// Reference: https://easings.net using Syntriax.Engine.Core; namespace Syntriax.Engine.Systems.Tween; 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; } public abstract class EasingBase where T : IEasing, new() { public static readonly T Instance = new(); } public class EaseLinear : EasingBase, IEasing { public float Evaluate(float x) => x; } public class EaseInQuad : EasingBase, IEasing { public float Evaluate(float x) => x * x; } public class EaseOutQuad : EasingBase, IEasing { public float Evaluate(float x) => 1f - (1f - x) * (1f - x); } public class EaseInOutQuad : EasingBase, IEasing { public float Evaluate(float x) => x < .5f ? 2f * x * x : 1f - Math.Pow(-2f * x + 2f, 2f) * .5f; } public class EaseInCubic : EasingBase, IEasing { public float Evaluate(float x) => x * x * x; } public class EaseOutCubic : EasingBase, IEasing { public float Evaluate(float x) => 1f - Math.Pow(1f - x, 3f); } public class EaseInOutCubic : EasingBase, IEasing { public float Evaluate(float x) => x < .5f ? 4f * x * x * x : 1f - Math.Pow(-2f * x + 2f, 3f) * .5f; } public class EaseInQuart : EasingBase, IEasing { public float Evaluate(float x) => x * x * x * x; } public class EaseOutQuart : EasingBase, IEasing { public float Evaluate(float x) => 1f - Math.Pow(1f - x, 4f); } public class EaseInOutQuart : EasingBase, IEasing { public float Evaluate(float x) => x < .5f ? 8f * x * x * x * x : 1f - Math.Pow(-2f * x + 2f, 4f) * .5f; } public class EaseInQuint : EasingBase, IEasing { public float Evaluate(float x) => x * x * x * x * x; } public class EaseOutQuint : EasingBase, IEasing { public float Evaluate(float x) => 1f - Math.Pow(1f - x, 5f); } public class EaseInOutQuint : EasingBase, 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, IEasing { public float Evaluate(float x) => 1f - Math.Cos(x * Math.PI * .5f); } public class EaseOutSine : EasingBase, IEasing { public float Evaluate(float x) => Math.Sin(x * Math.PI * .5f); } public class EaseInOutSine : EasingBase, IEasing { public float Evaluate(float x) => -(Math.Cos(Math.PI * x) - 1f) * .5f; } public class EaseInExpo : EasingBase, IEasing { public float Evaluate(float x) => x == 0f ? 0f : Math.Pow(2f, 10f * x - 10f); } public class EaseOutExpo : EasingBase, IEasing { public float Evaluate(float x) => x == 1f ? 1f : 1f - Math.Pow(2f, -10f * x); } public class EaseInOutExpo : EasingBase, IEasing { public float Evaluate(float x) => x == 0f ? 0f : x == 1f ? 1f : x < .5f ? Math.Pow(2f, 20f * x - 10f) * .5f : (2f - Math.Pow(2f, -20f * x + 10f)) * .5f; } public class EaseInCirc : EasingBase, IEasing { public float Evaluate(float x) => 1f - Math.Sqrt(1f - Math.Pow(x, 2f)); } public class EaseOutCirc : EasingBase, IEasing { public float Evaluate(float x) => Math.Sqrt(1f - Math.Pow(x - 1f, 2f)); } public class EaseInOutCirc : EasingBase, IEasing { public float Evaluate(float x) => x < .5f ? (1f - Math.Sqrt(1f - Math.Pow(2f * x, 2f))) * .5f : (Math.Sqrt(1f - Math.Pow(-2f * x + 2f, 2f)) + 1f) * .5f; } public class EaseInBack : EasingBase, IEasing { public float Evaluate(float x) => EaseConstants.c3 * x * x * x - EaseConstants.c1 * x * x; } public class EaseOutBack : EasingBase, IEasing { public float Evaluate(float x) => 1f + EaseConstants.c3 * Math.Pow(x - 1f, 3f) + EaseConstants.c1 * Math.Pow(x - 1f, 2f); } public class EaseInOutBack : EasingBase, IEasing { public float Evaluate(float x) => x < .5f ? Math.Pow(2f * x, 2f) * ((EaseConstants.c2 + 1f) * 2f * x - EaseConstants.c2) * .5f : (Math.Pow(2f * x - 2f, 2f) * ((EaseConstants.c2 + 1f) * (x * 2f - 2f) + EaseConstants.c2) + 2f) * .5f; } public class EaseInElastic : EasingBase, IEasing { public float Evaluate(float x) => x == 0 ? 0 : x == 1f ? 1f : -Math.Pow(2f, 10f * x - 10f) * Math.Sin((x * 10f - 10.75f) * EaseConstants.c4); } public class EaseOutElastic : EasingBase, IEasing { public float Evaluate(float x) => x == 0 ? 0 : x == 1f ? 1f : Math.Pow(2f, -10f * x) * Math.Sin((x * 10f - .75f) * EaseConstants.c4) + 1f; } public class EaseInOutElastic : EasingBase, IEasing { public float Evaluate(float x) => x == 0 ? 0 : x == 1f ? 1f : x < .5f ? -(Math.Pow(2f, 20f * x - 10f) * Math.Sin((20f * x - 11.125f) * EaseConstants.c5)) * .5f : Math.Pow(2f, -20f * x + 10f) * Math.Sin((20f * x - 11.125f) * EaseConstants.c5) * .5f + 1f; } public class EaseInBounce : EasingBase, IEasing { public float Evaluate(float x) => 1f - EaseOutBounce.Instance.Evaluate(1f - x); } public class EaseOutBounce : EasingBase, IEasing { public float Evaluate(float x) { const float n1 = 7.5625f; const float d1 = 2.75f; if (x < 1f / d1) return n1 * x * x; if (x < 2f / d1) return n1 * (x -= 1.5f / d1) * x + .75f; if (x < 2.5f / d1) return n1 * (x -= 2.25f / d1) * x + .9375f; return n1 * (x -= 2.625f / d1) * x + .984375f; } } public class EaseInOutBounce : IEasing { public float Evaluate(float x) => x < .5f ? (1f - EaseOutBounce.Instance.Evaluate(1f - 2f * x)) * .5f : (1f + EaseOutBounce.Instance.Evaluate(2f * x - 1f)) * .5f; }