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UI: Generalize easing functions a bit.
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@ -45,13 +45,22 @@ float ease(int t, int fadeLength)
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return ease((float)t / (float)fadeLength);
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}
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float bezierEaseInOut(float val) {
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static const float x1 = 0.42f, x2 = 0.58f;
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static const float a = 1.0f - 3.0f * x2 + 3.0f * x1;
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static const float b = 3.0f * x2 - 6.0f * x1;
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static const float c = 3.0f * x1;
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template <int hundredthsX1, int hundredthsX2, int hundredthsY1 = 0, int hundredthsY2 = 100>
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inline float bezierEaseFunc(float val) {
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constexpr float x1 = hundredthsX1 / 100.0f;
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constexpr float x2 = hundredthsX2 / 100.0f;
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constexpr float a = 1.0f - 3.0f * x2 + 3.0f * x1;
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constexpr float b = 3.0f * x2 - 6.0f * x1;
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constexpr float c = 3.0f * x1;
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constexpr float y1 = hundredthsY1 / 100.0f;
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constexpr float y2 = hundredthsY2 / 100.0f;
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constexpr float ya = 1.0f - 3.0f * y2 + 3.0f * y1;
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constexpr float yb = 3.0f * y2 - 6.0f * y1;
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constexpr float yc = 3.0f * y1;
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float guess = val;
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// Newton-Raphson calculation, no need to be too precise.
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for (int i = 0; i < 4; ++i) {
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float slope = 3.0f * a * guess * guess + 2.0f * b * guess + c;
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if (slope == 0.0f) {
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@ -62,8 +71,23 @@ float bezierEaseInOut(float val) {
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guess -= x / slope;
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}
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return ((ya * guess + yb) * guess + yc) * guess;
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}
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return (-2.0f * guess + 3.0f) * guess * guess;
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float bezierEase(float val) {
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return bezierEaseFunc<25, 25, 10, 100>(val);
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}
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float bezierEaseInOut(float val) {
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return bezierEaseFunc<42, 58>(val);
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}
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float bezierEaseIn(float val) {
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return bezierEaseFunc<42, 100>(val);
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}
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float bezierEaseOut(float val) {
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return bezierEaseFunc<0, 58>(val);
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}
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float sawtooth(int t, int period) {
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@ -14,7 +14,10 @@ float linearOut(int t, int fadeInLength);
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float ease(float val);
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float ease(int t, int fadeLength);
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float bezierEase(float val);
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float bezierEaseInOut(float val);
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float bezierEaseIn(float val);
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float bezierEaseOut(float val);
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// need a bouncy ease
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