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264
Examples/Shared/Easings.cs
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264
Examples/Shared/Easings.cs
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using System;
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namespace Examples.Shared;
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public static class Easings
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{
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// Linear Easing functions
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public static float EaseLinearNone(float t, float b, float c, float d)
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{
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return (c * t / d + b);
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}
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public static float EaseLinearIn(float t, float b, float c, float d)
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{
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return (c * t / d + b);
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}
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public static float EaseLinearOut(float t, float b, float c, float d)
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{
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return (c * t / d + b);
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}
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public static float EaseLinearInOut(float t, float b, float c, float d)
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{
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return (c * t / d + b);
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}
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// Sine Easing functions
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public static float EaseSineIn(float t, float b, float c, float d)
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{
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return (-c * MathF.Cos(t / d * (MathF.PI / 2)) + c + b);
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}
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public static float EaseSineOut(float t, float b, float c, float d)
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{
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return (c * MathF.Sin(t / d * (MathF.PI / 2)) + b);
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}
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public static float EaseSineInOut(float t, float b, float c, float d)
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{
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return (-c / 2 * (MathF.Cos(MathF.PI * t / d) - 1) + b);
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}
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// Circular Easing functions
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public static float EaseCircIn(float t, float b, float c, float d)
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{
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return (-c * (MathF.Sqrt(1 - (t /= d) * t) - 1) + b);
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}
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public static float EaseCircOut(float t, float b, float c, float d)
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{
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return (c * MathF.Sqrt(1 - (t = t / d - 1) * t) + b);
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}
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public static float EaseCircInOut(float t, float b, float c, float d)
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{
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if ((t /= d / 2) < 1)
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{
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return (-c / 2 * (MathF.Sqrt(1 - t * t) - 1) + b);
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}
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return (c / 2 * (MathF.Sqrt(1 - t * (t -= 2)) + 1) + b);
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}
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// Cubic Easing functions
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public static float EaseCubicIn(float t, float b, float c, float d)
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{
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return (c * (t /= d) * t * t + b);
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}
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public static float EaseCubicOut(float t, float b, float c, float d)
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{
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return (c * ((t = t / d - 1) * t * t + 1) + b);
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}
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public static float EaseCubicInOut(float t, float b, float c, float d)
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{
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if ((t /= d / 2) < 1)
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{
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return (c / 2 * t * t * t + b);
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}
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return (c / 2 * ((t -= 2) * t * t + 2) + b);
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}
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// Quadratic Easing functions
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public static float EaseQuadIn(float t, float b, float c, float d)
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{
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return (c * (t /= d) * t + b);
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}
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public static float EaseQuadOut(float t, float b, float c, float d)
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{
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return (-c * (t /= d) * (t - 2) + b);
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}
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public static float EaseQuadInOut(float t, float b, float c, float d)
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{
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if ((t /= d / 2) < 1)
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{
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return (((c / 2) * (t * t)) + b);
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}
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return (-c / 2 * (((t - 2) * (--t)) - 1) + b);
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}
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// Exponential Easing functions
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public static float EaseExpoIn(float t, float b, float c, float d)
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{
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return (t == 0) ? b : (c * MathF.Pow(2, 10 * (t / d - 1)) + b);
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}
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public static float EaseExpoOut(float t, float b, float c, float d)
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{
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return (t == d) ? (b + c) : (c * (-MathF.Pow(2, -10 * t / d) + 1) + b);
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}
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public static float EaseExpoInOut(float t, float b, float c, float d)
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{
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if (t == 0)
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{
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return b;
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}
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if (t == d)
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{
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return (b + c);
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}
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if ((t /= d / 2) < 1)
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{
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return (c / 2 * MathF.Pow(2, 10 * (t - 1)) + b);
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}
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return (c / 2 * (-MathF.Pow(2, -10 * --t) + 2) + b);
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}
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// Back Easing functions
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public static float EaseBackIn(float t, float b, float c, float d)
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{
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float s = 1.70158f;
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float postFix = t /= d;
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return (c * (postFix) * t * ((s + 1) * t - s) + b);
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}
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public static float EaseBackOut(float t, float b, float c, float d)
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{
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float s = 1.70158f;
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return (c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b);
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}
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public static float EaseBackInOut(float t, float b, float c, float d)
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{
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float s = 1.70158f;
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if ((t /= d / 2) < 1)
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{
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return (c / 2 * (t * t * (((s *= (1.525f)) + 1) * t - s)) + b);
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}
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float postFix = t -= 2;
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return (c / 2 * ((postFix) * t * (((s *= (1.525f)) + 1) * t + s) + 2) + b);
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}
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// Bounce Easing functions
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public static float EaseBounceOut(float t, float b, float c, float d)
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{
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if ((t /= d) < (1 / 2.75f))
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{
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return (c * (7.5625f * t * t) + b);
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}
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else if (t < (2 / 2.75f))
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{
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float postFix = t -= (1.5f / 2.75f);
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return (c * (7.5625f * (postFix) * t + 0.75f) + b);
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}
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else if (t < (2.5 / 2.75))
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{
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float postFix = t -= (2.25f / 2.75f);
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return (c * (7.5625f * (postFix) * t + 0.9375f) + b);
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}
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else
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{
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float postFix = t -= (2.625f / 2.75f);
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return (c * (7.5625f * (postFix) * t + 0.984375f) + b);
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}
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}
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public static float EaseBounceIn(float t, float b, float c, float d)
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{
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return (c - EaseBounceOut(d - t, 0, c, d) + b);
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}
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public static float EaseBounceInOut(float t, float b, float c, float d)
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{
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if (t < d / 2)
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{
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return (EaseBounceIn(t * 2, 0, c, d) * 0.5f + b);
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}
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else
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{
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return (EaseBounceOut(t * 2 - d, 0, c, d) * 0.5f + c * 0.5f + b);
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}
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}
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// Elastic Easing functions
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public static float EaseElasticIn(float t, float b, float c, float d)
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{
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if (t == 0)
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{
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return b;
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}
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if ((t /= d) == 1)
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{
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return (b + c);
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}
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float p = d * 0.3f;
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float a = c;
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float s = p / 4;
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float postFix = a * MathF.Pow(2, 10 * (t -= 1));
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return (-(postFix * MathF.Sin((t * d - s) * (2 * MathF.PI) / p)) + b);
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}
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public static float EaseElasticOut(float t, float b, float c, float d)
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{
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if (t == 0)
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{
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return b;
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}
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if ((t /= d) == 1)
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{
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return (b + c);
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}
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float p = d * 0.3f;
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float a = c;
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float s = p / 4;
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return (a * MathF.Pow(2, -10 * t) * MathF.Sin((t * d - s) * (2 * MathF.PI) / p) + c + b);
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}
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public static float EaseElasticInOut(float t, float b, float c, float d)
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{
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if (t == 0)
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{
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return b;
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}
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if ((t /= d / 2) == 2)
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{
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return (b + c);
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}
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float p = d * (0.3f * 1.5f);
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float a = c;
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float s = p / 4;
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float postFix = 0f;
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if (t < 1)
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{
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postFix = a * MathF.Pow(2, 10 * (t -= 1));
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return -0.5f * (postFix * MathF.Sin((t * d - s) * (2 * MathF.PI) / p)) + b;
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}
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postFix = a * MathF.Pow(2, -10 * (t -= 1));
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return (postFix * MathF.Sin((t * d - s) * (2 * MathF.PI) / p) * 0.5f + c + b);
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}
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}
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90
Examples/Shared/Rlights.cs
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90
Examples/Shared/Rlights.cs
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@ -0,0 +1,90 @@
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shared;
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public struct Light
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{
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public bool Enabled;
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public LightType Type;
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public Vector3 Position;
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public Vector3 Target;
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public Color Color;
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public int EnabledLoc;
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public int TypeLoc;
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public int PosLoc;
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public int TargetLoc;
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public int ColorLoc;
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}
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public enum LightType
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{
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Directorional,
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Point
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}
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public static class Rlights
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{
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public static Light CreateLight(
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int lightsCount,
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LightType type,
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Vector3 pos,
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Vector3 target,
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Color color,
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Shader shader
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)
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{
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Light light = new();
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light.Enabled = true;
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light.Type = type;
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light.Position = pos;
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light.Target = target;
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light.Color = color;
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string enabledName = "lights[" + lightsCount + "].enabled";
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string typeName = "lights[" + lightsCount + "].type";
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string posName = "lights[" + lightsCount + "].position";
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string targetName = "lights[" + lightsCount + "].target";
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string colorName = "lights[" + lightsCount + "].color";
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light.EnabledLoc = GetShaderLocation(shader, enabledName);
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light.TypeLoc = GetShaderLocation(shader, typeName);
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light.PosLoc = GetShaderLocation(shader, posName);
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light.TargetLoc = GetShaderLocation(shader, targetName);
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light.ColorLoc = GetShaderLocation(shader, colorName);
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UpdateLightValues(shader, light);
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return light;
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}
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public static void UpdateLightValues(Shader shader, Light light)
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{
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// Send to shader light enabled state and type
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Raylib.SetShaderValue(
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shader,
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light.EnabledLoc,
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light.Enabled ? 1 : 0,
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ShaderUniformDataType.SHADER_UNIFORM_INT
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);
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Raylib.SetShaderValue(shader, light.TypeLoc, (int)light.Type, ShaderUniformDataType.SHADER_UNIFORM_INT);
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// Send to shader light target position values
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Raylib.SetShaderValue(shader, light.PosLoc, light.Position, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
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// Send to shader light target position values
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Raylib.SetShaderValue(shader, light.TargetLoc, light.Target, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
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// Send to shader light color values
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float[] color = new[]
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{
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(float)light.Color.R / (float)255,
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(float)light.Color.G / (float)255,
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(float)light.Color.B / (float)255,
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(float)light.Color.A / (float)255
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};
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Raylib.SetShaderValue(shader, light.ColorLoc, color, ShaderUniformDataType.SHADER_UNIFORM_VEC4);
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}
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}
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