Add orx-easing
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31
orx-easing/README.md
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31
orx-easing/README.md
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# orx-easing
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A collection of easing functions similar to those on https://easings.net
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- `easeLinear`
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- `easeBackIn`, `easeBackInOut`, `easeBackOut`
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- `easeBounceIn`, `easeBounceInOut`, `easeBounceOut`
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- `easeCircIn`, `easeCircInOut`, `easeCircOut`
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- `easeCubicIn`, `easeCubicInOut` `easeCubicOut`
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- `easeElasticIn`, `easeElasticInOut`, `easeElasticOut`
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- `easeExpoIn`, `easeExpoInOut`, `easeExpoOut`
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- `easeQuadIn`, `easeQuadInOut`, `easeQuadOut`
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- `easeQuartIn`, `easeQuartInOut`, `easeQuartOut`
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- `easeQuintIn`, `easeQuintInOut`, `easeQuintOut`
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- `easeSineIn`, `easeSineInOut`, `easeSineOut`
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## usage
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`fun easeX(time: Double, bias: Double = 0.0, scale: Double = 1.0, duration : Double = 1.0)`
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```kotlin
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// -- when t is in [0, 1]
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val et = easeQuadIn(t)
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val et = easeQuadIn(t, 0.0, 1.0, 10.0)
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```
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Using the `Easing` enumeration
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```kotlin
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val et = Easing.QuadIn.function(t, 0.0, 1.0, 1.0)
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```
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321
orx-easing/src/main/kotlin/Easing.kt
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321
orx-easing/src/main/kotlin/Easing.kt
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package org.openrndr.extras.easing
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typealias EasingFunction = (Double, Double, Double, Double) -> Double
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fun easeLinear(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0) = c * (t / d) + b
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// -- constant
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fun easeZero(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0) = b
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fun easeOne(t: Double, b: Double = 0.0, c: Double = 1.0, d : Double = 1.0) = b + c
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// -- back
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fun easeBackIn(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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val s = 1.70158
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val td = t / d
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return c * (td) * td * ((s + 1) * td - s) + b
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}
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fun easeBackInOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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val s = 1.70158 * 1.525
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val s2 = s * 1.525
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val td2 = t / (d / 2)
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val td22 = td2 - 2
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return if (td2 < 1) c / 2 * (t * t * ((s + 1) * t - s)) + b else c / 2 * ((td22) * td22 * (((s2) + 1) * t + s2) + 2) + b
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}
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fun easeBackOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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val s = 1.70158
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val td1 = t / d - 1
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return c * (td1 * td1 * ((s + 1) * t + s) + 1) + b
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}
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// -- bounce
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fun easeBounceIn(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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var t1 = d - t
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val result: Double
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t1 /= d
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if (t1 < 1 / 2.75) {
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result = c * (7.5625 * t1 * t1) + 0.toDouble()
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} else if (t1 < 2 / 2.75f) {
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t1 -= (1.5 / 2.75)
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result = c * (7.5625 * (t1 * t1 + .75f))
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} else if (t1 < 2.5 / 2.75) {
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t1 -= 2.25 / 2.75
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result = c * (7.5625 * (t1 * t1 + .9375f))
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} else {
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t1 -= (2.625 / 2.75)
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result = c * (7.5625 * (t1) * t1 + .984375f)
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}
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return c - result + b
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}
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fun easeBounceInOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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var t1 = d - t * 2
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val result: Double
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t1 /= d
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if (t1 < 1 / 2.75f) {
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result = c * (7.5625 * t1 * t1) + 0.toDouble()
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} else if (t1 < 2 / 2.75f) {
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t1 -= 1.5 / 2.75
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result = c * (7.5625 * (t1) * t1 + .75f) + 0.toDouble()
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} else if (t1 < 2.5 / 2.75) {
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t1 -= 2.25 / 2.75
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result = c * (7.5625 * (t1) * t1 + .9375f) + 0.toDouble()
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} else {
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t1 -= 2.625 / 2.75
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result = c * (7.5625 * (t1) * t1 + .984375f) + 0.toDouble()
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//return c * (7.5625 * pow((t/d) -(2.625 / 2.75),2) + .984375) + b;
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}
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var t2 = t * 2 - d
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val result1: Double
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t2 /= d
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if (t2 < 1 / 2.75f) result1 = c * (7.5625 * t2 * t2) + 0.toDouble() else if (t2 < 2 / 2.75f) {
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t2 -= 1.5 / 2.75
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result1 = c * (7.5625 * t2 * t2 + .75f)
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} else if (t2 < 2.5 / 2.75) {
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t2 -= 2.25 / 2.75
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result1 = c * (7.5625 * t2 * t2 + .9375f)
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} else {
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t2 -= 2.626 / 2.75
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result1 = c * (7.5625 * t2 * t2 + .984375f)
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}
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return if (t < d / 2)
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(c - result) * .5 + b
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else
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result1 * .5 + c * .5 + b
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}
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fun easeBounceOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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var td = t / d
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return if (td < (1 / 2.75f)) {
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c * (7.5625f * td * td) + b
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} else if (t < (2 / 2.75f)) {
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td -= 1.5 / 2.75
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c * (7.5625f * td * td + .75f) + b
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} else if (t < (2.5 / 2.75)) {
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td -= 2.25 / 2.75
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c * (7.5625f * td * td + .9375f) + b
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} else {
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td -= 2.625 / 2.75
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c * (7.5625f * td * td + .984375f) + b
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}
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}
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// -- circ
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fun easeCircIn(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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val td = t / d
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return -c * (Math.sqrt(1 - td * td) - 1) + b
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}
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fun easeCircInOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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var td2 = t / (d / 2.0)
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if (td2 < 1)
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return -c / 2 * (Math.sqrt(1 - td2 * td2) - 1) + b
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td2 -= 2
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return c / 2 * (Math.sqrt(1 - td2 * td2) + 1) + b
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}
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fun easeCircOut(t: Double, b: Double, c: Double, d: Double): Double {
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val td = t / d - 1
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return c * Math.sqrt(1 - td * td) + b
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}
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// -- cubic
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fun easeCubicIn(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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val td = t / d
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return c * td * td * td + b
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}
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fun easeCubicOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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val td = t / d - 1.0
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return c * (td * td * td + 1) + b
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}
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fun easeCubicInOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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val td = t / (d / 2)
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val td2 = td - 2.0
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return if (td < 1) c / 2 * td * td * td + b else c / 2 * (td2 * td2 * td2 + 2) + b
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}
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// -- elastic
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fun easeElasticIn(t: Double, b: Double, c: Double, d: Double): Double {
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if (t == 0.0) {
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return b
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} else if (t / d == 1.0) {
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return b + c
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} else {
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var td = t / d
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val p = d * .3f
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val s = p / 4
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td -= 1.0
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return -(c * Math.pow(2.0, 10 * (td)) * Math.sin((td * d - s) * (2 * Math.PI) / p)) + b
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}
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}
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fun easeElasticInOut(t: Double, b: Double, c: Double, d: Double): Double {
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var td2 = t / (d / 2)
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if (t == 0.0)
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return b
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if (td2 == 2.0)
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return b + c
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val p = d * (.3f * 1.5f)
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val s = p / 4
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td2 -= 1.0
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val td3 = td2 - 1.0
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return if (t < 1) -.5f * (c * Math.pow(2.0, 10 * (td2)) * Math.sin((td2 * d - s) * (2 * Math.PI) / p)) + b else c * Math.pow(2.0, -10 * (td3) * Math.sin(td3 * d - s) * (2 * Math.PI) / p) * .5f + c + b
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}
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fun easeElasticOut(t: Double, b: Double, c: Double, d: Double): Double {
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val td = t / d
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if (t == 0.0)
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return b
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if (td == 1.0)
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return b + c
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val p = d * .3f
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val s = p / 4
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return c * Math.pow(2.0, -10 * td) * Math.sin((td * d - s) * (2 * Math.PI) / p) + c + b
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}
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// -- expo
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fun easeExpoIn(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double =
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if (t == 0.0) b else c * Math.pow(2.0, 10 * (t / d - 1)) + b
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fun easeExpoInOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double {
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val td2 = t / (d / 2)
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return if (t == 0.0) {
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b
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} else if (t == d) {
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b + c
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} else if (td2 < 1) {
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c / 2 * Math.pow(2.0, 10 * (t - 1)) + b
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} else {
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c / 2 * (-Math.pow(2.0, -10 * (t - 1.0)) + 2) + b
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}
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}
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fun easeExpoOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double =
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if (t == d) b + c else c * (-Math.pow(2.0, -10 * t / d) + 1) + b
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// -- quad
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fun easeQuadIn(t: Double, b: Double, c: Double, d: Double): Double = c * (t / d) * (t / d) + b
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fun easeQuadInOut(t: Double, b: Double, c: Double, d: Double): Double {
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val td = t / (d / 2)
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return if (td < 1) {
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c / 2 * td * td + b
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} else {
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-c / 2 * ((td - 1) * (td - 3) - 1) + b
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}
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}
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fun easeQuadOut(t: Double, b: Double, c: Double, d: Double): Double = -c * (t / d) * (t / d - 2) + b
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// -- quart
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fun easeQuartIn(t: Double, b: Double, c: Double, d: Double): Double {
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val n = t / d
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return c * n * n * n * n + b
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}
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fun easeQuartInOut(t: Double, b: Double, c: Double, d: Double): Double {
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val td = t / (d / 2)
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val td2 = td - 2.0
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return if (td < 1) c / 2 * td * td * td * td + b else -c / 2 * (td2 * td2 * td2 * td2 - 2) + b
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}
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fun easeQuartOut(t: Double, b: Double, c: Double, d: Double): Double {
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val td = t / d - 1
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return -c * (td * td * td * td - 1) + b
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}
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// -- quint
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fun easeQuintIn(t: Double, b: Double, c: Double, d: Double): Double {
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val td = t / d
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return c * td * td * td * td * td + b
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}
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fun easeQuintInOut(t: Double, b: Double, c: Double, d: Double): Double {
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val td = t / d
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return c * td * td * td * td * td + b
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}
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fun easeQuintOut(t: Double, b: Double, c: Double, d: Double): Double {
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val td = t / d - 1
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return c * ((td) * td * td * td * td + 1) + b
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}
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// -- sine
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fun easeSineIn(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double =
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-c * Math.cos(t / d * (Math.PI / 2)) + c + b
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fun easeSineOut(t: Double, b: Double = 0.0, c: Double = 1.0, d: Double = 1.0): Double =
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c * Math.sin(t / d * (Math.PI / 2)) + b
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fun easeSineInOut(t: Double, b: Double, c: Double, d: Double): Double =
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-c / 2 * (Math.cos(Math.PI * t / d) - 1) + b
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enum class Easing(val function: EasingFunction) {
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Linear(::easeLinear),
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Zero(::easeZero),
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One(::easeOne),
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BackIn(::easeBackIn),
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BackInOut(::easeBackInOut),
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BackOut(::easeBackOut),
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BounceIn(::easeBounceIn),
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BounceInOut(::easeBounceInOut),
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BounceOut(::easeBounceOut),
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CircIn(::easeCircIn),
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CircInOut(::easeCircInOut),
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CircOut(::easeCircOut),
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CubicIn(::easeCubicIn),
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CubicInOut(::easeCubicInOut),
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CubicOut(::easeCubicOut),
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ElasticIn(::easeElasticIn),
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ElasticInOut(::easeElasticInOut),
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ElasticOut(::easeElasticOut),
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ExpoIn(::easeExpoIn),
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ExpoInOut(::easeExpoInOut),
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ExpoOut(::easeExpoOut),
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QuadIn(::easeQuadIn),
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QuadInOut(::easeQuadInOut),
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QuadOut(::easeQuadOut),
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QuartIn(::easeQuartIn),
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QuartInOut(::easeQuartInOut),
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QuartOut(::easeQuartOut),
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QuintIn(::easeQuintIn),
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QuintInOut(::easeQuintInOut),
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QuintOut(::easeQuintOut),
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SineIn(::easeSineIn),
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SineInOut(::easeSineInOut),
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SineOut(::easeSineOut),
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}
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