8 Commits

17 changed files with 93 additions and 52 deletions

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@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
namespace Syntriax.Engine.Core;
@@ -50,17 +49,13 @@ public class BehaviourController : BaseEntity, IBehaviourController
public IReadOnlyList<T> GetBehaviours<T>()
{
List<T>? behaviours = null;
List<T> behaviours = [];
foreach (IBehaviour behaviourItem in this.behaviours)
{
if (behaviourItem is not T behaviour)
continue;
if (behaviourItem is T behaviour)
behaviours.Add(behaviour);
behaviours ??= [];
behaviours.Add(behaviour);
}
return behaviours ?? Enumerable.Empty<T>().ToList();
return behaviours;
}
public void GetBehaviours<T>(IList<T> results)

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@@ -6,29 +6,29 @@ namespace Syntriax.Engine.Core;
public static class Math
{
/// <summary>
/// The value of Pi (π), a mathematical constant approximately equal to 3.14159.
/// The value of Pi (π).
/// </summary>
public const float PI = 3.1415926535897932f;
public const float Pi = 3.1415926535897932f;
/// <summary>
/// The value of Tau (τ), a mathematical constant equal to 2π, approximately equal to 6.28319.
/// The value of Tau (τ), mathematical constant equal to 2π.
/// </summary>
public const float Tau = 2f * PI;
public const float Tau = 2f * Pi;
/// <summary>
/// The base of the natural logarithm, approximately equal to 2.71828.
/// The base of the natural logarithm.
/// </summary>
public const float E = 2.718281828459045f;
/// <summary>
/// The conversion factor from radians to degrees.
/// </summary>
public const float RadianToDegree = 180f / PI;
public const float RadianToDegree = 180f / Pi;
/// <summary>
/// The conversion factor from degrees to radians.
/// </summary>
public const float DegreeToRadian = PI / 180f;
public const float DegreeToRadian = Pi / 180f;
/// <summary>
/// Gets one minus of given <see cref="T"/>.

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@@ -38,6 +38,9 @@ public readonly struct AABB(Vector2D lowerBoundary, Vector2D upperBoundary)
/// </summary>
public readonly Vector2D SizeHalf => Size * .5f;
public static bool operator ==(AABB left, AABB right) => left.UpperBoundary == right.UpperBoundary && left.LowerBoundary == right.LowerBoundary;
public static bool operator !=(AABB left, AABB right) => left.UpperBoundary != right.UpperBoundary || left.LowerBoundary != right.LowerBoundary;
/// <summary>
/// Creates an <see cref="AABB"/> from a collection of <see cref="Vector2D"/>s.
/// </summary>
@@ -78,7 +81,7 @@ public readonly struct AABB(Vector2D lowerBoundary, Vector2D upperBoundary)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="AABB"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="AABB"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is AABB aabb && LowerBoundary.Equals(aabb.LowerBoundary) && UpperBoundary.Equals(aabb.UpperBoundary);
public override bool Equals(object? obj) => obj is AABB aabb && this == aabb;
/// <summary>
/// Generates a hash code for the <see cref="AABB"/>.

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@@ -38,6 +38,9 @@ public readonly struct Circle(Vector2D center, float radius)
/// </summary>
public static readonly Circle UnitCircle = new(Vector2D.Zero, 1f);
public static bool operator ==(Circle left, Circle right) => left.Center == right.Center && left.Radius == right.Radius;
public static bool operator !=(Circle left, Circle right) => left.Center != right.Center || left.Radius != right.Radius;
/// <summary>
/// Sets the center of the <see cref="Circle"/>.
/// </summary>
@@ -83,7 +86,7 @@ public readonly struct Circle(Vector2D center, float radius)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="Circle"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Circle"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is Circle circle && Center.Equals(circle.Center) && Radius.Equals(circle.Radius);
public override bool Equals(object? obj) => obj is Circle circle && this == circle;
/// <summary>
/// Generates a hash code for the <see cref="Circle"/>.

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@@ -34,8 +34,8 @@ public readonly struct ColorHSV(float hue, float saturation, float value)
public static ColorHSV operator *(ColorHSV color, float value) => new((color.Hue * value).Clamp(0f, 1f), (color.Saturation * value).Clamp(0f, 1f), (color.Value * value).Clamp(0f, 1f));
public static ColorHSV operator *(float value, ColorHSV color) => new((color.Hue * value).Clamp(0f, 1f), (color.Saturation * value).Clamp(0f, 1f), (color.Value * value).Clamp(0f, 1f));
public static ColorHSV operator /(ColorHSV color, float value) => new((color.Hue / value).Clamp(0f, 1f), (color.Saturation / value).Clamp(0f, 1f), (color.Value / value).Clamp(0f, 1f));
public static bool operator ==(ColorHSV left, ColorHSV right) => left.Hue.ApproximatelyEquals(right.Hue) && left.Saturation.ApproximatelyEquals(right.Saturation) && left.Value.ApproximatelyEquals(right.Value);
public static bool operator !=(ColorHSV left, ColorHSV right) => !left.Hue.ApproximatelyEquals(right.Hue) || !left.Saturation.ApproximatelyEquals(right.Saturation) || !left.Value.ApproximatelyEquals(right.Value);
public static bool operator ==(ColorHSV left, ColorHSV right) => left.Hue == right.Hue && left.Saturation == right.Saturation && left.Value == right.Value;
public static bool operator !=(ColorHSV left, ColorHSV right) => left.Hue != right.Hue || left.Saturation != right.Saturation || left.Value != right.Value;
public static implicit operator ColorHSV(ColorRGBA rgba) => (ColorRGB)rgba;
public static implicit operator ColorHSV(ColorRGB rgb)
@@ -142,7 +142,7 @@ public readonly struct ColorHSV(float hue, float saturation, float value)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="ColorHSV"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="ColorHSV"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is ColorHSV colorHSV && Hue.Equals(colorHSV.Hue) && Saturation.Equals(colorHSV.Saturation) && Value.Equals(colorHSV.Value);
public override bool Equals(object? obj) => obj is ColorHSV colorHSV && this == colorHSV;
/// <summary>
/// Generates a hash code for the <see cref="ColorHSV"/>.

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@@ -124,7 +124,7 @@ public readonly struct ColorRGB(byte r, byte g, byte b)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="ColorRGB"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="ColorRGB"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is ColorRGB colorRGB && R.Equals(colorRGB.R) && G.Equals(colorRGB.G) && B.Equals(colorRGB.B);
public override bool Equals(object? obj) => obj is ColorRGB colorRGB && this == colorRGB;
/// <summary>
/// Generates a hash code for the <see cref="ColorRGB"/>.

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@@ -107,7 +107,7 @@ public readonly struct ColorRGBA(byte r, byte g, byte b, byte a = 255)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="ColorRGBA"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="ColorRGBA"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is ColorRGBA colorRGBA && R.Equals(colorRGBA.R) && G.Equals(colorRGBA.G) && B.Equals(colorRGBA.B) && A.Equals(colorRGBA.A);
public override bool Equals(object? obj) => obj is ColorRGBA colorRGBA && this == colorRGBA;
/// <summary>
/// Generates a hash code for the <see cref="ColorRGBA"/>.

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@@ -43,6 +43,9 @@ public readonly struct Line2D(Vector2D from, Vector2D to)
/// </summary>
public readonly float LengthSquared => From.FromTo(To).LengthSquared();
public static bool operator ==(Line2D left, Line2D right) => left.From == right.From && left.To == right.To;
public static bool operator !=(Line2D left, Line2D right) => left.From != right.From || left.To != right.To;
/// <summary>
/// The equation of the <see cref="Line2D"/> defined by this <see cref="Line2D"/> segment.
/// </summary>
@@ -192,7 +195,7 @@ public readonly struct Line2D(Vector2D from, Vector2D to)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="Line2D"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Line2D"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is Line2D line2D && From.Equals(line2D.From) && To.Equals(line2D.To);
public override bool Equals(object? obj) => obj is Line2D line2D && this == line2D;
/// <summary>
/// Generates a hash code for the <see cref="Line2D"/>.

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@@ -1,41 +1,44 @@
namespace Syntriax.Engine.Core;
/// <summary>
/// Represents a line equation in the form y = mx + b.
/// Represents a <see cref="Line2DEquation"/> in the form y = mx + b.
/// </summary>
/// <param name="slope">The slope of the line.</param>
/// <param name="offsetY">The y-intercept of the line.</param>
/// <param name="offsetY">The Y intercept of the line.</param>
/// <remarks>
/// Initializes a new instance of the <see cref="Line2DEquation"/> struct with the specified slope and y-intercept.
/// Initializes a new instance of the <see cref="Line2DEquation"/> struct with the specified slope and Y intercept.
/// </remarks>
[System.Diagnostics.DebuggerDisplay("y = {Slope}x + {OffsetY}")]
public readonly struct Line2DEquation(float slope, float offsetY)
{
/// <summary>
/// The slope of the line equation.
/// The slope of the <see cref="Line2DEquation"/>.
/// </summary>
public readonly float Slope = slope;
/// <summary>
/// The y-intercept of the line equation.
/// The Y intercept of the <see cref="Line2DEquation"/>.
/// </summary>
public readonly float OffsetY = offsetY;
public static bool operator ==(Line2DEquation left, Line2DEquation right) => left.Slope == right.Slope && left.OffsetY == right.OffsetY;
public static bool operator !=(Line2DEquation left, Line2DEquation right) => left.Slope != right.Slope || left.OffsetY != right.OffsetY;
/// <summary>
/// Resolves the y-coordinate for a given x-coordinate using the line equation.
/// Resolves the Y coordinate for a given X coordinate using the <see cref="Line2DEquation"/>.
/// </summary>
/// <param name="lineEquation">The line equation to resolve.</param>
/// <param name="x">The x-coordinate for which to resolve the y-coordinate.</param>
/// <returns>The y-coordinate resolved using the line equation.</returns>
/// <param name="lineEquation">The <see cref="Line2DEquation"/> to resolve.</param>
/// <param name="x">The X coordinate for which to resolve the Y coordinate.</param>
/// <returns>The Y coordinate resolved using the <see cref="Line2DEquation"/>.</returns>
public static float Resolve(Line2DEquation lineEquation, float x) => lineEquation.Slope * x + lineEquation.OffsetY; // y = mx + b
/// <summary>
/// Checks if two line equations are approximately equal.
/// Checks if two <see cref="Line2DEquation"/> are approximately equal.
/// </summary>
/// <param name="left">The first line equation to compare.</param>
/// <param name="right">The second line equation to compare.</param>
/// <param name="left">The first <see cref="Line2DEquation"/> to compare.</param>
/// <param name="right">The second <see cref="Line2DEquation"/> to compare.</param>
/// <param name="epsilon">The epsilon range.</param>
/// <returns>True if the line equations are approximately equal; otherwise, false.</returns>
/// <returns>True if the <see cref="Line2DEquation"/> are approximately equal; otherwise, false.</returns>
public static bool ApproximatelyEquals(Line2DEquation left, Line2DEquation right, float epsilon = float.Epsilon)
=> left.Slope.ApproximatelyEquals(right.Slope, epsilon) && left.OffsetY.ApproximatelyEquals(right.OffsetY, epsilon);
@@ -44,7 +47,7 @@ public readonly struct Line2DEquation(float slope, float offsetY)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="Line2DEquation"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Line2DEquation"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is Line2DEquation lineEquation && Slope.Equals(lineEquation.Slope) && OffsetY.Equals(lineEquation.OffsetY);
public override bool Equals(object? obj) => obj is Line2DEquation lineEquation && this == lineEquation;
/// <summary>
/// Generates a hash code for the <see cref="Line2DEquation"/>.
@@ -60,7 +63,7 @@ public readonly struct Line2DEquation(float slope, float offsetY)
}
/// <summary>
/// Provides extension methods for the LineEquation struct.
/// Provides extension methods for the <see cref="Line2DEquation"/> struct.
/// </summary>
public static class Line2DEquationExtensions
{

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@@ -21,6 +21,9 @@ public readonly struct Projection1D(float min, float max)
/// </summary>
public readonly float Max = max;
public static bool operator ==(Projection1D left, Projection1D right) => left.Min == right.Min && left.Max == right.Max;
public static bool operator !=(Projection1D left, Projection1D right) => left.Min != right.Min || left.Max != right.Max;
/// <summary>
/// Checks if two projections overlap.
/// </summary>
@@ -71,12 +74,22 @@ public readonly struct Projection1D(float min, float max)
return false;
}
/// <summary>
/// Checks if two <see cref="Projection1D"/>s are approximately equal within a specified epsilon range.
/// </summary>
/// <param name="left">The first <see cref="Projection1D"/>.</param>
/// <param name="right">The second <see cref="Projection1D"/>.</param>
/// <param name="epsilon">The epsilon range.</param>
/// <returns><see cref="true"/> if the <see cref="Projection1D"/>s are approximately equal; otherwise, <see cref="false"/>.</returns>
public static bool ApproximatelyEquals(Projection1D left, Projection1D right, float epsilon = float.Epsilon)
=> left.Min.ApproximatelyEquals(right.Min, epsilon) && left.Max.ApproximatelyEquals(right.Max, epsilon);
/// <summary>
/// Determines whether the specified object is equal to the current <see cref="Projection1D"/>.
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="Projection1D"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Projection1D"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is Projection1D projection1D && Min.Equals(projection1D.Min) && Max.Equals(projection1D.Max);
public override bool Equals(object? obj) => obj is Projection1D projection1D && this == projection1D;
/// <summary>
/// Generates a hash code for the <see cref="Projection1D"/>.
@@ -101,4 +114,7 @@ public static class Projection1DExtensions
/// <inheritdoc cref="Projection1D.Overlaps(Projection1D, Projection1D, out float)" />
public static bool Overlaps(this Projection1D left, Projection1D right, out float depth) => Projection1D.Overlaps(left, right, out depth);
/// <inheritdoc cref="Projection1D.ApproximatelyEquals(Projection1D, Projection1D, float)" />
public static bool ApproximatelyEquals(this Projection1D left, Projection1D right, float epsilon = float.Epsilon) => Projection1D.ApproximatelyEquals(left, right, epsilon);
}

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@@ -287,7 +287,7 @@ public readonly struct Quaternion(float x, float y, float z, float w)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="Quaternion"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Quaternion"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is Quaternion quaternion && X.Equals(quaternion.X) && Y.Equals(quaternion.Y) && Z.Equals(quaternion.Z) && W.Equals(quaternion.W);
public override bool Equals(object? obj) => obj is Quaternion quaternion && this == quaternion;
/// <summary>
/// Generates a hash code for the <see cref="Quaternion"/>.

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@@ -22,6 +22,8 @@ public readonly struct Ray2D(Vector2D Origin, Vector2D Direction)
/// </summary>
public readonly Ray2D Reversed => new(Origin, -Direction);
public static bool operator ==(Ray2D left, Ray2D right) => left.Origin == right.Origin && left.Direction == right.Direction;
public static bool operator !=(Ray2D left, Ray2D right) => left.Origin != right.Origin || left.Direction != right.Direction;
public static implicit operator Ray2D(Line2D line) => new(line.From, line.From.FromTo(line.To).Normalized);
/// <summary>
@@ -54,12 +56,22 @@ public readonly struct Ray2D(Vector2D Origin, Vector2D Direction)
return ray.Origin + ray.Direction * dot;
}
/// <summary>
/// Checks if two <see cref="Ray2D"/>s are approximately equal within a specified epsilon range.
/// </summary>
/// <param name="left">The first <see cref="Ray2D"/>.</param>
/// <param name="right">The second <see cref="Ray2D"/>.</param>
/// <param name="epsilon">The epsilon range.</param>
/// <returns><see cref="true"/> if the <see cref="Ray2D"/>s are approximately equal; otherwise, <see cref="false"/>.</returns>
public static bool ApproximatelyEquals(Ray2D left, Ray2D right, float epsilon = float.Epsilon)
=> left.Origin.ApproximatelyEquals(right.Origin, epsilon) && left.Direction.ApproximatelyEquals(right.Direction, epsilon);
/// <summary>
/// Determines whether the specified object is equal to the current <see cref="Ray2D"/>.
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="Ray2D"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Ray2D"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is Ray2D ray2D && Origin.Equals(ray2D.Origin) && Direction.Equals(ray2D.Direction);
public override bool Equals(object? obj) => obj is Ray2D ray2D && this == ray2D;
/// <summary>
/// Generates a hash code for the <see cref="Ray2D"/>.
@@ -87,4 +99,7 @@ public static class Ray2DExtensions
/// <inheritdoc cref="Ray2D.ClosestPointTo(Ray2D, Vector2D) />
public static Vector2D ClosestPointTo(this Ray2D ray, Vector2D point) => Ray2D.ClosestPointTo(ray, point);
/// <inheritdoc cref="Ray2D.ApproximatelyEquals(Ray2D, Ray2D, float)" />
public static bool ApproximatelyEquals(this Ray2D left, Ray2D right, float epsilon = float.Epsilon) => Ray2D.ApproximatelyEquals(left, right, epsilon);
}

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@@ -7,6 +7,9 @@ public readonly struct Triangle(Vector2D A, Vector2D B, Vector2D C)
public readonly Vector2D B { get; init; } = B;
public readonly Vector2D C { get; init; } = C;
public static bool operator ==(Triangle left, Triangle right) => left.A == right.A && left.B == right.B && left.C == right.C;
public static bool operator !=(Triangle left, Triangle right) => left.A != right.A || left.B != right.B || left.C != right.C;
public readonly float Area
=> .5f * Math.Abs(
A.X * (B.Y - C.Y) +
@@ -50,7 +53,7 @@ public readonly struct Triangle(Vector2D A, Vector2D B, Vector2D C)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="Triangle"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Triangle"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is Triangle triangle && A.Equals(triangle.A) && B.Equals(triangle.B) && C.Equals(triangle.C);
public override bool Equals(object? obj) => obj is Triangle triangle && this == triangle;
/// <summary>
/// Generates a hash code for the <see cref="Triangle"/>.

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@@ -307,7 +307,7 @@ public readonly struct Vector2D(float x, float y)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="Vector2D"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Vector2D"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is Vector2D vector2D && X.Equals(vector2D.X) && Y.Equals(vector2D.Y);
public override bool Equals(object? obj) => obj is Vector2D vector2D && this == vector2D;
/// <summary>
/// Generates a hash code for the <see cref="Vector2D"/>.

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@@ -276,7 +276,7 @@ public readonly struct Vector3D(float x, float y, float z)
/// </summary>
/// <param name="obj">The object to compare with the current <see cref="Vector3D"/>.</param>
/// <returns><see cref="true"/> if the specified object is equal to the current <see cref="Vector3D"/>; otherwise, <see cref="false"/>.</returns>
public override bool Equals(object? obj) => obj is Vector3D vector3D && X.Equals(vector3D.X) && Y.Equals(vector3D.Y) && Z.Equals(vector3D.Z);
public override bool Equals(object? obj) => obj is Vector3D vector3D && this == vector3D;
/// <summary>
/// Generates a hash code for the <see cref="Vector3D"/>.

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@@ -4,7 +4,7 @@ namespace Syntriax.Engine.Core;
public class UpdateManager : Behaviour
{
// We use Ascending order because draw calls are running from last to first
// We use Ascending order because we are using reverse for loop to call them
private static Comparer<IBehaviour> SortByAscendingPriority() => Comparer<IBehaviour>.Create((x, y) => x.Priority.CompareTo(y.Priority));
private readonly ActiveBehaviourCollectorSorted<IFirstFrameUpdate> firstFrameUpdates = new() { SortBy = SortByAscendingPriority() };

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@@ -9,8 +9,8 @@ internal static class EaseConstants
internal const float c1 = 1.70158f;
internal const float c2 = c1 * 1.525f;
internal const float c3 = c1 + 1f;
internal const float c4 = 2f * Math.PI / 3f;
internal const float c5 = 2f * Math.PI / 4.5f;
internal const float c4 = 2f * Math.Pi / 3f;
internal const float c5 = 2f * Math.Pi / 4.5f;
}
public abstract class EasingBase<T> where T : IEasing, new() { public static readonly T Instance = new(); }
@@ -33,9 +33,9 @@ public class EaseInQuint : EasingBase<EaseInQuint>, IEasing { public float Evalu
public class EaseOutQuint : EasingBase<EaseOutQuint>, IEasing { public float Evaluate(float x) => 1f - Math.Pow(1f - x, 5f); }
public class EaseInOutQuint : EasingBase<EaseInOutQuint>, IEasing { public float Evaluate(float x) => x < .5f ? 16f * x * x * x * x * x : 1f - Math.Pow(-2f * x + 2f, 5f) * .5f; }
public class EaseInSine : EasingBase<EaseInSine>, IEasing { public float Evaluate(float x) => 1f - Math.Cos(x * Math.PI * .5f); }
public class EaseOutSine : EasingBase<EaseOutSine>, IEasing { public float Evaluate(float x) => Math.Sin(x * Math.PI * .5f); }
public class EaseInOutSine : EasingBase<EaseInOutSine>, IEasing { public float Evaluate(float x) => -(Math.Cos(Math.PI * x) - 1f) * .5f; }
public class EaseInSine : EasingBase<EaseInSine>, IEasing { public float Evaluate(float x) => 1f - Math.Cos(x * Math.Pi * .5f); }
public class EaseOutSine : EasingBase<EaseOutSine>, IEasing { public float Evaluate(float x) => Math.Sin(x * Math.Pi * .5f); }
public class EaseInOutSine : EasingBase<EaseInOutSine>, IEasing { public float Evaluate(float x) => -(Math.Cos(Math.Pi * x) - 1f) * .5f; }
public class EaseInExpo : EasingBase<EaseInExpo>, IEasing { public float Evaluate(float x) => x == 0f ? 0f : Math.Pow(2f, 10f * x - 10f); }
public class EaseOutExpo : EasingBase<EaseOutExpo>, IEasing { public float Evaluate(float x) => x == 1f ? 1f : 1f - Math.Pow(2f, -10f * x); }