修改游戏底层矩阵相关
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source/math/EaseFunctions.h
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278
source/math/EaseFunctions.h
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// Copyright (c) 2016-2018 Ember - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include <math/Scalar.h>
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namespace ember
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{
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namespace math
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{
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inline float Linear(float step)
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{
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return step;
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}
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// Ease
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inline float EaseIn(float step, float rate)
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{
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return math::Pow(step, rate);
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}
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inline float EaseOut(float step, float rate)
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{
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return math::Pow(step, 1.f / rate);
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}
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inline float EaseInOut(float step, float rate)
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{
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if (step < .5f)
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return .5f * math::Pow(2 * step, rate);
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return 1.f - .5f * math::Pow(2.f - 2 * step, rate);
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}
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// Exponential Ease
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inline float EaseExponentialIn(float step)
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{
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return math::Pow(2.f, 10 * (step - 1));
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}
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inline float EaseExponentialOut(float step)
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{
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return 1.f - math::Pow(2.f, -10 * step);
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}
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inline float EaseExponentialInOut(float step)
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{
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if (step < .5f)
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return .5f * math::Pow(2.f, 10 * (2 * step - 1));
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return 0.5f * (2 - math::Pow(2, -10 * (step * 2 - 1)));
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}
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// Bounce Ease
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inline float EaseBounceOut(float step)
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{
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if (step < 1 / 2.75f)
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{
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return 7.5625f * step * step;
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}
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else if (step < 2 / 2.75f)
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{
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step -= 1.5f / 2.75f;
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return 7.5625f * step * step + 0.75f;
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}
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else if (step < 2.5f / 2.75f)
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{
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step -= 2.25f / 2.75f;
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return 7.5625f * step * step + 0.9375f;
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}
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step -= 2.625f / 2.75f;
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return 7.5625f * step * step + 0.984375f;
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}
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inline float EaseBounceIn(float step)
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{
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return 1 - EaseBounceOut(1 - step);
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}
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inline float EaseBounceInOut(float step)
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{
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if (step < 0.5f)
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{
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return EaseBounceIn(step * 2) * 0.5f;
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}
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else
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{
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return EaseBounceOut(step * 2 - 1) * 0.5f + 0.5f;
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}
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}
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// Elastic Ease
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inline float EaseElasticIn(float step, float period)
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{
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if (step == 0 || step == 1)
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return step;
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step = step - 1;
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return -math::Pow(2, 10 * step) * math::Sin((step - period / 4) * 360.f / period);
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}
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inline float EaseElasticOut(float step, float period)
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{
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if (step == 0 || step == 1)
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return step;
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return math::Pow(2, -10 * step) * math::Sin((step - period / 4) * 360.f / period) + 1;
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}
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inline float EaseElasticInOut(float step, float period)
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{
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if (step == 0 || step == 1)
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return step;
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step = step * 2 - 1;
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if (step < 0)
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{
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return -0.5f * math::Pow(2, 10 * step) * math::Sin((step - period / 4) * 360.f / period);
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}
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return math::Pow(2, -10 * step) * math::Sin((step - period / 4) * 360.f / period) * 0.5f + 1;
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}
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// Back Ease
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inline float EaseBackIn(float step)
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{
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const float overshoot = 1.70158f;
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return step * step * ((overshoot + 1) * step - overshoot);
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}
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inline float EaseBackOut(float step)
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{
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const float overshoot = 1.70158f;
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step = step - 1;
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return step * step * ((overshoot + 1) * step + overshoot) + 1;
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}
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inline float EaseBackInOut(float step)
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{
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const float overshoot = 1.70158f * 1.525f;
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step = step * 2;
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if (step < 1)
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{
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return (step * step * ((overshoot + 1) * step - overshoot)) / 2;
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}
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step = step - 2;
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return (step * step * ((overshoot + 1) * step + overshoot)) / 2 + 1;
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}
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// Sine Ease
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inline float EaseSineIn(float step)
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{
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return 1.f - math::Cos(step * 90);
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}
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inline float EaseSineOut(float step)
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{
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return math::Sin(step * 90);
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}
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inline float EaseSineInOut(float step)
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{
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return -0.5f * (math::Cos(step * 180) - 1);
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}
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// Quad Ease
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inline float EaseQuadIn(float step)
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{
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return step * step;
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}
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inline float EaseQuadOut(float step)
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{
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return -1 * step * (step - 2);
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}
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inline float EaseQuadInOut(float step)
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{
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step = step * 2;
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if (step < 1)
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return 0.5f * step * step;
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--step;
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return -0.5f * (step * (step - 2) - 1);
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}
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// Cubic Ease
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inline float EaseCubicIn(float step)
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{
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return step * step * step;
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}
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inline float EaseCubicOut(float step)
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{
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step -= 1;
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return (step * step * step + 1);
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}
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inline float EaseCubicInOut(float step)
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{
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step = step * 2;
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if (step < 1)
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return 0.5f * step * step * step;
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step -= 2;
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return 0.5f * (step * step * step + 2);
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}
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// Quart Ease
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inline float EaseQuartIn(float step)
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{
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return step * step * step * step;
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}
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inline float EaseQuartOut(float step)
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{
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step -= 1;
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return -(step * step * step * step - 1);
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}
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inline float EaseQuartInOut(float step)
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{
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step = step * 2;
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if (step < 1)
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return 0.5f * step * step * step * step;
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step -= 2;
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return -0.5f * (step * step * step * step - 2);
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}
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// Quint Ease
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inline float EaseQuintIn(float step)
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{
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return step * step * step * step * step;
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}
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inline float EaseQuintOut(float step)
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{
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step -= 1;
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return (step * step * step * step * step + 1);
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}
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inline float EaseQuintInOut(float step)
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{
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step = step * 2;
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if (step < 1)
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return 0.5f * step * step * step * step * step;
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step -= 2;
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return 0.5f * (step * step * step * step * step + 2);
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}
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} // namespace math
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} // namespace ember
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