类:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace YEngine
{
public class CurveUtils
{
public static float EaseInOutBounce(float t)
{
if (t < 0.5f)
return 0.5f * EaseInBounce(t * 2.0f);
else
return 0.5f * EaseOutBounce(t * 2.0f - 1.0f) + 0.5f;
}
public static float EaseInBounce(float t)
{
return 1.0f - EaseOutBounce(1.0f - t);
}
public static float EaseOutBounce(float t)
{
const float n1 = 7.5625f;
const float d1 = 2.75f;
if (t < 1.0f / d1)
{
return n1 * t * t;
}
else if (t < 2.0f / d1)
{
return n1 * (t -= 1.5f / d1) * t + 0.75f;
}
else if (t < 2.5f / d1)
{
return n1 * (t -= 2.25f / d1) * t + 0.9375f;
}
else
{
return n1 * (t -= 2.625f / d1) * t + 0.984375f;
}
}
public static float EaseInElastic(float t)
{
const float c4 = (2 * (float)Math.PI) / 3.0f;
if (t == 0)
return 0;
if (t == 1)
return 1;
return -(float)Math.Pow(2, 10 * t - 10) * (float)Math.Sin((t * 10 - 10.75) * c4);
}
public static float EaseOutElastic(float t)
{
const float c4 = (2 * (float)Math.PI) / 3.0f;
if (t == 0)
return 0;
if (t == 1)
return 1;
return (float)Math.Pow(2, -10 * t) * (float)Math.Sin((t * 10 - 0.75) * c4) + 1;
}
public static float EaseInOutElastic(float t)
{
const float c5 = (2 * (float)Math.PI) / 4.5f;
if (t == 0)
return 0;
if (t == 1)
return 1;
if (t < 0.5)
return -(float)(0.5 * Math.Pow(2, 20 * t - 10) * Math.Sin((20 * t - 11.125) * c5));
else
return (float)(0.5 * Math.Pow(2, -20 * t + 10) * Math.Sin((20 * t - 11.125) * c5)) + 1;
}
public static float EaseInBack(float t)
{
const float c1 = 1.70158f;
const float c3 = c1 + 1;
return c3 * t * t * t - c1 * t * t;
}
public static float EaseOutBack(float t)
{
const float c1 = 1.70158f;
const float c3 = c1 + 1;
return 1 + c3 * (float)Math.Pow(t - 1, 3) + c1 * (float)Math.Pow(t - 1, 2);
}
public static float EaseInOutBack(float t)
{
const float c1 = 1.70158f;
const float c2 = c1 * 1.525f;
if (t < 0.5)
return 0.5f * ((2 * t) * (2 * t) * ((c2 + 1) * 2 * t - c2));
else
return 0.5f * ((2 * t - 2) * (2 * t - 2) * ((c2 + 1) * (t * 2 - 2) + c2) + 2);
}
public static float EaseInCirc(float t)
{
return 1 - (float)Math.Sqrt(1 - t * t);
}
public static float EaseOutCirc(float t)
{
return (float)Math.Sqrt(1 - (t - 1) * (t - 1));
}
public static float EaseInOutCirc(float t)
{
if (t < 0.5)
return 0.5f * (1 - (float)Math.Sqrt(1 - 4 * t * t));
else
return 0.5f * ((float)Math.Sqrt(-((2 * t - 3) * (2 * t - 1))) + 1);
}
public static float EaseInExpo(float t)
{
return (float)Math.Pow(2, 10 * (t - 1));
}
public static float EaseOutExpo(float t)
{
return -(float)Math.Pow(2, -10 * t) + 1;
}
public static float EaseInOutExpo(float t)
{
if (t == 0)
return 0;
if (t == 1)
return 1;
if (t < 0.5)
return 0.5f * (float)Math.Pow(2, 20 * t - 10);
else
return -0.5f * (float)Math.Pow(2, -20 * t + 10) + 1;
}
public static float EaseInQuint(float t)
{
return t * t * t * t * t;
}
public static float EaseOutQuint(float t)
{
return 1 + (float)Math.Pow(t - 1, 5);
}
public static float EaseInOutQuint(float t)
{
if (t < 0.5)
return 16 * t * t * t * t * t;
else
return 1 + 16 * (float)Math.Pow(t - 1, 5);
}
public static float EaseInQuart(float t)
{
return t * t * t * t;
}
public static float EaseOutQuart(float t)
{
return 1 - (float)Math.Pow(t - 1, 4);
}
public static float EaseInOutQuart(float t)
{
if (t < 0.5)
return 8 * t * t * t * t;
else
return 1 - 8 * (float)Math.Pow(t - 1, 4);
}
public static float EaseInCubic(float t)
{
return t * t * t;
}
public static float EaseOutCubic(float t)
{
return (float)Math.Pow(t - 1, 3) + 1;
}
public static float EaseInOutCubic(float t)
{
if (t < 0.5)
return 4 * t * t * t;
else
return 1 + 4 * (float)Math.Pow(t - 1, 3);
}
public static float EaseInQuad(float t)
{
return t * t;
}
public static float EaseOutQuad(float t)
{
return 1 - (1 - t) * (1 - t);
}
public static float EaseInOutQuad(float t)
{
if (t < 0.5)
return 2 * t * t;
else
return 1 - (float)Math.Pow(-2 * t + 2, 2) / 2;
}
public static float EaseInSine(float t)
{
return 1 - (float)Math.Cos(t * (Math.PI / 2));
}
public static float EaseOutSine(float t)
{
return (float)Math.Sin(t * (Math.PI / 2));
}
public static float EaseInOutSine(float t)
{
return -0.5f * ((float)Math.Cos(Math.PI * t) - 1);
}
public static float EaseLinear(float t)
{
return t;
}
}
}