/** * Easing * Animates the value of a float property between two target values using * Robert Penner's easing equations for interpolation over a specified Duration. * * Original Author: Darren David darren-code@lookorfeel.com * * Ported to be easily used in Unity by Marco Mastropaolo * * Credit/Thanks: * Robert Penner - The easing equations we all know and love * (http://robertpenner.com/easing/) [See License.txt for license info] * * Lee Brimelow - initial port of Penner's equations to WPF * (http://thewpfblog.com/?p=12) * * Zeh Fernando - additional equations (out/in) from * caurina.transitions.Tweener (http://code.google.com/p/tweener/) * [See License.txt for license info] */ using UnityEngine; /// /// Animates the value of a float property between two target values using /// Robert Penner's easing equations for interpolation over a specified Duration. /// /// /// /// // C# /// PennerDoubleAnimation anim = new PennerDoubleAnimation(); /// anim.Type = PennerDoubleAnimation.Equations.Linear; /// anim.From = 1; /// anim.To = 0; /// myControl.BeginAnimation( OpacityProperty, anim ); /// /// // XAML /// /// /// /// /// /// /// /// /// /// /// public static class Easing { #region Equations // These methods are all public to enable reflection in GetCurrentValueCore. #region Linear /// /// Easing equation function for a simple linear tweening, with no easing. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float Linear(float t, float b, float c, float d) { return c * t / d + b; } #endregion #region Expo /// /// Easing equation function for an exponential (2^t) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float ExpoEaseOut(float t, float b, float c, float d) { return (t == d) ? b + c : c * (-Mathf.Pow(2, -10 * t / d) + 1) + b; } /// /// Easing equation function for an exponential (2^t) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float ExpoEaseIn(float t, float b, float c, float d) { return (t == 0) ? b : c * Mathf.Pow(2, 10 * (t / d - 1)) + b; } /// /// Easing equation function for an exponential (2^t) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float ExpoEaseInOut(float t, float b, float c, float d) { if (t == 0) return b; if (t == d) return b + c; if ((t /= d / 2) < 1) return c / 2 * Mathf.Pow(2, 10 * (t - 1)) + b; return c / 2 * (-Mathf.Pow(2, -10 * --t) + 2) + b; } /// /// Easing equation function for an exponential (2^t) easing out/in: /// deceleration until halfway, then acceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float ExpoEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return ExpoEaseOut(t * 2, b, c / 2, d); return ExpoEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #region Circular /// /// Easing equation function for a circular (sqrt(1-t^2)) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float CircEaseOut(float t, float b, float c, float d) { return c * Mathf.Sqrt(1 - (t = t / d - 1) * t) + b; } /// /// Easing equation function for a circular (sqrt(1-t^2)) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float CircEaseIn(float t, float b, float c, float d) { return -c * (Mathf.Sqrt(1 - (t /= d) * t) - 1) + b; } /// /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float CircEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2) < 1) return -c / 2 * (Mathf.Sqrt(1 - t * t) - 1) + b; return c / 2 * (Mathf.Sqrt(1 - (t -= 2) * t) + 1) + b; } /// /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float CircEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return CircEaseOut(t * 2, b, c / 2, d); return CircEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #region Quad /// /// Easing equation function for a quadratic (t^2) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuadEaseOut(float t, float b, float c, float d) { return -c * (t /= d) * (t - 2) + b; } /// /// Easing equation function for a quadratic (t^2) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuadEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t + b; } /// /// Easing equation function for a quadratic (t^2) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuadEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2) < 1) return c / 2 * t * t + b; return -c / 2 * ((--t) * (t - 2) - 1) + b; } /// /// Easing equation function for a quadratic (t^2) easing out/in: /// deceleration until halfway, then acceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuadEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return QuadEaseOut(t * 2, b, c / 2, d); return QuadEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #region Sine /// /// Easing equation function for a sinusoidal (sin(t)) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float SineEaseOut(float t, float b, float c, float d) { return c * Mathf.Sin(t / d * (Mathf.PI / 2)) + b; } /// /// Easing equation function for a sinusoidal (sin(t)) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float SineEaseIn(float t, float b, float c, float d) { return -c * Mathf.Cos(t / d * (Mathf.PI / 2)) + c + b; } /// /// Easing equation function for a sinusoidal (sin(t)) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float SineEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2) < 1) return c / 2 * (Mathf.Sin(Mathf.PI * t / 2)) + b; return -c / 2 * (Mathf.Cos(Mathf.PI * --t / 2) - 2) + b; } /// /// Easing equation function for a sinusoidal (sin(t)) easing in/out: /// deceleration until halfway, then acceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float SineEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return SineEaseOut(t * 2, b, c / 2, d); return SineEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #region Cubic /// /// Easing equation function for a cubic (t^3) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float CubicEaseOut(float t, float b, float c, float d) { return c * ((t = t / d - 1) * t * t + 1) + b; } /// /// Easing equation function for a cubic (t^3) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float CubicEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t * t + b; } /// /// Easing equation function for a cubic (t^3) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float CubicEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2) < 1) return c / 2 * t * t * t + b; return c / 2 * ((t -= 2) * t * t + 2) + b; } /// /// Easing equation function for a cubic (t^3) easing out/in: /// deceleration until halfway, then acceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float CubicEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return CubicEaseOut(t * 2, b, c / 2, d); return CubicEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #region Quartic /// /// Easing equation function for a quartic (t^4) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuartEaseOut(float t, float b, float c, float d) { return -c * ((t = t / d - 1) * t * t * t - 1) + b; } /// /// Easing equation function for a quartic (t^4) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuartEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t * t * t + b; } /// /// Easing equation function for a quartic (t^4) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuartEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b; return -c / 2 * ((t -= 2) * t * t * t - 2) + b; } /// /// Easing equation function for a quartic (t^4) easing out/in: /// deceleration until halfway, then acceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuartEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return QuartEaseOut(t * 2, b, c / 2, d); return QuartEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #region Quintic /// /// Easing equation function for a quintic (t^5) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuintEaseOut(float t, float b, float c, float d) { return c * ((t = t / d - 1) * t * t * t * t + 1) + b; } /// /// Easing equation function for a quintic (t^5) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuintEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t * t * t * t + b; } /// /// Easing equation function for a quintic (t^5) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuintEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b; return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; } /// /// Easing equation function for a quintic (t^5) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float QuintEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return QuintEaseOut(t * 2, b, c / 2, d); return QuintEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #region Elastic /// /// Easing equation function for an elastic (exponentially decaying sine wave) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float ElasticEaseOut(float t, float b, float c, float d) { if ((t /= d) == 1) return b + c; float p = d * .3f; float s = p / 4; return (c * Mathf.Pow(2, -10 * t) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) + c + b); } /// /// Easing equation function for an elastic (exponentially decaying sine wave) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float ElasticEaseIn(float t, float b, float c, float d) { if ((t /= d) == 1) return b + c; float p = d * .3f; float s = p / 4; return -(c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b; } /// /// Easing equation function for an elastic (exponentially decaying sine wave) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float ElasticEaseInOut(float t, float b, float c, float d) { if ((t /= d / 2) == 2) return b + c; float p = d * (.3f * 1.5f); float s = p / 4; if (t < 1) return -.5f * (c * Mathf.Pow(2, 10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b; return c * Mathf.Pow(2, -10 * (t -= 1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) * .5f + c + b; } /// /// Easing equation function for an elastic (exponentially decaying sine wave) easing out/in: /// deceleration until halfway, then acceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float ElasticEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return ElasticEaseOut(t * 2, b, c / 2, d); return ElasticEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #region Bounce /// /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float BounceEaseOut(float t, float b, float c, float d) { if ((t /= d) < (1f / 2.75f)) return c * (7.5625f * t * t) + b; else if (t < (2f / 2.75f)) return c * (7.5625f * (t -= (1.5f / 2.75f)) * t + .75f) + b; else if (t < (2.5f / 2.75f)) return c * (7.5625f * (t -= (2.25f / 2.75f)) * t + .9375f) + b; else return c * (7.5625f * (t -= (2.625f / 2.75f)) * t + .984375f) + b; } /// /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float BounceEaseIn(float t, float b, float c, float d) { return c - BounceEaseOut(d - t, 0, c, d) + b; } /// /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float BounceEaseInOut(float t, float b, float c, float d) { if (t < d / 2) return BounceEaseIn(t * 2, 0, c, d) * .5f + b; else return BounceEaseOut(t * 2 - d, 0, c, d) * .5f + c * .5f + b; } /// /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out/in: /// deceleration until halfway, then acceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float BounceEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return BounceEaseOut(t * 2, b, c / 2, d); return BounceEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #region Back /// /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out: /// decelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float BackEaseOut(float t, float b, float c, float d) { return c * ((t = t / d - 1) * t * ((1.70158f + 1) * t + 1.70158f) + 1) + b; } /// /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in: /// accelerating from zero velocity. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float BackEaseIn(float t, float b, float c, float d) { return c * (t /= d) * t * ((1.70158f + 1) * t - 1.70158f) + b; } /// /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out: /// acceleration until halfway, then deceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float BackEaseInOut(float t, float b, float c, float d) { float s = 1.70158f; if ((t /= d / 2) < 1) return c / 2 * (t * t * (((s *= (1.525f)) + 1) * t - s)) + b; return c / 2 * ((t -= 2) * t * (((s *= (1.525f)) + 1) * t + s) + 2) + b; } /// /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out/in: /// deceleration until halfway, then acceleration. /// /// Current time in seconds. /// Starting value. /// Final value. /// Duration of animation. /// The correct value. public static float BackEaseOutIn(float t, float b, float c, float d) { if (t < d / 2) return BackEaseOut(t * 2, b, c / 2, d); return BackEaseIn((t * 2) - d, b + c / 2, c / 2, d); } #endregion #endregion }