diff --git a/Raylib-cs/Easings.cs b/Raylib-cs/Easings.cs deleted file mode 100644 index 89d14a3..0000000 --- a/Raylib-cs/Easings.cs +++ /dev/null @@ -1,264 +0,0 @@ -using System; - -namespace Raylib_cs -{ - public static class Easings - { - // Linear Easing functions - public static float EaseLinearNone(float t, float b, float c, float d) - { - return (c * t / d + b); - } - - public static float EaseLinearIn(float t, float b, float c, float d) - { - return (c * t / d + b); - } - - public static float EaseLinearOut(float t, float b, float c, float d) - { - return (c * t / d + b); - } - - public static float EaseLinearInOut(float t, float b, float c, float d) - { - return (c * t / d + b); - } - - // Sine Easing functions - public static float EaseSineIn(float t, float b, float c, float d) - { - return (-c * MathF.Cos(t / d * (MathF.PI / 2)) + c + b); - } - - public static float EaseSineOut(float t, float b, float c, float d) - { - return (c * MathF.Sin(t / d * (MathF.PI / 2)) + b); - } - - public static float EaseSineInOut(float t, float b, float c, float d) - { - return (-c / 2 * (MathF.Cos(MathF.PI * t / d) - 1) + b); - } - - // Circular Easing functions - public static float EaseCircIn(float t, float b, float c, float d) - { - return (-c * (MathF.Sqrt(1 - (t /= d) * t) - 1) + b); - } - - public static float EaseCircOut(float t, float b, float c, float d) - { - return (c * MathF.Sqrt(1 - (t = t / d - 1) * t) + b); - } - - public static float EaseCircInOut(float t, float b, float c, float d) - { - if ((t /= d / 2) < 1) - { - return (-c / 2 * (MathF.Sqrt(1 - t * t) - 1) + b); - } - return (c / 2 * (MathF.Sqrt(1 - t * (t -= 2)) + 1) + b); - } - - // Cubic Easing functions - public static float EaseCubicIn(float t, float b, float c, float d) - { - return (c * (t /= d) * t * t + b); - } - - public static float EaseCubicOut(float t, float b, float c, float d) - { - return (c * ((t = t / d - 1) * t * t + 1) + b); - } - - public static float EaseCubicInOut(float t, float b, float c, float d) - { - if ((t /= d / 2) < 1) - { - return (c / 2 * t * t * t + b); - } - return (c / 2 * ((t -= 2) * t * t + 2) + b); - } - - // Quadratic Easing functions - public static float EaseQuadIn(float t, float b, float c, float d) - { - return (c * (t /= d) * t + b); - } - - public static float EaseQuadOut(float t, float b, float c, float d) - { - return (-c * (t /= d) * (t - 2) + b); - } - - public static float EaseQuadInOut(float t, float b, float c, float d) - { - if ((t /= d / 2) < 1) - { - return (((c / 2) * (t * t)) + b); - } - return (-c / 2 * (((t - 2) * (--t)) - 1) + b); - } - - // Exponential Easing functions - public static float EaseExpoIn(float t, float b, float c, float d) - { - return (t == 0) ? b : (c * MathF.Pow(2, 10 * (t / d - 1)) + b); - } - - public static float EaseExpoOut(float t, float b, float c, float d) - { - return (t == d) ? (b + c) : (c * (-MathF.Pow(2, -10 * t / d) + 1) + b); - } - - public static float EaseExpoInOut(float t, float b, float c, float d) - { - if (t == 0) - { - return b; - } - if (t == d) - { - return (b + c); - } - if ((t /= d / 2) < 1) - { - return (c / 2 * MathF.Pow(2, 10 * (t - 1)) + b); - } - return (c / 2 * (-MathF.Pow(2, -10 * --t) + 2) + b); - } - - // Back Easing functions - public static float EaseBackIn(float t, float b, float c, float d) - { - float s = 1.70158f; - float postFix = t /= d; - return (c * (postFix) * t * ((s + 1) * t - s) + b); - } - - public static float EaseBackOut(float t, float b, float c, float d) - { - float s = 1.70158f; - return (c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b); - } - - public static float EaseBackInOut(float t, float b, float c, float d) - { - float s = 1.70158f; - if ((t /= d / 2) < 1) - { - return (c / 2 * (t * t * (((s *= (1.525f)) + 1) * t - s)) + b); - } - - float postFix = t -= 2; - return (c / 2 * ((postFix) * t * (((s *= (1.525f)) + 1) * t + s) + 2) + b); - } - - // Bounce Easing functions - public static float EaseBounceOut(float t, float b, float c, float d) - { - if ((t /= d) < (1 / 2.75f)) - { - return (c * (7.5625f * t * t) + b); - } - else if (t < (2 / 2.75f)) - { - float postFix = t -= (1.5f / 2.75f); - return (c * (7.5625f * (postFix) * t + 0.75f) + b); - } - else if (t < (2.5 / 2.75)) - { - float postFix = t -= (2.25f / 2.75f); - return (c * (7.5625f * (postFix) * t + 0.9375f) + b); - } - else - { - float postFix = t -= (2.625f / 2.75f); - return (c * (7.5625f * (postFix) * t + 0.984375f) + b); - } - } - - public static float EaseBounceIn(float t, float b, float c, float d) - { - return (c - EaseBounceOut(d - t, 0, c, d) + b); - } - - public static float EaseBounceInOut(float t, float b, float c, float d) - { - if (t < d / 2) - { - return (EaseBounceIn(t * 2, 0, c, d) * 0.5f + b); - } - else - { - return (EaseBounceOut(t * 2 - d, 0, c, d) * 0.5f + c * 0.5f + b); - } - } - - // Elastic Easing functions - public static float EaseElasticIn(float t, float b, float c, float d) - { - if (t == 0) - { - return b; - } - if ((t /= d) == 1) - { - return (b + c); - } - - float p = d * 0.3f; - float a = c; - float s = p / 4; - float postFix = a * MathF.Pow(2, 10 * (t -= 1)); - - return (-(postFix * MathF.Sin((t * d - s) * (2 * MathF.PI) / p)) + b); - } - - public static float EaseElasticOut(float t, float b, float c, float d) - { - if (t == 0) - { - return b; - } - if ((t /= d) == 1) - { - return (b + c); - } - - float p = d * 0.3f; - float a = c; - float s = p / 4; - - return (a * MathF.Pow(2, -10 * t) * MathF.Sin((t * d - s) * (2 * MathF.PI) / p) + c + b); - } - - public static float EaseElasticInOut(float t, float b, float c, float d) - { - if (t == 0) - { - return b; - } - if ((t /= d / 2) == 2) - { - return (b + c); - } - - float p = d * (0.3f * 1.5f); - float a = c; - float s = p / 4; - - float postFix = 0f; - if (t < 1) - { - postFix = a * MathF.Pow(2, 10 * (t -= 1)); - return -0.5f * (postFix * MathF.Sin((t * d - s) * (2 * MathF.PI) / p)) + b; - } - - postFix = a * MathF.Pow(2, -10 * (t -= 1)); - - return (postFix * MathF.Sin((t * d - s) * (2 * MathF.PI) / p) * 0.5f + c + b); - } - } -}