example: add easing_ball_anim
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192
examples/shapes/reasings.zig
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192
examples/shapes/reasings.zig
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const math = @import("std").math;
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// Linear Easing functions
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pub fn linearNone(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * t / d + b);
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}
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pub fn linearIn(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * t / d + b);
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}
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pub fn linearOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * t / d + b);
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}
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pub fn linearInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * t / d + b);
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}
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pub fn sineIn(t: f32, b: f32, c: f32, d: f32) f32 {
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return (-c * math.cos(t / d * (math.pi / 2.0)) + c + b);
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}
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pub fn sineOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c * math.sin(t / d * (math.pi / 2.0)) + b);
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}
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pub fn sineInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return (-c / 2.0 * (math.cos(math.pi * t / d) - 1.0) + b);
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}
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// Circular Easing functions
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pub fn circIn(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d;
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return (-c * (math.sqrt(1.0 - postFix * postFix) - 1.0) + b);
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}
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pub fn circOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d - 1.0;
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return (c * math.sqrt(1.0 - postFix * postFix) + b);
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}
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pub fn circInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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var postFix = t / d;
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if ((postFix / 2.0) < 1.0) return (-c / 2.0 * (math.sqrt(1.0 - postFix * postFix) - 1.0) + b);
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postFix -= 2.0;
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return (c / 2.0 * (math.sqrt(1.0 - postFix * postFix) + 1.0) + b);
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}
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// Cubic Easing functions
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pub fn cubicIn(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d;
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return (c * postFix * postFix * postFix + b);
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}
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pub fn cubicOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d - 1.0;
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return (c * (postFix * postFix * postFix + 1.0) + b);
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}
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pub fn cubicInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d;
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if (postFix / 2.0 < 1.0) return (c / 2.0 * postFix * postFix * postFix + b);
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postFix -= 2.0;
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return (c / 2.0 * (t * t * t + 2.0) + b);
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}
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// Quadratic Easing functions
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pub fn quadIn(t: f32, b: f32, c: f32, d: f32) f32 {
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const postfix = t / d;
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return (c * postfix * postfix + b);
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}
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pub fn quadOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const postFix = t / d;
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return (-c * postFix * (postFix - 2.0) + b);
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}
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pub fn quadInOut(t: f32, b: f32, c: f32, d: f32) f32 // Ease: Quadratic In Out
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{
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const postFix = t / d;
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return if (postFix / 2 < 1)
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(((c / 2) * (postFix * postFix)) + b)
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else
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(-c / 2.0 * (((postFix - 1.0) * (postFix - 3.0)) - 1.0) + b);
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}
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// Exponential Easing functions
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pub fn expoIn(t: f32, b: f32, c: f32, d: f32) f32 {
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return if (t == 0.0) b else (c * math.pow(f32, 2.0, 10.0 * (t / d - 1.0)) + b);
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}
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pub fn expoOut(t: f32, b: f32, c: f32, d: f32) f32 {
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return if (t == d) (b + c) else (c * (-math.pow(f32, 2.0, -10.0 * t / d) + 1.0) + b);
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}
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pub fn expoInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t == 0.0) return b;
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if (t == d) return (b + c);
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const postFix = t / d;
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if ((postFix / 2.0) < 1.0) return (c / 2.0 * math.pow(f32, 2.0, 10.0 * (postFix - 1.0)) + b);
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return (c / 2.0 * (-math.pow(f32, 2.0, -10.0 * (postFix - 1.0)) + 2.0) + b);
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}
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// Back Easing functions
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pub fn backIn(t: f32, b: f32, c: f32, d: f32) f32 {
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const s = 1.70158;
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const postFix = t / d;
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return (c * (postFix) * postFix * ((s + 1.0) * postFix - s) + b);
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}
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pub fn backOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const s = 1.70158;
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const postFix = t / d - 1.0;
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return (c * (postFix * postFix * ((s + 1.0) * postFix + s) + 1.0) + b);
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}
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pub fn backInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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const s = 1.70158;
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t /= d;
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if (t / 2.0 < 1.0) {
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s *= 1.525;
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return (c / 2.0 * (t * t * ((s + 1.0) * t - s)) + b);
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}
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t -= 2;
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const postFix = t;
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s *= 1.525;
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return (c / 2.0 * ((postFix) * t * ((s + 1.0) * t + s) + 2.0) + b);
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}
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// Bounce Easing functions
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pub fn bounceOut(t: f32, b: f32, c: f32, d: f32) f32 {
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var tDivD = t / d;
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if (tDivD < (1.0 / 2.75)) {
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return (c * (7.5625 * tDivD * tDivD) + b);
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} else if (tDivD < (2.0 / 2.75)) {
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tDivD -= (1.5 / 2.75);
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return (c * (7.5625 * tDivD * tDivD + 0.75) + b);
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} else if (tDivD < (2.5 / 2.75)) {
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tDivD -= (2.25 / 2.75);
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return (c * (7.5625 * tDivD * tDivD + 0.9375) + b);
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} else {
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tDivD -= (2.625 / 2.75);
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return (c * (7.5625 * tDivD * tDivD + 0.984375) + b);
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}
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}
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pub fn bounceIn(t: f32, b: f32, c: f32, d: f32) f32 {
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return (c - bounceOut(d - t, 0.0, c, d) + b);
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}
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pub fn bounceInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t < d / 2.0) return (bounceIn(t * 2.0, 0.0, c, d) * 0.5 + b);
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return (bounceOut(t * 2.0 - d, 0.0, c, d) * 0.5 + c * 0.5 + b);
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}
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// Elastic Easing functions
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pub fn elasticIn(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t == 0.0) return b;
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var tDivD = t / d;
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if (tDivD == 1.0) return (b + c);
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const p = d * 0.3;
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const a = c;
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const s = p / 4.0;
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tDivD -= 1;
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const postFix = a * math.pow(f32, 2.0, 10.0 * tDivD);
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return (-(postFix * math.sin((tDivD * d - s) * (2.0 * math.pi) / p)) + b);
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}
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pub fn elasticOut(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t == 0.0) return b;
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const tDivD = t / d;
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if (tDivD == 1.0) return (b + c);
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const p = d * 0.3;
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const a = c;
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const s = p / 4.0;
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return (a * math.pow(f32, 2.0, -10.0 * tDivD) * math.sin((tDivD * d - s) * (2.0 * math.pi) / p) + c + b);
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}
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pub fn elasticInOut(t: f32, b: f32, c: f32, d: f32) f32 {
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if (t == 0.0) return b;
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const tDivD = t / d;
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if (tDivD / 2.0 == 2.0) return (b + c);
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const p = d * (0.3 * 1.5);
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const a = c;
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const s = p / 4.0;
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if (tDivD < 1.0) {
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tDivD -= 1;
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const postFix = a * math.pow(f32, 2.0, 10.0 * tDivD);
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return -0.5 * (postFix * math.sin((tDivD * d - s) * (2.0 * math.pi) / p)) + b;
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}
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tDivD -= 1;
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const postFix = a * math.pow(f32, 2.0, -10.0 * (tDivD));
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return (postFix * math.sin((tDivD * d - s) * (2.0 * math.pi) / p) * 0.5 + c + b);
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}
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