Added easing functions

This commit is contained in:
Ziver Koc 2021-08-19 01:49:22 +02:00
parent a27873bedd
commit 4955731abc
2 changed files with 674 additions and 0 deletions

357
src/zutil/math/Easing.java Normal file
View file

@ -0,0 +1,357 @@
package zutil.math;
/**
* Class contains easing function mostly used in animations and other graphical things.
*
* @see <a href="https://easings.net/">Easing.net</a>
*/
public class Easing {
// ----------------------------------------------------
// Sin
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInSine(double x) {
return 1 - Math.cos((x * Math.PI) / 2.0);
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutSine(double x) {
return Math.sin((x * Math.PI) / 2.0);
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutSine(double x) {
return -(Math.cos(x * Math.PI) - 1.0) / 2.0;
}
// ----------------------------------------------------
// Quad
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInQuad(double x) {
return x * x;
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutQuad(double x) {
return 1 - (1 - x) * (1 - x);
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutQuad(double x) {
return (x < 0.5 ?
2 * x * x :
1 - Math.pow(-2 * x + 2, 2) / 2);
}
// ----------------------------------------------------
// Cubic
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInCubic(double x) {
return x * x * x;
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutCubic(double x) {
return 1 - Math.pow(1 - x, 3);
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutCubic(double x) {
return (x < 0.5 ?
4 * x * x * x :
1 - Math.pow(-2 * x + 2, 3) / 2);
}
// ----------------------------------------------------
// Cubic
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInQuart(double x) {
return x * x * x * x;
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutQuart(double x) {
return 1 - Math.pow(1 - x, 4);
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutQuart(double x) {
return (x < 0.5 ?
8 * x * x * x * x :
1 - Math.pow(-2 * x + 2, 4) / 2);
}
// ----------------------------------------------------
// Quint
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInQuint(double x) {
return x * x * x * x * x;
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutQuint(double x) {
return 1 - Math.pow(1 - x, 5);
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutQuint(double x) {
return (x < 0.5 ?
16 * x * x * x * x * x :
1 - Math.pow(-2 * x + 2, 5) / 2);
}
// ----------------------------------------------------
// Cubic
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInExpo(double x) {
return (x == 0 ?
0 :
Math.pow(2, 10 * x - 10));
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutExpo(double x) {
return (x == 1 ?
1 :
1 - Math.pow(2, -10 * x));
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutExpo(double x) {
if (x == 0.0)
return 0;
else if (x == 1.0)
return 1;
else if (x < 0.5)
return Math.pow(2, 20 * x - 10) / 2;
else
return (2 - Math.pow(2, -20 * x + 10)) / 2;
}
// ----------------------------------------------------
// Circ
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInCirc(double x) {
return 1 - Math.sqrt(1 - Math.pow(x, 2));
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutCirc(double x) {
return Math.sqrt(1 - Math.pow(x - 1, 2));
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutCirc(double x) {
return (x < 0.5
? (1 - Math.sqrt(1 - Math.pow(2 * x, 2))) / 2
: (Math.sqrt(1 - Math.pow(-2 * x + 2, 2)) + 1) / 2);
}
// ----------------------------------------------------
// Back
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInBack(double x) {
double c1 = 1.70158;
double c3 = c1 + 1;
return c3 * x * x * x - c1 * x * x;
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutBack(double x) {
double c1 = 1.70158;
double c3 = c1 + 1;
return 1 + c3 * Math.pow(x - 1, 3) + c1 * Math.pow(x - 1, 2);
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutBack(double x) {
double c1 = 1.70158;
double c2 = c1 * 1.525;
return x < 0.5
? (Math.pow(2 * x, 2) * ((c2 + 1) * 2 * x - c2)) / 2
: (Math.pow(2 * x - 2, 2) * ((c2 + 1) * (x * 2 - 2) + c2) + 2) / 2;
}
// ----------------------------------------------------
// Elastic
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInElastic(double x) {
double c4 = (2 * Math.PI) / 3;
if (x == 0.0)
return 0;
else if (x == 1.0)
return 1;
else
return - Math.pow(2, 10 * x - 10) * Math.sin((x * 10 - 10.75) * c4);
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutElastic(double x) {
double c4 = (2 * Math.PI) / 3;
if (x == 0.0)
return 0;
else if (x == 1.0)
return 1;
else
return Math.pow(2, -10 * x) * Math.sin((x * 10 - 0.75) * c4) + 1;
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutElastic(double x) {
double c5 = (2 * Math.PI) / 4.5;
if (x == 0.0)
return 0;
else if (x == 1.0)
return 1;
else if (x < 0.5)
return -(Math.pow(2, 20 * x - 10) * Math.sin((20 * x - 11.125) * c5)) / 2;
else
return (Math.pow(2, -20 * x + 10) * Math.sin((20 * x - 11.125) * c5)) / 2 + 1;
}
// ----------------------------------------------------
// Bounce
// ----------------------------------------------------
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInBounce(double x) {
return 1 - easeOutBounce(1 - x);
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeOutBounce(double x) {
double n1 = 7.5625;
double d1 = 2.75;
if (x < 1 / d1) {
return n1 * x * x;
} else if (x < 2 / d1) {
return n1 * (x -= 1.5 / d1) * x + 0.75;
} else if (x < 2.5 / d1) {
return n1 * (x -= 2.25 / d1) * x + 0.9375;
} else {
return n1 * (x -= 2.625 / d1) * x + 0.984375;
}
}
/**
* @param x represents the absolute progress of the animation in the bounds of 0 (beginning of the animation) and 1 (end of animation).
* @return a double value between 0 and 1 based on the animation progress.
*/
public static double easeInOutBounce(double x) {
return x < 0.5
? (1 - easeOutBounce(1 - 2 * x)) / 2
: (1 + easeOutBounce(2 * x - 1)) / 2;
}
}