2014-03-22 02:50:24 +13:00
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/*
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* Copyright © 2001 Robert Penner
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of the author nor the names of contributors may be
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* used to endorse or promote products derived from this software without
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* specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/** \file blender/blenlib/intern/math_easing.c
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* \ingroup bli
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*/
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#include <math.h>
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#include <stdlib.h>
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2014-03-21 17:46:18 +01:00
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#include "BLI_math.h"
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2014-03-22 02:50:24 +13:00
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#include "BLI_math_easing.h"
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float BackEaseIn(float time, float begin, float change, float duration, float overshoot)
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{
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if (overshoot == 0)
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overshoot = 1.70158f;
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time /= duration;
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return change * time * time * ((overshoot + 1) * time - overshoot) + begin;
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}
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float BackEaseOut(float time, float begin, float change, float duration, float overshoot)
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{
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if (overshoot == 0)
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overshoot = 1.70158f;
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time = time / duration - 1;
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return change * (time * time * ((overshoot + 1) * time + overshoot) + 1) + begin;
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}
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float BackEaseInOut(float time, float begin, float change, float duration, float overshoot)
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{
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if (overshoot == 0)
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overshoot = 1.70158f;
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overshoot *= 1.525f;
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if ((time /= duration / 2) < 1) {
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return change / 2 * (time * time * ((overshoot + 1) * time - overshoot)) + begin;
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}
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time -= 2;
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return change / 2 * (time * time * ((overshoot + 1) * time + overshoot) + 2) + begin;
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}
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float BounceEaseOut(float time, float begin, float change, float duration)
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{
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time /= duration;
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if (time < (1 / 2.75f)) {
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return change * (7.5625f * time * time) + begin;
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}
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else if (time < (2 / 2.75f)) {
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time -= (1.5f / 2.75f);
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return change * ((7.5625f * time) * time + 0.75f) + begin;
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}
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else if (time < (2.5f / 2.75f)) {
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time -= (2.25f / 2.75f);
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return change * ((7.5625f * time) * time + 0.9375f) + begin;
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}
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else {
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time -= (2.625f / 2.75f);
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return change * ((7.5625f * time) * time + .984375f) + begin;
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}
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}
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float BounceEaseIn(float time, float begin, float change, float duration)
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{
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return change - BounceEaseOut(duration - time, 0, change, duration) + begin;
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}
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float BounceEaseInOut(float time, float begin, float change, float duration)
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{
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if (time < duration / 2)
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return BounceEaseIn(time * 2, 0, change, duration) * 0.5f + begin;
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else
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return BounceEaseOut(time * 2 - duration, 0, change, duration) * 0.5f + change * 0.5f + begin;
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}
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float CircEaseIn(float time, float begin, float change, float duration)
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{
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time /= duration;
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return -change * (sqrt(1 - time * time) - 1) + begin;
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}
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float CircEaseOut(float time, float begin, float change, float duration)
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{
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time = time / duration - 1;
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return change * sqrt(1 - time * time) + begin;
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}
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float CircEaseInOut(float time, float begin, float change, float duration)
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{
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if ((time /= duration / 2) < 1)
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return -change / 2 * (sqrt(1 - time * time) - 1) + begin;
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time -= 2;
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return change / 2 * (sqrt(1 - time * time) + 1) + begin;
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}
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float CubicEaseIn(float time, float begin, float change, float duration)
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{
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time /= duration;
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return change * time * time * time + begin;
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}
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float CubicEaseOut(float time, float begin, float change, float duration)
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{
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time = time / duration - 1;
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return change * (time * time * time + 1) + begin;
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}
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float CubicEaseInOut(float time, float begin, float change, float duration)
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{
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if ((time /= duration / 2) < 1)
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return change / 2 * time * time * time + begin;
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time -= 2;
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return change / 2 * (time * time * time + 2) + begin;
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}
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float ElasticEaseIn(float time, float begin, float change, float duration, float amplitude, float period)
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{
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float s;
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if (time == 0)
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return begin;
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if ((time /= duration) == 1)
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return begin + change;
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if (!period)
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period = duration * 0.3f;
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if (!amplitude || amplitude < abs(change)) {
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amplitude = change;
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s = period / 4;
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}
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else
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s = period / (2 * M_PI) * asin(change / amplitude);
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time -= 1;
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return -(amplitude * pow(2, 10 * time) * sin((time * duration - s) * (2 * M_PI) / period)) + begin;
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}
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float ElasticEaseOut(float time, float begin, float change, float duration, float amplitude, float period)
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{
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float s;
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if (time == 0)
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return begin;
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if ((time /= duration) == 1)
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return begin + change;
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if (!period)
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period = duration * 0.3f;
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if (!amplitude || amplitude < abs(change)) {
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amplitude = change;
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s = period / 4;
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}
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else
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s = period / (2 * M_PI) * asin(change / amplitude);
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return (amplitude * pow(2, -10 * time) * sin((time * duration - s) * (2 * M_PI) / period ) + change + begin);
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}
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float ElasticEaseInOut(float time, float begin, float change, float duration, float amplitude, float period)
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{
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float s;
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if (time == 0)
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return begin;
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if ((time /= duration / 2) == 2)
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return begin + change;
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if (!period)
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period = duration * (0.3f * 1.5f);
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if (!amplitude || amplitude < abs(change)) {
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amplitude = change;
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s = period / 4;
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}
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else
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s = period / ( 2 * M_PI) * asin(change / amplitude);
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if (time < 1) {
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time -= 1;
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return -0.5f * (amplitude * pow(2, 10 * time) * sin((time * duration - s) * (2 * M_PI) / period)) + begin;
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}
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time -= 1;
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return amplitude * pow(2, -10 * time) * sin((time * duration - s) * (2 * M_PI) / period) * 0.5f + change + begin;
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}
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float ExpoEaseIn(float time, float begin, float change, float duration)
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{
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return (time == 0) ? begin : change * pow(2, 10 * (time / duration - 1)) + begin;
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}
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float ExpoEaseOut(float time, float begin, float change, float duration)
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{
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return (time == duration) ? begin + change : change * (-pow(2, -10 * time / duration) + 1) + begin;
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}
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float ExpoEaseInOut(float time, float begin, float change, float duration)
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{
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if (time == 0)
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return begin;
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if (time == duration)
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return begin + change;
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if ((time /= duration / 2) < 1)
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return change/2 * pow(2, 10 * (time - 1)) + begin;
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--time;
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return change / 2 * (-pow(2, -10 * time) + 2) + begin;
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}
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float LinearEase(float time, float begin, float change, float duration)
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{
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return change * time / duration + begin;
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}
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float QuadEaseIn(float time, float begin, float change, float duration)
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{
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time /= duration;
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return change * time * time + begin;
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}
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float QuadEaseOut(float time, float begin, float change, float duration)
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{
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time /= duration;
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return -change * time * (time - 2) + begin;
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}
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float QuadEaseInOut(float time, float begin, float change, float duration)
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{
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if ((time /= duration / 2) < 1)
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return change / 2 * time * time + begin;
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--time;
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return -change / 2 * (time * (time - 2) - 1) + begin;
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}
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float QuartEaseIn(float time, float begin, float change, float duration)
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{
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time /= duration;
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return change * time * time * time * time + begin;
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}
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float QuartEaseOut(float time, float begin, float change, float duration)
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{
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time = time / duration - 1;
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return -change * (time * time * time * time - 1) + begin;
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}
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float QuartEaseInOut(float time, float begin, float change, float duration)
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{
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if ((time /= duration / 2) < 1)
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return change / 2 * time * time * time * time + begin;
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time -= 2;
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return -change/2 * ( time * time * time * time - 2) + begin;
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}
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float QuintEaseIn(float time, float begin, float change, float duration)
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{
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time /= duration;
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return change * time * time * time * time * time + begin;
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}
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float QuintEaseOut(float time, float begin, float change, float duration)
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{
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time = time / duration - 1;
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return change * (time * time * time * time * time + 1) + begin;
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}
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float QuintEaseInOut(float time, float begin, float change, float duration)
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{
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if ((time /= duration / 2) < 1)
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return change/2 * time * time * time * time * time + begin;
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time -= 2;
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return change / 2 * (time * time * time * time * time + 2) + begin;
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}
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float SineEaseIn(float time, float begin, float change, float duration)
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{
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return -change * cos(time / duration * M_PI_2) + change + begin;
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}
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float SineEaseOut(float time, float begin, float change, float duration)
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{
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return change * sin(time / duration * M_PI_2) + begin;
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}
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float SineEaseInOut(float time, float begin, float change, float duration)
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{
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return -change / 2 * (cos(M_PI * time / duration) - 1) + begin;
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}
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