = 1.70158f; + + F32 td = t /= d; + return c*td*t*((s + 1)*t - s) + b; }; // back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target -inline F32 mEaseOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) { - if (s < 0) s = 1.70158f; - return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b; +inline F32 mEaseOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) +{ + if (s < 0) + s = 1.70158f; + + F32 td = t / d - 1; + t = td; + return c*(td*t*((s + 1)*t + s) + 1) + b; }; // back easing in/out - backtracking slightly, then reversing direction and moving to target, // then overshooting target, reversing, and finally coming back to target -inline F32 mEaseInOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) { - if (s < 0) s = 1.70158f; - if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525f))+1)*t - s)) + b; - return c/2*((t-=2)*t*(((s*=(1.525f))+1)*t + s) + 2) + b; +inline F32 mEaseInOutBack(F32 t, F32 b, F32 c, F32 d, F32 s) +{ + if (s < 0) + s = 1.70158f; + + F32 td = t /= d / 2; + if (td < 1) + { + s *= 1.525f; + return c / 2 * (t*t*((s + 1)*t - s)) + b; + } + + s *= 1.525f; + t -= 2; + return c/2*(t*t*((s+1)*t + s) + 2) + b; }; /////////// BOUNCE EASING: exponentially decaying parabolic bounce ////////////// // bounce easing out -inline F32 mEaseOutBounce(F32 t, F32 b, F32 c, F32 d) { - if ((t/=d) < (1/2.75f)) { +inline F32 mEaseOutBounce(F32 t, F32 b, F32 c, F32 d) +{ + if ((t/=d) < (1/2.75f)) + { return c*(7.5625f*t*t) + b; - } else if (t < (2/2.75)) { - return c*(7.5625f*(t-=(1.5f/2.75f))*t + .75f) + b; - } else if (t < (2.5/2.75)) { - return c*(7.5625f*(t-=(2.25f/2.75f))*t + .9375f) + b; - } else { - return c*(7.5625f*(t-=(2.625f/2.75f))*t + .984375f) + b; + } + else if (t < (2/2.75)) + { + t -= 1.5f / 2.75f; + return c*(7.5625f*t*t + .75f) + b; + } + else if (t < (2.5/2.75)) + { + t -= 2.25f / 2.75f; + return c*(7.5625f*t*t + .9375f) + b; + } + else + { + t -= 2.625f / 2.75f; + return c*(7.5625f*t*t + .984375f) + b; } }; // bounce easing in // t: current time, b: beginning value, c: change in position, d: duration -inline F32 mEaseInBounce(F32 t, F32 b, F32 c, F32 d) { +inline F32 mEaseInBounce(F32 t, F32 b, F32 c, F32 d) +{ return c - mEaseOutBounce (d-t, 0, c, d) + b; }; // bounce easing in/out -inline F32 mEaseInOutBounce(F32 t, F32 b, F32 c, F32 d) { - if (t < d/2) return mEaseInBounce (t*2, 0, c, d) * .5f + b; +inline F32 mEaseInOutBounce(F32 t, F32 b, F32 c, F32 d) +{ + if (t < d/2) + return mEaseInBounce (t*2, 0, c, d) * .5f + b; + return mEaseOutBounce (t*2-d, 0, c, d) * .5f + c*.5f + b; }; - -#if 0 -// ORIGINAL ACTION SCRIPT CODE: - -// simple linear tweening - no easing -// t: current time, b: beginning value, c: change in value, d: duration -Math.linearTween = function (t, b, c, d) { - return c*t/d + b; -}; - - - ///////////// QUADRATIC EASING: t^2 /////////////////// - -// quadratic easing in - accelerating from zero velocity -// t: current time, b: beginning value, c: change in value, d: duration -// t and d can be in frames or seconds/milliseconds -Math.easeInQuad = function (t, b, c, d) { - return c*(t/=d)*t + b; -}; - -// quadratic easing out - decelerating to zero velocity -Math.easeOutQuad = function (t, b, c, d) { - return -c *(t/=d)*(t-2) + b; -}; - -// quadratic easing in/out - acceleration until halfway, then deceleration -Math.easeInOutQuad = function (t, b, c, d) { - if ((t/=d/2) < 1) return c/2*t*t + b; - return -c/2 * ((--t)*(t-2) - 1) + b; -}; - - - ///////////// CUBIC EASING: t^3 /////////////////////// - -// cubic easing in - accelerating from zero velocity -// t: current time, b: beginning value, c: change in value, d: duration -// t and d can be frames or seconds/milliseconds -Math.easeInCubic = function (t, b, c, d) { - return c*(t/=d)*t*t + b; -}; - -// cubic easing out - decelerating to zero velocity -Math.easeOutCubic = function (t, b, c, d) { - return c*((t=t/d-1)*t*t + 1) + b; -}; - -// cubic easing in/out - acceleration until halfway, then deceleration -Math.easeInOutCubic = function (t, b, c, d) { - if ((t/=d/2) < 1) return c/2*t*t*t + b; - return c/2*((t-=2)*t*t + 2) + b; -}; - - - ///////////// QUARTIC EASING: t^4 ///////////////////// - -// quartic easing in - accelerating from zero velocity -// t: current time, b: beginning value, c: change in value, d: duration -// t and d can be frames or seconds/milliseconds -Math.easeInQuart = function (t, b, c, d) { - return c*(t/=d)*t*t*t + b; -}; - -// quartic easing out - decelerating to zero velocity -Math.easeOutQuart = function (t, b, c, d) { - return -c * ((t=t/d-1)*t*t*t - 1) + b; -}; - -// quartic easing in/out - acceleration until halfway, then deceleration -Math.easeInOutQuart = function (t, b, c, d) { - if ((t/=d/2) < 1) return c/2*t*t*t*t + b; - return -c/2 * ((t-=2)*t*t*t - 2) + b; -}; - - - ///////////// QUINTIC EASING: t^5 //////////////////// - -// quintic easing in - accelerating from zero velocity -// t: current time, b: beginning value, c: change in value, d: duration -// t and d can be frames or seconds/milliseconds -Math.easeInQuint = function (t, b, c, d) { - return c*(t/=d)*t*t*t*t + b; -}; - -// quintic easing out - decelerating to zero velocity -Math.easeOutQuint = function (t, b, c, d) { - return c*((t=t/d-1)*t*t*t*t + 1) + b; -}; - -// quintic easing in/out - acceleration until halfway, then deceleration -Math.easeInOutQuint = function (t, b, c, d) { - if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b; - return c/2*((t-=2)*t*t*t*t + 2) + b; -}; - - - - ///////////// SINUSOIDAL EASING: sin(t) /////////////// - -// sinusoidal easing in - accelerating from zero velocity -// t: current time, b: beginning value, c: change in position, d: duration -Math.easeInSine = function (t, b, c, d) { - return -c * Math.cos(t/d * (Math.PI/2)) + c + b; -}; - -// sinusoidal easing out - decelerating to zero velocity -Math.easeOutSine = function (t, b, c, d) { - return c * Math.sin(t/d * (Math.PI/2)) + b; -}; - -// sinusoidal easing in/out - accelerating until halfway, then decelerating -Math.easeInOutSine = function (t, b, c, d) { - return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b; -}; - - - ///////////// EXPONENTIAL EASING: 2^t ///////////////// - -// exponential easing in - accelerating from zero velocity -// t: current time, b: beginning value, c: change in position, d: duration -Math.easeInExpo = function (t, b, c, d) { - return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b; -}; - -// exponential easing out - decelerating to zero velocity -Math.easeOutExpo = function (t, b, c, d) { - return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b; -}; - -// exponential easing in/out - accelerating until halfway, then decelerating -Math.easeInOutExpo = function (t, b, c, d) { - if (t==0) return b; - if (t==d) return b+c; - if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b; - return c/2 * (-Math.pow(2, -10 * --t) + 2) + b; -}; - - - /////////// CIRCULAR EASING: sqrt(1-t^2) ////////////// - -// circular easing in - accelerating from zero velocity -// t: current time, b: beginning value, c: change in position, d: duration -Math.easeInCirc = function (t, b, c, d) { - return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b; -}; - -// circular easing out - decelerating to zero velocity -Math.easeOutCirc = function (t, b, c, d) { - return c * Math.sqrt(1 - (t=t/d-1)*t) + b; -}; - -// circular easing in/out - acceleration until halfway, then deceleration -Math.easeInOutCirc = function (t, b, c, d) { - if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b; - return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b; -}; - - - /////////// ELASTIC EASING: exponentially decaying sine wave ////////////// - -// t: current time, b: beginning value, c: change in value, d: duration, a: amplitude (optional), p: period (optional) -// t and d can be in frames or seconds/milliseconds - -Math.easeInElastic = function (t, b, c, d, a, p) { - if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3; - if (a < Math.abs(c)) { a=c; var s=p/4; } - else var s = p/(2*Math.PI) * Math.asin (c/a); - return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b; -}; - -Math.easeOutElastic = function (t, b, c, d, a, p) { - if (t==0) return b; if ((t/=d)==1) return b+c; if (!p) p=d*.3; - if (a < Math.abs(c)) { a=c; var s=p/4; } - else var s = p/(2*Math.PI) * Math.asin (c/a); - return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b; -}; - -Math.easeInOutElastic = function (t, b, c, d, a, p) { - if (t==0) return b; if ((t/=d/2)==2) return b+c; if (!p) p=d*(.3*1.5); - if (a < Math.abs(c)) { a=c; var s=p/4; } - else var s = p/(2*Math.PI) * Math.asin (c/a); - if (t < 1) return -.5*(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b; - return a*Math.pow(2,-10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b; -}; - - - /////////// BACK EASING: overshooting cubic easing: (s+1)*t^3 - s*t^2 ////////////// - -// back easing in - backtracking slightly, then reversing direction and moving to target -// t: current time, b: beginning value, c: change in value, d: duration, s: overshoot amount (optional) -// t and d can be in frames or seconds/milliseconds -// s controls the amount of overshoot: higher s means greater overshoot -// s has a default value of 1.70158, which produces an overshoot of 10 percent -// s==0 produces cubic easing with no overshoot -Math.easeInBack = function (t, b, c, d, s) { - if (s == undefined) s = 1.70158; - return c*(t/=d)*t*((s+1)*t - s) + b; -}; - -// back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target -Math.easeOutBack = function (t, b, c, d, s) { - if (s == undefined) s = 1.70158; - return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b; -}; - -// back easing in/out - backtracking slightly, then reversing direction and moving to target, -// then overshooting target, reversing, and finally coming back to target -Math.easeInOutBack = function (t, b, c, d, s) { - if (s == undefined) s = 1.70158; - if ((t/=d/2) < 1) return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b; - return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b; -}; - - - /////////// BOUNCE EASING: exponentially decaying parabolic bounce ////////////// - -// bounce easing in -// t: current time, b: beginning value, c: change in position, d: duration -Math.easeInBounce = function (t, b, c, d) { - return c - Math.easeOutBounce (d-t, 0, c, d) + b; -}; - -// bounce easing out -Math.easeOutBounce = function (t, b, c, d) { - if ((t/=d) < (1/2.75)) { - return c*(7.5625*t*t) + b; - } else if (t < (2/2.75)) { - return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b; - } else if (t < (2.5/2.75)) { - return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b; - } else { - return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b; - } -}; - -// bounce easing in/out -Math.easeInOutBounce = function (t, b, c, d) { - if (t < d/2) return Math.easeInBounce (t*2, 0, c, d) * .5 + b; - return Math.easeOutBounce (t*2-d, 0, c, d) * .5 + c*.5 + b; -}; -#endif - - - #endif // _MEASE_H_