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package com.anthonyhilyard.iceberg.util;
import net.minecraft.util.text.Color;
/**
* Helper functions for smooth easing/interpolation. If you need linear, use net.minecraft.util.math.MathHelper.lerp instead.
*/
public final class Easing
{
public static enum EasingType
{
None, // Produces step-wise interpolation.
Linear,
Quad,
Cubic
}
public static enum EasingDirection
{
In,
Out,
InOut
}
public static float Ease(float a, float b, float t)
{
return Ease(a, b, t, EasingType.Quad);
}
public static float Ease(float a, float b, float t, EasingType type)
{
return Ease(a, b, t, type, EasingDirection.InOut);
}
public static Color Ease(Color a, Color b, float t, EasingType type)
{
// Helper function to ease between colors.
// Ease each component individually.
int aV = a.getValue(), bV = b.getValue();
int aA = (aV >> 24) & 0xFF, aR = (aV >> 16) & 0xFF, aG = (aV >> 8) & 0xFF, aB = (aV >> 0) & 0xFF,
bA = (bV >> 24) & 0xFF, bR = (bV >> 16) & 0xFF, bG = (bV >> 8) & 0xFF, bB = (bV >> 0) & 0xFF;
return Color.fromRgb((int)Ease(aA, bA, t, type) << 24 |
(int)Ease(aR, bR, t, type) << 16 |
(int)Ease(aG, bG, t, type) << 8 |
(int)Ease(aB, bB, t, type) << 0);
}
public static float Ease(float a, float b, float t, EasingType type, EasingDirection direction)
{
switch (type)
{
case None:
default:
return None(a, b, t);
case Linear:
return Linear(a, b, t);
case Quad:
return Quad(a, b, t, direction);
case Cubic:
return Cubic(a, b, t, direction);
}
}
private static float None(float a, float b, float t)
{
if (t < 0.5f)
{
return a;
}
else
{
return b;
}
}
private static float Linear(float a, float b, float t)
{
return a + (b - a) * t;
}
private static float Quad(float a, float b, float t, EasingDirection direction)
{
switch (direction)
{
case In:
return a + (b - a) * t * t;
case Out:
return a + (b - a) * (1.0f - (1.0f - t) * (1.0f - t));
case InOut:
default:
{
t *= 2.0f;
if (t < 1.0f)
{
return a + (b - a) * 0.5f * t * t;
}
else
{
t -= 2.0f;
return a + (a - b) * 0.5f * (t * t - 2.0f);
}
}
}
}
private static float Cubic(float a, float b, float t, EasingDirection direction)
{
switch (direction)
{
case In:
return a + (b - a) * t * t * t;
case Out:
return a + (b - a) * (1.0f - (1.0f - t) * (1.0f - t) * (1.0f - t));
case InOut:
default:
{
t *= 2.0f;
if (t < 1.0f)
{
return a + (b - a) * 0.5f * t * t * t;
}
else
{
t -= 2.0f;
return a + (b - a) * 0.5f * (t * t * t + 2.0f);
}
}
}
}
}
|