// https://github.com/acron0/Easings/blob/master/Easings.cs using UnityEngine; namespace UnityUIPlayables { /// /// Easing Functions enumeration /// internal enum EaseType { Linear, QuadraticEaseIn, QuadraticEaseOut, QuadraticEaseInOut, CubicEaseIn, CubicEaseOut, CubicEaseInOut, QuarticEaseIn, QuarticEaseOut, QuarticEaseInOut, QuinticEaseIn, QuinticEaseOut, QuinticEaseInOut, SineEaseIn, SineEaseOut, SineEaseInOut, CircularEaseIn, CircularEaseOut, CircularEaseInOut, ExponentialEaseIn, ExponentialEaseOut, ExponentialEaseInOut, ElasticEaseIn, ElasticEaseOut, ElasticEaseInOut, BackEaseIn, BackEaseOut, BackEaseInOut, BounceEaseIn, BounceEaseOut, BounceEaseInOut } internal static class Easings { /// /// Constant Pi. /// private const float PI = Mathf.PI; /// /// Constant Pi / 2. /// private const float HALFPI = Mathf.PI / 2.0f; /// /// Interpolate using the specified function. /// public static float Interpolate(float p, EaseType function) { switch (function) { default: case EaseType.Linear: return Linear(p); case EaseType.QuadraticEaseOut: return QuadraticEaseOut(p); case EaseType.QuadraticEaseIn: return QuadraticEaseIn(p); case EaseType.QuadraticEaseInOut: return QuadraticEaseInOut(p); case EaseType.CubicEaseIn: return CubicEaseIn(p); case EaseType.CubicEaseOut: return CubicEaseOut(p); case EaseType.CubicEaseInOut: return CubicEaseInOut(p); case EaseType.QuarticEaseIn: return QuarticEaseIn(p); case EaseType.QuarticEaseOut: return QuarticEaseOut(p); case EaseType.QuarticEaseInOut: return QuarticEaseInOut(p); case EaseType.QuinticEaseIn: return QuinticEaseIn(p); case EaseType.QuinticEaseOut: return QuinticEaseOut(p); case EaseType.QuinticEaseInOut: return QuinticEaseInOut(p); case EaseType.SineEaseIn: return SineEaseIn(p); case EaseType.SineEaseOut: return SineEaseOut(p); case EaseType.SineEaseInOut: return SineEaseInOut(p); case EaseType.CircularEaseIn: return CircularEaseIn(p); case EaseType.CircularEaseOut: return CircularEaseOut(p); case EaseType.CircularEaseInOut: return CircularEaseInOut(p); case EaseType.ExponentialEaseIn: return ExponentialEaseIn(p); case EaseType.ExponentialEaseOut: return ExponentialEaseOut(p); case EaseType.ExponentialEaseInOut: return ExponentialEaseInOut(p); case EaseType.ElasticEaseIn: return ElasticEaseIn(p); case EaseType.ElasticEaseOut: return ElasticEaseOut(p); case EaseType.ElasticEaseInOut: return ElasticEaseInOut(p); case EaseType.BackEaseIn: return BackEaseIn(p); case EaseType.BackEaseOut: return BackEaseOut(p); case EaseType.BackEaseInOut: return BackEaseInOut(p); case EaseType.BounceEaseIn: return BounceEaseIn(p); case EaseType.BounceEaseOut: return BounceEaseOut(p); case EaseType.BounceEaseInOut: return BounceEaseInOut(p); } } /// /// Modeled after the line y = x /// public static float Linear(float p) { return p; } /// /// Modeled after the parabola y = x^2 /// public static float QuadraticEaseIn(float p) { return p * p; } /// /// Modeled after the parabola y = -x^2 + 2x /// public static float QuadraticEaseOut(float p) { return -(p * (p - 2)); } /// /// Modeled after the piecewise quadratic /// y = (1/2)((2x)^2) ; [0, 0.5) /// y = -(1/2)((2x-1)*(2x-3) - 1) ; [0.5, 1] /// public static float QuadraticEaseInOut(float p) { if (p < 0.5f) { return 2 * p * p; } return -2 * p * p + 4 * p - 1; } /// /// Modeled after the cubic y = x^3 /// public static float CubicEaseIn(float p) { return p * p * p; } /// /// Modeled after the cubic y = (x - 1)^3 + 1 /// public static float CubicEaseOut(float p) { var f = p - 1; return f * f * f + 1; } /// /// Modeled after the piecewise cubic /// y = (1/2)((2x)^3) ; [0, 0.5) /// y = (1/2)((2x-2)^3 + 2) ; [0.5, 1] /// public static float CubicEaseInOut(float p) { if (p < 0.5f) { return 4 * p * p * p; } var f = 2 * p - 2; return 0.5f * f * f * f + 1; } /// /// Modeled after the quartic x^4 /// public static float QuarticEaseIn(float p) { return p * p * p * p; } /// /// Modeled after the quartic y = 1 - (x - 1)^4 /// public static float QuarticEaseOut(float p) { var f = p - 1; return f * f * f * (1 - p) + 1; } /// // Modeled after the piecewise quartic // y = (1/2)((2x)^4) ; [0, 0.5) // y = -(1/2)((2x-2)^4 - 2) ; [0.5, 1] /// public static float QuarticEaseInOut(float p) { if (p < 0.5f) { return 8 * p * p * p * p; } var f = p - 1; return -8 * f * f * f * f + 1; } /// /// Modeled after the quintic y = x^5 /// public static float QuinticEaseIn(float p) { return p * p * p * p * p; } /// /// Modeled after the quintic y = (x - 1)^5 + 1 /// public static float QuinticEaseOut(float p) { var f = p - 1; return f * f * f * f * f + 1; } /// /// Modeled after the piecewise quintic /// y = (1/2)((2x)^5) ; [0, 0.5) /// y = (1/2)((2x-2)^5 + 2) ; [0.5, 1] /// public static float QuinticEaseInOut(float p) { if (p < 0.5f) { return 16 * p * p * p * p * p; } var f = 2 * p - 2; return 0.5f * f * f * f * f * f + 1; } /// /// Modeled after quarter-cycle of sine wave /// public static float SineEaseIn(float p) { return Mathf.Sin((p - 1) * HALFPI) + 1; } /// /// Modeled after quarter-cycle of sine wave (different phase) /// public static float SineEaseOut(float p) { return Mathf.Sin(p * HALFPI); } /// /// Modeled after half sine wave /// public static float SineEaseInOut(float p) { return 0.5f * (1 - Mathf.Cos(p * PI)); } /// /// Modeled after shifted quadrant IV of unit circle /// public static float CircularEaseIn(float p) { return 1 - Mathf.Sqrt(1 - p * p); } /// /// Modeled after shifted quadrant II of unit circle /// public static float CircularEaseOut(float p) { return Mathf.Sqrt((2 - p) * p); } /// /// Modeled after the piecewise circular function /// y = (1/2)(1 - Mathf.Sqrt(1 - 4x^2)) ; [0, 0.5) /// y = (1/2)(Mathf.Sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1] /// public static float CircularEaseInOut(float p) { if (p < 0.5f) { return 0.5f * (1 - Mathf.Sqrt(1 - 4 * (p * p))); } return 0.5f * (Mathf.Sqrt(-(2 * p - 3) * (2 * p - 1)) + 1); } /// /// Modeled after the exponential function y = 2^(10(x - 1)) /// public static float ExponentialEaseIn(float p) { return p == 0.0f ? p : Mathf.Pow(2, 10 * (p - 1)); } /// /// Modeled after the exponential function y = -2^(-10x) + 1 /// public static float ExponentialEaseOut(float p) { return p == 1.0f ? p : 1 - Mathf.Pow(2, -10 * p); } /// /// Modeled after the piecewise exponential /// y = (1/2)2^(10(2x - 1)) ; [0,0.5) /// y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1] /// public static float ExponentialEaseInOut(float p) { if (p == 0.0 || p == 1.0) { return p; } if (p < 0.5f) { return 0.5f * Mathf.Pow(2, 20 * p - 10); } return -0.5f * Mathf.Pow(2, -20 * p + 10) + 1; } /// /// Modeled after the damped sine wave y = sin(13pi/2*x)*Mathf.Pow(2, 10 * (x - 1)) /// public static float ElasticEaseIn(float p) { return Mathf.Sin(13 * HALFPI * p) * Mathf.Pow(2, 10 * (p - 1)); } /// /// Modeled after the damped sine wave y = sin(-13pi/2*(x + 1))*Mathf.Pow(2, -10x) + 1 /// public static float ElasticEaseOut(float p) { return Mathf.Sin(-13 * HALFPI * (p + 1)) * Mathf.Pow(2, -10 * p) + 1; } /// /// Modeled after the piecewise exponentially-damped sine wave: /// y = (1/2)*sin(13pi/2*(2*x))*Mathf.Pow(2, 10 * ((2*x) - 1)) ; [0,0.5) /// y = (1/2)*(sin(-13pi/2*((2x-1)+1))*Mathf.Pow(2,-10(2*x-1)) + 2) ; [0.5, 1] /// public static float ElasticEaseInOut(float p) { if (p < 0.5f) { return 0.5f * Mathf.Sin(13 * HALFPI * (2 * p)) * Mathf.Pow(2, 10 * (2 * p - 1)); } return 0.5f * (Mathf.Sin(-13 * HALFPI * (2 * p - 1 + 1)) * Mathf.Pow(2, -10 * (2 * p - 1)) + 2); } /// /// Modeled after the overshooting cubic y = x^3-x*sin(x*pi) /// public static float BackEaseIn(float p) { return p * p * p - p * Mathf.Sin(p * PI); } /// /// Modeled after overshooting cubic y = 1-((1-x)^3-(1-x)*sin((1-x)*pi)) /// public static float BackEaseOut(float p) { var f = 1 - p; return 1 - (f * f * f - f * Mathf.Sin(f * PI)); } /// /// Modeled after the piecewise overshooting cubic function: /// y = (1/2)*((2x)^3-(2x)*sin(2*x*pi)) ; [0, 0.5) /// y = (1/2)*(1-((1-x)^3-(1-x)*sin((1-x)*pi))+1) ; [0.5, 1] /// public static float BackEaseInOut(float p) { if (p < 0.5f) { var f = 2 * p; return 0.5f * (f * f * f - f * Mathf.Sin(f * PI)); } else { var f = 1 - (2 * p - 1); return 0.5f * (1 - (f * f * f - f * Mathf.Sin(f * PI))) + 0.5f; } } /// /// public static float BounceEaseIn(float p) { return 1 - BounceEaseOut(1 - p); } /// /// public static float BounceEaseOut(float p) { if (p < 4 / 11.0f) { return 121 * p * p / 16.0f; } if (p < 8 / 11.0f) { return 363 / 40.0f * p * p - 99 / 10.0f * p + 17 / 5.0f; } if (p < 9 / 10.0f) { return 4356 / 361.0f * p * p - 35442 / 1805.0f * p + 16061 / 1805.0f; } return 54 / 5.0f * p * p - 513 / 25.0f * p + 268 / 25.0f; } /// /// public static float BounceEaseInOut(float p) { if (p < 0.5f) { return 0.5f * BounceEaseIn(p * 2); } return 0.5f * BounceEaseOut(p * 2 - 1) + 0.5f; } } }