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package com.anthonyhilyard.iceberg.util;
/**
* 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.
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 float Ease(float a, float b, float t, EasingType type, EasingDirection direction)
{
switch (type)
{
case None:
default:
return None(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 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);
}
}
}
}
}
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