├── LICENSE
├── README.md
└── fr
└── lavache
└── anime
├── Animate.java
├── Delta.java
├── DeltaCallExemple.java
└── Easing.java
/LICENSE:
--------------------------------------------------------------------------------
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585 | permissions. However, no additional obligations are imposed on any
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587 | later version.
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589 | 15. Disclaimer of Warranty.
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592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
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621 | END OF TERMS AND CONDITIONS
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623 | How to Apply These Terms to Your New Programs
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649 |
650 | Also add information on how to contact you by electronic and paper mail.
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652 | If the program does terminal interaction, make it output a short
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673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # AnimationUtil
2 | Simple AnimationUtil using Easing functions. Can be used anywhere, Hacked-Client, Mods, etc..
3 |
4 |
5 | Render example >
6 | https://gyazo.com/780b5d84f7bc69f863acdcc7022591fe
7 |
8 |
9 | Exemple of how to use it.
10 |
11 | ```java
12 |
13 | //Variable Initialization
14 | Animate anim = new Animate();
15 |
16 | //Set Easing Method
17 | anim.setEase(Easing.CUBIC_OUT);
18 |
19 | //Set min Value
20 | anim.setMin(10);
21 |
22 | //Set max Value
23 | anim.setMax(500);
24 |
25 | //Set Animation Duration
26 | anim.setSpeed(200);
27 |
28 | //Set Reversed Animation
29 | anim.setReversed(false);
30 |
31 | //Update Animation
32 | anim.update();
33 |
34 | //Draw Rectangle, X, Y, WIDTH, HEIGHT, COLOR.
35 | drawRect(anim.getValue(), 10, 20, 20, 0xFFFFFFFF);
36 |
37 | //Reset Animation
38 | if(Mouse.isButtonDown(0))
39 | anim.reset();
40 | ```
41 |
42 | OR
43 |
44 | ```java
45 | //Variable Initialization
46 | Animate anim = new Animate();
47 |
48 | //Set Easing Method
49 | anim.setEase(Easing.CUBIC_OUT).setMin(10).setMax(500).setSpeed(200).setReversed(false).update();
50 |
51 | //Draw Rectangle, X, Y, WIDTH, HEIGHT, COLOR.
52 | drawRect(anim.getValue(), 10, 20, 20, 0xFFFFFFFF);
53 |
54 | //Reset Animation
55 | if(Mouse.isButtonDown(0))
56 | anim.reset();
57 | ```
58 |
--------------------------------------------------------------------------------
/fr/lavache/anime/Animate.java:
--------------------------------------------------------------------------------
1 | package fr.lavache.anime;
2 |
3 | public class Animate {
4 |
5 | private float value, min, max, speed, time;
6 | private boolean reversed;
7 | private Easing ease;
8 |
9 | public Animate() {
10 | this.ease = Easing.LINEAR;
11 | this.value = 0;
12 | this.min = 0;
13 | this.max = 1;
14 | this.speed = 50;
15 | this.reversed = false;
16 | }
17 |
18 | public void reset() { time = min; }
19 |
20 | public Animate update() {
21 | if (reversed) {
22 | if (time > min) time -= (Delta.DELTATIME * .001F * speed);
23 | } else {
24 | if (time < max) time += (Delta.DELTATIME * .001F * speed);
25 | }
26 | time = clamp(time, min, max);
27 | float easeVal = getEase().ease(time, min, max, max);
28 | this.value = (easeVal > max) ? max : easeVal;
29 | return this;
30 | }
31 |
32 | public Animate setValue(float value) {
33 | this.value = value;
34 | return this;
35 | }
36 | public Animate setMin(float min) {
37 | this.min = min;
38 | return this;
39 | }
40 |
41 | public Animate setMax(float max) {
42 | this.max = max;
43 | return this;
44 | }
45 |
46 | public Animate setSpeed(float speed) {
47 | this.speed = speed;
48 | return this;
49 | }
50 |
51 | public Animate setReversed(boolean reversed) {
52 | this.reversed = reversed;
53 | return this;
54 | }
55 |
56 | public Animate setEase(Easing ease) {
57 | this.ease = ease;
58 | return this;
59 | }
60 |
61 | public float getValue() { return value; }
62 | public float getMin() { return min; }
63 | public float getMax() { return max; }
64 | public float getSpeed() { return speed; }
65 | public boolean isReversed() { return reversed; }
66 | public Easing getEase() { return ease; }
67 |
68 | private float clamp(float num, float min, float max) { return num < min ? min : (num > max ? max : num); }
69 | }
70 |
--------------------------------------------------------------------------------
/fr/lavache/anime/Delta.java:
--------------------------------------------------------------------------------
1 | package fr.lavache.anime;
2 |
3 | public class Delta { public static int DELTATIME; }
4 |
--------------------------------------------------------------------------------
/fr/lavache/anime/DeltaCallExemple.java:
--------------------------------------------------------------------------------
1 | package fr.lavache.anime;
2 |
3 | import java.io.IOException;
4 |
5 | public class DeltaCallExemple {
6 |
7 | /* GO TO > Minecraft.java */
8 |
9 | /* Create varriables */
10 | // => long lastFrame = getTime();
11 | // => long getTime() { return (Sys.getTime() * 1000) / Sys.getTimerResolution(); }
12 |
13 | private void runGameLoop() throws IOException
14 | {
15 | /*//--Delta--//
16 | => long currentTime = getTime();
17 | => int deltaTime = (int) (currentTime - lastFrame);
18 | => lastFrame = currentTime;
19 | => Delta.DELTATIME = deltaTime;
20 | //--Delta--//
21 |
22 |
23 |
24 | long i = System.nanoTime();
25 | this.mcProfiler.startSection("root");
26 |
27 | if (Display.isCreated() && Display.isCloseRequested())
28 | {
29 | this.shutdown();
30 | }
31 |
32 | if (this.isGamePaused && this.theWorld != null)
33 | {
34 | float f = this.timer.renderPartialTicks;
35 | this.timer.updateTimer();
36 | this.timer.renderPartialTicks = f;
37 | }
38 | else
39 | {
40 | this.timer.updateTimer();
41 | }
42 |
43 | this.mcProfiler.startSection("scheduledExecutables");
44 |
45 | synchronized (this.scheduledTasks)
46 | {
47 | while (!this.scheduledTasks.isEmpty())
48 | {
49 | Util.func_181617_a((FutureTask)this.scheduledTasks.poll(), logger);
50 | }
51 | }
52 |
53 | this.mcProfiler.endSection();
54 | long l = System.nanoTime();
55 | this.mcProfiler.startSection("tick");
56 |
57 | for (int j = 0; j < this.timer.elapsedTicks; ++j)
58 | {
59 | this.runTick();
60 | }
61 |
62 | this.mcProfiler.endStartSection("preRenderErrors");
63 | long i1 = System.nanoTime() - l;
64 | this.checkGLError("Pre render");
65 | this.mcProfiler.endStartSection("sound");
66 | this.mcSoundHandler.setListener(this.thePlayer, this.timer.renderPartialTicks);
67 | this.mcProfiler.endSection();
68 | this.mcProfiler.startSection("render");
69 | GlStateManager.pushMatrix();
70 | GlStateManager.clear(16640);
71 | this.framebufferMc.bindFramebuffer(true);
72 | this.mcProfiler.startSection("display");
73 | GlStateManager.enableTexture2D();
74 |
75 | if (this.thePlayer != null && this.thePlayer.isEntityInsideOpaqueBlock())
76 | {
77 | this.gameSettings.thirdPersonView = 0;
78 | }
79 |
80 | this.mcProfiler.endSection();
81 |
82 | if (!this.skipRenderWorld)
83 | {
84 | this.mcProfiler.endStartSection("gameRenderer");
85 | this.entityRenderer.func_181560_a(this.timer.renderPartialTicks, i);
86 | this.mcProfiler.endSection();
87 | }
88 |
89 | this.mcProfiler.endSection();
90 |
91 | if (this.gameSettings.showDebugInfo && this.gameSettings.showDebugProfilerChart && !this.gameSettings.hideGUI)
92 | {
93 | if (!this.mcProfiler.profilingEnabled)
94 | {
95 | this.mcProfiler.clearProfiling();
96 | }
97 |
98 | this.mcProfiler.profilingEnabled = true;
99 | this.displayDebugInfo(i1);
100 | }
101 | else
102 | {
103 | this.mcProfiler.profilingEnabled = false;
104 | this.prevFrameTime = System.nanoTime();
105 | }
106 |
107 | this.guiAchievement.updateAchievementWindow();
108 | this.framebufferMc.unbindFramebuffer();
109 | GlStateManager.popMatrix();
110 | GlStateManager.pushMatrix();
111 | this.framebufferMc.framebufferRender(this.displayWidth, this.displayHeight);
112 | GlStateManager.popMatrix();
113 | GlStateManager.pushMatrix();
114 | this.entityRenderer.renderStreamIndicator(this.timer.renderPartialTicks);
115 | GlStateManager.popMatrix();
116 | this.mcProfiler.startSection("root");
117 | this.updateDisplay();
118 | Thread.yield();
119 | this.mcProfiler.startSection("stream");
120 | this.mcProfiler.startSection("update");
121 | this.stream.func_152935_j();
122 | this.mcProfiler.endStartSection("submit");
123 | this.stream.func_152922_k();
124 | this.mcProfiler.endSection();
125 | this.mcProfiler.endSection();
126 | this.checkGLError("Post render");
127 | ++this.fpsCounter;
128 | this.isGamePaused = this.isSingleplayer() && this.currentScreen != null && this.currentScreen.doesGuiPauseGame() && !this.theIntegratedServer.getPublic();
129 | long k = System.nanoTime();
130 | this.field_181542_y.func_181747_a(k - this.field_181543_z);
131 | this.field_181543_z = k;
132 |
133 | while (getSystemTime() >= this.debugUpdateTime + 1000L)
134 | {
135 | debugFPS = this.fpsCounter;
136 | this.debug = String.format("%d fps (%d chunk update%s) T: %s%s%s%s%s", new Object[] {Integer.valueOf(debugFPS), Integer.valueOf(RenderChunk.renderChunksUpdated), RenderChunk.renderChunksUpdated != 1 ? "s" : "", (float)this.gameSettings.limitFramerate == GameSettings.Options.FRAMERATE_LIMIT.getValueMax() ? "inf" : Integer.valueOf(this.gameSettings.limitFramerate), this.gameSettings.enableVsync ? " vsync" : "", this.gameSettings.fancyGraphics ? "" : " fast", this.gameSettings.clouds == 0 ? "" : (this.gameSettings.clouds == 1 ? " fast-clouds" : " fancy-clouds"), OpenGlHelper.useVbo() ? " vbo" : ""});
137 | RenderChunk.renderChunksUpdated = 0;
138 | this.debugUpdateTime += 1000L;
139 | this.fpsCounter = 0;
140 | this.usageSnooper.addMemoryStatsToSnooper();
141 |
142 | if (!this.usageSnooper.isSnooperRunning())
143 | {
144 | this.usageSnooper.startSnooper();
145 | }
146 | }
147 |
148 | if (this.isFramerateLimitBelowMax())
149 | {
150 | this.mcProfiler.startSection("fpslimit_wait");
151 | Display.sync(this.getLimitFramerate());
152 | this.mcProfiler.endSection();
153 | }
154 |
155 | this.mcProfiler.endSection();*/
156 | }
157 |
158 | }
159 |
--------------------------------------------------------------------------------
/fr/lavache/anime/Easing.java:
--------------------------------------------------------------------------------
1 | package fr.lavache.anime;
2 |
3 | public interface Easing {
4 |
5 | /**
6 | * Simple linear tweening - no easing.
7 | */
8 | Easing LINEAR = (t, b, c, d) -> c * t / d + b;
9 | /**
10 | * Quadratic easing in - accelerating from zero velocity.
11 | */
12 | Easing QUAD_IN = (t, b, c, d) -> c * (t /= d) * t + b;
13 |
14 | ///////////// QUADRATIC EASING: t^2 ///////////////////
15 | /**
16 | * Quadratic easing out - decelerating to zero velocity.
17 | */
18 | Easing QUAD_OUT = (t, b, c, d) -> -c * (t /= d) * (t - 2) + b;
19 | /**
20 | * Quadratic easing in/out - acceleration until halfway, then deceleration
21 | */
22 | Easing QUAD_IN_OUT = (t, b, c, d) -> {
23 | if ((t /= d / 2) < 1) return c / 2 * t * t + b;
24 | return -c / 2 * ((--t) * (t - 2) - 1) + b;
25 | };
26 | /**
27 | * Cubic easing in - accelerating from zero velocity.
28 | */
29 | Easing CUBIC_IN = (t, b, c, d) -> c * (t /= d) * t * t + b;
30 |
31 |
32 | ///////////// CUBIC EASING: t^3 ///////////////////////
33 | /**
34 | * Cubic easing out - decelerating to zero velocity.
35 | */
36 | Easing CUBIC_OUT = (t, b, c, d) -> c * ((t = t / d - 1) * t * t + 1) + b;
37 | /**
38 | * Cubic easing in/out - acceleration until halfway, then deceleration.
39 | */
40 | Easing CUBIC_IN_OUT = (t, b, c, d) -> {
41 | if ((t /= d / 2) < 1) return c / 2 * t * t * t + b;
42 | return c / 2 * ((t -= 2) * t * t + 2) + b;
43 | };
44 | /**
45 | * Quartic easing in - accelerating from zero velocity.
46 | */
47 | Easing QUARTIC_IN = (t, b, c, d) -> c * (t /= d) * t * t * t + b;
48 |
49 | ///////////// QUARTIC EASING: t^4 /////////////////////
50 | /**
51 | * Quartic easing out - decelerating to zero velocity.
52 | */
53 | Easing QUARTIC_OUT = (t, b, c, d) -> -c * ((t = t / d - 1) * t * t * t - 1) + b;
54 | /**
55 | * Quartic easing in/out - acceleration until halfway, then deceleration.
56 | */
57 | Easing QUARTIC_IN_OUT = (t, b, c, d) -> {
58 | if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b;
59 | return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
60 | };
61 | /**
62 | * Quintic easing in - accelerating from zero velocity.
63 | */
64 | Easing QUINTIC_IN = (t, b, c, d) -> c * (t /= d) * t * t * t * t + b;
65 |
66 | ///////////// QUINTIC EASING: t^5 ////////////////////
67 | /**
68 | * Quintic easing out - decelerating to zero velocity.
69 | */
70 | Easing QUINTIC_OUT = (t, b, c, d) -> c * ((t = t / d - 1) * t * t * t * t + 1) + b;
71 | /**
72 | * Quintic easing in/out - acceleration until halfway, then deceleration.
73 | */
74 | Easing QUINTIC_IN_OUT = (t, b, c, d) -> {
75 | if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b;
76 | return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
77 | };
78 | /**
79 | * Sinusoidal easing in - accelerating from zero velocity.
80 | */
81 | Easing SINE_IN = (t, b, c, d) -> -c * (float) Math.cos(t / d * (Math.PI / 2)) + c + b;
82 |
83 |
84 | ///////////// SINUSOIDAL EASING: sin(t) ///////////////
85 | /**
86 | * Sinusoidal easing out - decelerating to zero velocity.
87 | */
88 | Easing SINE_OUT = (t, b, c, d) -> c * (float) Math.sin(t / d * (Math.PI / 2)) + b;
89 | /**
90 | * Sinusoidal easing in/out - accelerating until halfway, then decelerating.
91 | */
92 | Easing SINE_IN_OUT = (t, b, c, d) -> -c / 2 * ((float) Math.cos(Math.PI * t / d) - 1) + b;
93 | /**
94 | * Exponential easing in - accelerating from zero velocity.
95 | */
96 | Easing EXPO_IN = (t, b, c, d) -> (t == 0) ? b : c * (float) Math.pow(2, 10 * (t / d - 1)) + b;
97 |
98 | ///////////// EXPONENTIAL EASING: 2^t /////////////////
99 | /**
100 | * Exponential easing out - decelerating to zero velocity.
101 | */
102 | Easing EXPO_OUT = (t, b, c, d) -> (t == d) ? b + c : c * (-(float) Math.pow(2, -10 * t / d) + 1) + b;
103 | /**
104 | * Exponential easing in/out - accelerating until halfway, then decelerating.
105 | */
106 | Easing EXPO_IN_OUT = (t, b, c, d) -> {
107 | if (t == 0) return b;
108 | if (t == d) return b + c;
109 | if ((t /= d / 2) < 1) return c / 2 * (float) Math.pow(2, 10 * (t - 1)) + b;
110 | return c / 2 * (-(float) Math.pow(2, -10 * --t) + 2) + b;
111 | };
112 | /**
113 | * Circular easing in - accelerating from zero velocity.
114 | */
115 | Easing CIRC_IN = (t, b, c, d) -> -c * ((float) Math.sqrt(1 - (t /= d) * t) - 1) + b;
116 |
117 |
118 | /////////// CIRCULAR EASING: sqrt(1-t^2) //////////////
119 | /**
120 | * Circular easing out - decelerating to zero velocity.
121 | */
122 | Easing CIRC_OUT = (t, b, c, d) -> c * (float) Math.sqrt(1 - (t = t / d - 1) * t) + b;
123 | /**
124 | * Circular easing in/out - acceleration until halfway, then deceleration.
125 | */
126 | Easing CIRC_IN_OUT = (t, b, c, d) -> {
127 | if ((t /= d / 2) < 1) return -c / 2 * ((float) Math.sqrt(1 - t * t) - 1) + b;
128 | return c / 2 * ((float) Math.sqrt(1 - (t -= 2) * t) + 1) + b;
129 | };
130 | /**
131 | * An EasingIn instance using the default values.
132 | */
133 | Easing.Elastic ELASTIC_IN = new Easing.ElasticIn();
134 |
135 | /////////// ELASTIC EASING: exponentially decaying sine wave //////////////
136 | /**
137 | * An ElasticOut instance using the default values.
138 | */
139 | Easing.Elastic ELASTIC_OUT = new Easing.ElasticOut();
140 | /**
141 | * An ElasticInOut instance using the default values.
142 | */
143 | Easing.Elastic ELASTIC_IN_OUT = new Easing.ElasticInOut();
144 | /**
145 | * An instance of BackIn using the default overshoot.
146 | */
147 | Easing.Back BACK_IN = new Easing.BackIn();
148 | /**
149 | * An instance of BackOut using the default overshoot.
150 | */
151 | Easing.Back BACK_OUT = new Easing.BackOut();
152 | /**
153 | * An instance of BackInOut using the default overshoot.
154 | */
155 | Easing.Back BACK_IN_OUT = new Easing.BackInOut();
156 | /**
157 | * Bounce easing out.
158 | */
159 | Easing BOUNCE_OUT = (t, b, c, d) -> {
160 | if ((t /= d) < (1 / 2.75f)) {
161 | return c * (7.5625f * t * t) + b;
162 | } else if (t < (2 / 2.75f)) {
163 | return c * (7.5625f * (t -= (1.5f / 2.75f)) * t + .75f) + b;
164 | } else if (t < (2.5f / 2.75f)) {
165 | return c * (7.5625f * (t -= (2.25f / 2.75f)) * t + .9375f) + b;
166 | } else {
167 | return c * (7.5625f * (t -= (2.625f / 2.75f)) * t + .984375f) + b;
168 | }
169 | };
170 | /**
171 | * Bounce easing in.
172 | */
173 | Easing BOUNCE_IN = (t, b, c, d) -> c - Easing.BOUNCE_OUT.ease(d - t, 0, c, d) + b;
174 |
175 | /////////// BACK EASING: overshooting cubic easing: (s+1)*t^3 - s*t^2 //////////////
176 | /**
177 | * Bounce easing in/out.
178 | */
179 | Easing BOUNCE_IN_OUT = (t, b, c, d) -> {
180 | if (t < d / 2) return Easing.BOUNCE_IN.ease(t * 2, 0, c, d) * .5f + b;
181 | return Easing.BOUNCE_OUT.ease(t * 2 - d, 0, c, d) * .5f + c * .5f + b;
182 | };
183 |
184 | /**
185 | * The basic function for easing.
186 | *
187 | * @param t the time (either frames or in seconds/milliseconds)
188 | * @param b the beginning value
189 | * @param c the value changed
190 | * @param d the duration time
191 | * @return the eased value
192 | */
193 | float ease(float t, float b, float c, float d);
194 |
195 | /**
196 | * A base class for elastic easings.
197 | */
198 | abstract class Elastic implements Easing {
199 | private float amplitude;
200 | private float period;
201 |
202 | /**
203 | * Creates a new Elastic easing with the specified settings.
204 | *
205 | * @param amplitude the amplitude for the elastic function
206 | * @param period the period for the elastic function
207 | */
208 | public Elastic(float amplitude, float period) {
209 | this.amplitude = amplitude;
210 | this.period = period;
211 | }
212 |
213 | /**
214 | * Creates a new Elastic easing with default settings (-1f, 0f).
215 | */
216 | public Elastic() {
217 | this(-1f, 0f);
218 | }
219 |
220 | /**
221 | * Returns the period.
222 | *
223 | * @return the period for this easing
224 | */
225 | public float getPeriod() {
226 | return period;
227 | }
228 |
229 | /**
230 | * Sets the period to the given value.
231 | *
232 | * @param period the new period
233 | */
234 | public void setPeriod(float period) {
235 | this.period = period;
236 | }
237 |
238 | /**
239 | * Returns the amplitude.
240 | *
241 | * @return the amplitude for this easing
242 | */
243 | public float getAmplitude() {
244 | return amplitude;
245 | }
246 |
247 | /**
248 | * Sets the amplitude to the given value.
249 | *
250 | * @param amplitude the new amplitude
251 | */
252 | public void setAmplitude(float amplitude) {
253 | this.amplitude = amplitude;
254 | }
255 | }
256 |
257 | /**
258 | * An Elastic easing used for ElasticIn functions.
259 | */
260 | class ElasticIn extends Elastic {
261 | public ElasticIn(float amplitude, float period) {
262 | super(amplitude, period);
263 | }
264 |
265 | public ElasticIn() {
266 | super();
267 | }
268 |
269 | public float ease(float t, float b, float c, float d) {
270 | float a = getAmplitude();
271 | float p = getPeriod();
272 | if (t == 0) return b;
273 | if ((t /= d) == 1) return b + c;
274 | if (p == 0) p = d * .3f;
275 | float s = 0;
276 | if (a < Math.abs(c)) {
277 | a = c;
278 | s = p / 4;
279 | } else s = p / (float) (2 * Math.PI) * (float) Math.asin(c / a);
280 | return -(a * (float) Math.pow(2, 10 * (t -= 1)) * (float) Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
281 | }
282 | }
283 |
284 | /**
285 | * An Elastic easing used for ElasticOut functions.
286 | */
287 | class ElasticOut extends Elastic {
288 | public ElasticOut(float amplitude, float period) {
289 | super(amplitude, period);
290 | }
291 |
292 | public ElasticOut() {
293 | super();
294 | }
295 |
296 | public float ease(float t, float b, float c, float d) {
297 | float a = getAmplitude();
298 | float p = getPeriod();
299 | if (t == 0) return b;
300 | if ((t /= d) == 1) return b + c;
301 | if (p == 0) p = d * .3f;
302 | float s = 0;
303 | if (a < Math.abs(c)) {
304 | a = c;
305 | s = p / 4;
306 | } else s = p / (float) (2 * Math.PI) * (float) Math.asin(c / a);
307 | return a * (float) Math.pow(2, -10 * t) * (float) Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b;
308 | }
309 | }
310 |
311 | /**
312 | * An Elastic easing used for ElasticInOut functions.
313 | */
314 | class ElasticInOut extends Elastic {
315 | public ElasticInOut(float amplitude, float period) {
316 | super(amplitude, period);
317 | }
318 |
319 | public ElasticInOut() {
320 | super();
321 | }
322 |
323 | public float ease(float t, float b, float c, float d) {
324 | float a = getAmplitude();
325 | float p = getPeriod();
326 | if (t == 0) return b;
327 | if ((t /= d / 2) == 2) return b + c;
328 | if (p == 0) p = d * (.3f * 1.5f);
329 | float s = 0;
330 | if (a < Math.abs(c)) {
331 | a = c;
332 | s = p / 4f;
333 | } else s = p / (float) (2 * Math.PI) * (float) Math.asin(c / a);
334 | if (t < 1)
335 | return -.5f * (a * (float) Math.pow(2, 10 * (t -= 1)) * (float) Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
336 | return a * (float) Math.pow(2, -10 * (t -= 1)) * (float) Math.sin((t * d - s) * (2 * Math.PI) / p) * .5f + c + b;
337 | }
338 | }
339 |
340 | /**
341 | * A base class for Back easings.
342 | */
343 | abstract class Back implements Easing {
344 | /**
345 | * The default overshoot is 10% (1.70158).
346 | */
347 | public static final float DEFAULT_OVERSHOOT = 1.70158f;
348 |
349 | private float overshoot;
350 |
351 | /**
352 | * Creates a new Back instance with the default overshoot (1.70158).
353 | */
354 | public Back() {
355 | this(DEFAULT_OVERSHOOT);
356 | }
357 |
358 | /**
359 | * Creates a new Back instance with the specified overshoot.
360 | *
361 | * @param overshoot the amount to overshoot by -- higher number
362 | * means more overshoot and an overshoot of 0 results in
363 | * cubic easing with no overshoot
364 | */
365 | public Back(float overshoot) {
366 | this.overshoot = overshoot;
367 | }
368 |
369 | /**
370 | * Returns the overshoot for this easing.
371 | *
372 | * @return this easing's overshoot
373 | */
374 | public float getOvershoot() {
375 | return overshoot;
376 | }
377 |
378 | /**
379 | * Sets the overshoot to the given value.
380 | *
381 | * @param overshoot the new overshoot
382 | */
383 | public void setOvershoot(float overshoot) {
384 | this.overshoot = overshoot;
385 | }
386 | }
387 |
388 | /////////// BOUNCE EASING: exponentially decaying parabolic bounce //////////////
389 |
390 | /**
391 | * Back easing in - backtracking slightly, then reversing direction and moving to target.
392 | */
393 | class BackIn extends Back {
394 | public BackIn() {
395 | super();
396 | }
397 |
398 | public BackIn(float overshoot) {
399 | super(overshoot);
400 | }
401 |
402 | public float ease(float t, float b, float c, float d) {
403 | float s = getOvershoot();
404 | return c * (t /= d) * t * ((s + 1) * t - s) + b;
405 | }
406 | }
407 |
408 | /**
409 | * Back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target.
410 | */
411 | class BackOut extends Back {
412 | public BackOut() {
413 | super();
414 | }
415 |
416 | public BackOut(float overshoot) {
417 | super(overshoot);
418 | }
419 |
420 | public float ease(float t, float b, float c, float d) {
421 | float s = getOvershoot();
422 | return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
423 | }
424 | }
425 |
426 | /**
427 | * Back easing in/out - backtracking slightly, then reversing direction and moving to target,
428 | * then overshooting target, reversing, and finally coming back to target.
429 | */
430 | class BackInOut extends Back {
431 | public BackInOut() {
432 | super();
433 | }
434 |
435 | public BackInOut(float overshoot) {
436 | super(overshoot);
437 | }
438 |
439 | public float ease(float t, float b, float c, float d) {
440 | float s = getOvershoot();
441 | if ((t /= d / 2) < 1) return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
442 | return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
443 | }
444 | }
445 | }
446 |
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