ppsspp/Common/Math/curves.cpp
2024-06-01 13:44:11 +02:00

112 lines
2.5 KiB
C++

#include <cmath>
#include "Common/Math/math_util.h"
#include "curves.h"
float linearInOut(int t, int fadeInLength, int solidLength, int fadeOutLength) {
if (t < 0) return 0;
if (t < fadeInLength) {
return (float)t / fadeInLength;
}
t -= fadeInLength;
if (t < solidLength) {
return 1.0f;
}
t -= solidLength;
if (t < fadeOutLength) {
return 1.0f - (float)t / fadeOutLength;
}
return 0.0f;
}
float linearIn(int t, int fadeInLength) {
if (t < 0) return 0;
if (t < fadeInLength) {
return (float)t / fadeInLength;
}
return 1.0f;
}
float linearOut(int t, int fadeOutLength) {
return 1.0f - linearIn(t, fadeOutLength);
}
float ease(float val) {
if (val >= 1.0f) return 1.0f;
if (val <= 0.0f) return 0.0f;
return (float)(((-cosf(val * PI)) + 1.0f) * 0.5);
}
float ease(int t, int fadeLength)
{
if (t <= 0.0f) return 0.0f;
if (t >= fadeLength) return 1.0f;
return ease((float)t / (float)fadeLength);
}
template <int hundredthsX1, int hundredthsX2, int hundredthsY1 = 0, int hundredthsY2 = 100>
inline float bezierEaseFunc(float val) {
constexpr float x1 = hundredthsX1 / 100.0f;
constexpr float x2 = hundredthsX2 / 100.0f;
constexpr float a = 1.0f - 3.0f * x2 + 3.0f * x1;
constexpr float b = 3.0f * x2 - 6.0f * x1;
constexpr float c = 3.0f * x1;
constexpr float y1 = hundredthsY1 / 100.0f;
constexpr float y2 = hundredthsY2 / 100.0f;
constexpr float ya = 1.0f - 3.0f * y2 + 3.0f * y1;
constexpr float yb = 3.0f * y2 - 6.0f * y1;
constexpr float yc = 3.0f * y1;
float guess = val;
// Newton-Raphson calculation, no need to be too precise.
for (int i = 0; i < 4; ++i) {
float slope = 3.0f * a * guess * guess + 2.0f * b * guess + c;
if (slope == 0.0f) {
break;
}
float x = ((a * guess + b) * guess + c) * guess - val;
guess -= x / slope;
}
return ((ya * guess + yb) * guess + yc) * guess;
}
float bezierEase(float val) {
return bezierEaseFunc<25, 25, 10, 100>(val);
}
float bezierEaseInOut(float val) {
return bezierEaseFunc<42, 58>(val);
}
float bezierEaseIn(float val) {
return bezierEaseFunc<42, 100>(val);
}
float bezierEaseOut(float val) {
return bezierEaseFunc<0, 58>(val);
}
float sawtooth(int t, int period) {
return (t % period) * (1.0f / (period - 1));
}
float passWithPause(int t, int fadeInLength, int pauseLength, int fadeOutLength)
{
if (t < fadeInLength) {
return -1.0f + (float)t / fadeInLength;
}
t -= fadeInLength;
if (t < pauseLength) {
return 0.0f;
}
t -= pauseLength;
if (t < fadeOutLength) {
return (float)t / fadeOutLength;
}
return 1.0f;
}