Files
2026-09-21 12:15:57 +03:00

222 lines
6.8 KiB
C#

using Unity.Burst;
using static Unity.Mathematics.math;
namespace LitMotion
{
/// <summary>
/// Utility class that provides calculation of easing functions.
/// </summary>
[BurstCompile]
public static class EaseUtility
{
[BurstCompile]
public static float Evaluate(float t, Ease ease)
{
return ease switch
{
Ease.InSine => InSine(t),
Ease.OutSine => OutSine(t),
Ease.InOutSine => InOutSine(t),
Ease.InQuad => InQuad(t),
Ease.OutQuad => OutQuad(t),
Ease.InOutQuad => InOutQuad(t),
Ease.InCubic => InCubic(t),
Ease.OutCubic => OutCubic(t),
Ease.InOutCubic => InOutCubic(t),
Ease.InQuart => InQuart(t),
Ease.OutQuart => OutQuart(t),
Ease.InOutQuart => InOutQuart(t),
Ease.InQuint => InQuint(t),
Ease.OutQuint => OutQuint(t),
Ease.InOutQuint => InOutQuint(t),
Ease.InExpo => InExpo(t),
Ease.OutExpo => OutExpo(t),
Ease.InOutExpo => InOutExpo(t),
Ease.InCirc => InCirc(t),
Ease.OutCirc => OutCirc(t),
Ease.InOutCirc => InOutCirc(t),
Ease.InElastic => InElastic(t),
Ease.OutElastic => OutElastic(t),
Ease.InOutElastic => InOutElastic(t),
Ease.InBack => InBack(t),
Ease.OutBack => OutBack(t),
Ease.InOutBack => InOutBack(t),
Ease.InBounce => InBounce(t),
Ease.OutBounce => OutBounce(t),
Ease.InOutBounce => InOutBounce(t),
_ => t,
};
}
[BurstCompile]
public static float Linear(float x) => x;
[BurstCompile]
public static float InSine(float x) => 1 - cos(x * PI / 2);
[BurstCompile]
public static float OutSine(float x) => sin(x * PI / 2);
[BurstCompile]
public static float InOutSine(float x) => -(cos(PI * x) - 1) / 2;
[BurstCompile]
public static float InQuad(float x) => x * x;
[BurstCompile]
public static float OutQuad(float x) => 1 - (1 - x) * (1 - x);
[BurstCompile]
public static float InOutQuad(float x) => x < 0.5f ? 2 * x * x : 1 - pow(-2 * x + 2, 2) / 2;
[BurstCompile]
public static float InCubic(float x) => x * x * x;
[BurstCompile]
public static float OutCubic(float x) => 1 - pow(1 - x, 3);
[BurstCompile]
public static float InOutCubic(float x) => x < 0.5f ? 4 * x * x * x : 1 - pow(-2 * x + 2, 3) / 2;
[BurstCompile]
public static float InQuart(float x) => x * x * x * x;
[BurstCompile]
public static float OutQuart(float x) => 1 - pow(1 - x, 4);
[BurstCompile]
public static float InOutQuart(float x) => x < 0.5 ? 8 * x * x * x * x : 1 - pow(-2 * x + 2, 4) / 2;
[BurstCompile]
public static float InQuint(float x) => x * x * x * x * x;
[BurstCompile]
public static float OutQuint(float x) => 1 - pow(1 - x, 5);
[BurstCompile]
public static float InOutQuint(float x) => x < 0.5f ? 16 * x * x * x * x * x : 1 - pow(-2 * x + 2, 5) / 2;
[BurstCompile]
public static float InExpo(float x) => x == 0 ? 0 : pow(2, 10 * x - 10);
[BurstCompile]
public static float OutExpo(float x) => x == 1 ? 1 : 1 - pow(2, -10 * x);
[BurstCompile]
public static float InOutExpo(float x)
{
return x == 0 ? 0 :
x == 1 ? 1 :
x < 0.5f ? pow(2, 20 * x - 10) / 2 :
(2 - pow(2, -20 * x + 10)) / 2;
}
[BurstCompile]
public static float InCirc(float x) => 1 - sqrt(1 - pow(x, 2));
[BurstCompile]
public static float OutCirc(float x) => sqrt(1 - pow(x - 1, 2));
[BurstCompile]
public static float InOutCirc(float x)
{
return x < 0.5 ?
(1 - sqrt(1 - pow(2 * x, 2))) / 2 :
(sqrt(1 - pow(-2 * x + 2, 2)) + 1) / 2;
}
[BurstCompile]
public static float InBack(float x)
{
const float c1 = 1.70158f;
const float c3 = c1 + 1;
return c3 * x * x * x - c1 * x * x;
}
[BurstCompile]
public static float OutBack(float x)
{
const float c1 = 1.70158f;
const float c3 = c1 + 1;
return 1 + c3 * pow(x - 1, 3) + c1 * pow(x - 1, 2);
}
[BurstCompile]
public static float InOutBack(float x)
{
const float c1 = 1.70158f;
const float c2 = c1 * 1.525f;
return x < 0.5f
? pow(2 * x, 2) * ((c2 + 1) * 2 * x - c2) / 2
: (pow(2 * x - 2, 2) * ((c2 + 1) * (x * 2 - 2) + c2) + 2) / 2;
}
[BurstCompile]
public static float InElastic(float x)
{
const float c4 = 2 * PI / 3;
return x == 0 ? 0 :
x == 1 ? 1 :
-pow(2, 10 * x - 10) * sin((x * 10 - 10.75f) * c4);
}
[BurstCompile]
public static float OutElastic(float x)
{
const float c4 = 2 * PI / 3;
return x == 0 ? 0 :
x == 1 ? 1 :
pow(2, -10 * x) * sin((x * 10 - 0.75f) * c4) + 1;
}
[BurstCompile]
public static float InOutElastic(float x)
{
const float c5 = 2 * PI / 4.5f;
return x == 0 ? 0 :
x == 1 ? 1 :
x < 0.5f ?
-(pow(2, 20 * x - 10) * sin((20 * x - 11.125f) * c5)) / 2 :
pow(2, -20 * x + 10) * sin((20 * x - 11.125f) * c5) / 2 + 1;
}
[BurstCompile]
public static float InBounce(float x) => 1 - OutBounce(1 - x);
[BurstCompile]
public static float OutBounce(float x)
{
const float n1 = 7.5625f;
const float d1 = 2.75f;
float t = x;
if (t < 1 / d1)
{
return n1 * t * t;
}
else if (t < 2 / d1)
{
return n1 * (t -= 1.5f / d1) * t + 0.75f;
}
else if (t < 2.5 / d1)
{
return n1 * (t -= 2.25f / d1) * t + 0.9375f;
}
else
{
return n1 * (t -= 2.625f / d1) * t + 0.984375f;
}
}
[BurstCompile]
public static float InOutBounce(float x)
{
return x < 0.5f ?
(1 - OutBounce(1 - 2 * x)) / 2 :
(1 + OutBounce(2 * x - 1)) / 2;
}
}
}