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blender-archive/source/blender/blenlib/intern/easing.c

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/*
* Copyright © 2001 Robert Penner
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of the author nor the names of contributors may be
* used to endorse or promote products derived from this software without
* specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** \file blender/blenlib/intern/easing.c
* \ingroup bli
*/
#include <math.h>
#include "BLI_math_base.h"
#include "BLI_easing.h" /* own include */
#include "BLI_strict_flags.h"
float BackEaseIn(float time, float begin, float change, float duration, float overshoot)
{
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if (overshoot == 0.0f)
overshoot = 1.70158f;
time /= duration;
return change * time * time * ((overshoot + 1) * time - overshoot) + begin;
}
float BackEaseOut(float time, float begin, float change, float duration, float overshoot)
{
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if (overshoot == 0.0f)
overshoot = 1.70158f;
time = time / duration - 1;
return change * (time * time * ((overshoot + 1) * time + overshoot) + 1) + begin;
}
float BackEaseInOut(float time, float begin, float change, float duration, float overshoot)
{
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if (overshoot == 0.0f)
overshoot = 1.70158f;
overshoot *= 1.525f;
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if ((time /= duration / 2) < 1.0f) {
return change / 2 * (time * time * ((overshoot + 1) * time - overshoot)) + begin;
}
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time -= 2.0f;
return change / 2 * (time * time * ((overshoot + 1) * time + overshoot) + 2) + begin;
}
float BounceEaseOut(float time, float begin, float change, float duration)
{
time /= duration;
if (time < (1 / 2.75f)) {
return change * (7.5625f * time * time) + begin;
}
else if (time < (2 / 2.75f)) {
time -= (1.5f / 2.75f);
return change * ((7.5625f * time) * time + 0.75f) + begin;
}
else if (time < (2.5f / 2.75f)) {
time -= (2.25f / 2.75f);
return change * ((7.5625f * time) * time + 0.9375f) + begin;
}
else {
time -= (2.625f / 2.75f);
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return change * ((7.5625f * time) * time + 0.984375f) + begin;
}
}
float BounceEaseIn(float time, float begin, float change, float duration)
{
return change - BounceEaseOut(duration - time, 0, change, duration) + begin;
}
float BounceEaseInOut(float time, float begin, float change, float duration)
{
if (time < duration / 2)
return BounceEaseIn(time * 2, 0, change, duration) * 0.5f + begin;
else
return BounceEaseOut(time * 2 - duration, 0, change, duration) * 0.5f + change * 0.5f + begin;
}
float CircEaseIn(float time, float begin, float change, float duration)
{
time /= duration;
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return -change * (sqrtf(1 - time * time) - 1) + begin;
}
float CircEaseOut(float time, float begin, float change, float duration)
{
time = time / duration - 1;
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return change * sqrtf(1 - time * time) + begin;
}
float CircEaseInOut(float time, float begin, float change, float duration)
{
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if ((time /= duration / 2) < 1.0f)
return -change / 2 * (sqrtf(1 - time * time) - 1) + begin;
time -= 2.0f;
return change / 2 * (sqrtf(1 - time * time) + 1) + begin;
}
float CubicEaseIn(float time, float begin, float change, float duration)
{
time /= duration;
return change * time * time * time + begin;
}
float CubicEaseOut(float time, float begin, float change, float duration)
{
time = time / duration - 1;
return change * (time * time * time + 1) + begin;
}
float CubicEaseInOut(float time, float begin, float change, float duration)
{
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if ((time /= duration / 2) < 1.0f)
return change / 2 * time * time * time + begin;
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time -= 2.0f;
return change / 2 * (time * time * time + 2) + begin;
}
float ElasticEaseIn(float time, float begin, float change, float duration, float amplitude, float period)
{
float s;
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if (time == 0.0f)
return begin;
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if ((time /= duration) == 1.0f)
return begin + change;
if (!period)
period = duration * 0.3f;
if (!amplitude || amplitude < fabsf(change)) {
amplitude = change;
s = period / 4;
}
else
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s = period / (2 * (float)M_PI) * asinf(change / amplitude);
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time -= 1.0f;
return -(amplitude * powf(2, 10 * time) * sinf((time * duration - s) * (2 * (float)M_PI) / period)) + begin;
}
float ElasticEaseOut(float time, float begin, float change, float duration, float amplitude, float period)
{
float s;
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if (time == 0.0f)
return begin;
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if ((time /= duration) == 1.0f)
return begin + change;
if (!period)
period = duration * 0.3f;
if (!amplitude || amplitude < fabsf(change)) {
amplitude = change;
s = period / 4;
}
else
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s = period / (2 * (float)M_PI) * asinf(change / amplitude);
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return (amplitude * powf(2, -10 * time) * sinf((time * duration - s) * (2 * (float)M_PI) / period) + change + begin);
}
float ElasticEaseInOut(float time, float begin, float change, float duration, float amplitude, float period)
{
float s;
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if (time == 0.0f)
return begin;
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if ((time /= duration / 2) == 2.0f)
return begin + change;
if (!period)
period = duration * (0.3f * 1.5f);
if (!amplitude || amplitude < fabsf(change)) {
amplitude = change;
s = period / 4;
}
else
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s = period / (2 * (float)M_PI) * asinf(change / amplitude);
if (time < 1.0f) {
time -= 1.0f;
return -0.5f * (amplitude * powf(2, 10 * time) * sinf((time * duration - s) * (2 * (float)M_PI) / period)) + begin;
}
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time -= 1.0f;
return amplitude * powf(2, -10 * time) * sinf((time * duration - s) * (2 * (float)M_PI) / period) * 0.5f + change + begin;
}
float ExpoEaseIn(float time, float begin, float change, float duration)
{
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return (time == 0.0f) ? begin : change * powf(2, 10 * (time / duration - 1)) + begin;
}
float ExpoEaseOut(float time, float begin, float change, float duration)
{
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return (time == duration) ? begin + change : change * (-powf(2, -10 * time / duration) + 1) + begin;
}
float ExpoEaseInOut(float time, float begin, float change, float duration)
{
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if (time == 0.0f)
return begin;
if (time == duration)
return begin + change;
if ((time /= duration / 2) < 1)
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return change / 2 * powf(2, 10 * (time - 1)) + begin;
time -= 1.0f;
return change / 2 * (-powf(2, -10 * time) + 2) + begin;
}
float LinearEase(float time, float begin, float change, float duration)
{
return change * time / duration + begin;
}
float QuadEaseIn(float time, float begin, float change, float duration)
{
time /= duration;
return change * time * time + begin;
}
float QuadEaseOut(float time, float begin, float change, float duration)
{
time /= duration;
return -change * time * (time - 2) + begin;
}
float QuadEaseInOut(float time, float begin, float change, float duration)
{
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if ((time /= duration / 2) < 1.0f)
return change / 2 * time * time + begin;
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time -= 1.0f;
return -change / 2 * (time * (time - 2) - 1) + begin;
}
float QuartEaseIn(float time, float begin, float change, float duration)
{
time /= duration;
return change * time * time * time * time + begin;
}
float QuartEaseOut(float time, float begin, float change, float duration)
{
time = time / duration - 1;
return -change * (time * time * time * time - 1) + begin;
}
float QuartEaseInOut(float time, float begin, float change, float duration)
{
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if ((time /= duration / 2) < 1.0f)
return change / 2 * time * time * time * time + begin;
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time -= 2.0f;
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return -change / 2 * ( time * time * time * time - 2) + begin;
}
float QuintEaseIn(float time, float begin, float change, float duration)
{
time /= duration;
return change * time * time * time * time * time + begin;
}
float QuintEaseOut(float time, float begin, float change, float duration)
{
time = time / duration - 1;
return change * (time * time * time * time * time + 1) + begin;
}
float QuintEaseInOut(float time, float begin, float change, float duration)
{
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if ((time /= duration / 2) < 1.0f)
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return change / 2 * time * time * time * time * time + begin;
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time -= 2.0f;
return change / 2 * (time * time * time * time * time + 2) + begin;
}
float SineEaseIn(float time, float begin, float change, float duration)
{
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return -change * cosf(time / duration * (float)M_PI_2) + change + begin;
}
float SineEaseOut(float time, float begin, float change, float duration)
{
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return change * sinf(time / duration * (float)M_PI_2) + begin;
}
float SineEaseInOut(float time, float begin, float change, float duration)
{
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return -change / 2 * (cosf((float)M_PI * time / duration) - 1) + begin;
}