#pragma once namespace EasingFunc { float easeInSine(float t) { return sin(1.5707963 * t); } float easeOutSine(float t) { return 1 + sin(1.5707963 * (--t)); } float easeInOutSine(float t) { return 0.5 * (1 + sin(3.1415926 * (t - 0.5))); } float easeInQuad(float t) { return t * t; } float easeOutQuad(float t) { return t * (2 - t); } float easeInOutQuad(float t) { return t < 0.5 ? 2 * t * t : t * (4 - 2 * t) - 1; } float easeInCubic(float t) { return t * t * t; } float easeOutCubic(float t) { return 1 + (--t) * t * t; } float easeInOutCubic(float t) { return t < 0.5 ? 4 * t * t * t : 1 + (--t) * (2 * (--t)) * (2 * t); } float easeInQuart(float t) { t *= t; return t * t; } float easeOutQuart(float t) { t = (--t) * t; return 1 - t * t; } float easeInOutQuart(float t) { if (t < 0.5) { t *= t; return 8 * t * t; } else { t = (--t) * t; return 1 - 8 * t * t; } } float easeInQuint(float t) { float t2 = t * t; return t * t2 * t2; } float easeOutQuint(float t) { float t2 = (--t) * t; return 1 + t * t2 * t2; } float easeInOutQuint(float t) { float t2; if (t < 0.5) { t2 = t * t; return 16 * t * t2 * t2; } else { t2 = (--t) * t; return 1 + 16 * t * t2 * t2; } } float easeInExpo(float t) { return (pow(2, 8 * t) - 1) / 255; } float easeOutExpo(float t) { return 1 - pow(2, -8 * t); } float easeInOutExpo(float t) { if (t < 0.5) { return (pow(2, 16 * t) - 1) / 510; } else { return 1 - 0.5 * pow(2, -16 * (t - 0.5)); } } float easeInCirc(float t) { return 1 - sqrt(1 - t); } float easeOutCirc(float t) { return sqrt(t); } float easeInOutCirc(float t) { if (t < 0.5) { return (1 - sqrt(1 - 2 * t)) * 0.5; } else { return (1 + sqrt(2 * t - 1)) * 0.5; } } float easeInBack(float t) { return t * t * (2.70158 * t - 1.70158); } float easeOutBack(float t) { return 1 + (--t) * t * (2.70158 * t + 1.70158); } float easeInOutBack(float t) { if (t < 0.5) { return t * t * (7 * t - 2.5) * 2; } else { return 1 + (--t) * t * 2 * (7 * t + 2.5); } } float easeInElastic(float t) { float t2 = t * t; return t2 * t2 * sin(t * PI * 4.5); } float easeOutElastic(float t) { float t2 = (t - 1) * (t - 1); return 1 - t2 * t2 * cos(t * PI * 4.5); } float easeInOutElastic(float t) { float t2; if (t < 0.45) { t2 = t * t; return 8 * t2 * t2 * sin(t * PI * 9); } else if (t < 0.55) { return 0.5 + 0.75 * sin(t * PI * 4); } else { t2 = (t - 1) * (t - 1); return 1 - 8 * t2 * t2 * sin(t * PI * 9); } } float easeInBounce(float t) { return pow(2, 6 * (t - 1)) * abs(sin(t * PI * 3.5)); } float easeOutBounce(float t) { return 1 - pow(2, -6 * t) * abs(cos(t * PI * 3.5)); } float easeInOutBounce(float t) { if (t < 0.5) { return 8 * pow(2, 8 * (t - 1)) * abs(sin(t * PI * 7)); } else { return 1 - 8 * pow(2, -8 * t) * abs(sin(t * PI * 7)); } } }