public static floatEquals ( float a, float b ) : bool | ||
a | float | |
b | float | |
return | bool |
private static float easeInOutElastic(float t, float b, float c, float d) { float s; float p; float a = c; if (MathUtils.floatEquals(t, 0)) { return(b); } if (MathUtils.floatEquals(t /= d / 2, 2)) { return(b + c); } p = d * (.3f * 1.5f); if (a < Math.Abs(c)) { a = c; s = p / 4; } else { s = (float)(p / (2 * Math.PI) * Math.Asin(c / a)); } if (t < 1) { return((float)(-.5f * (a * Math.Pow(2, 10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p)) + b)); } return((float)(a * Math.Pow(2, -10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p) * .5f + c + b)); }
private static float easeOutElastic(float t, float b, float c, float d) { float s; float p; float a = c; if (MathUtils.floatEquals(t, 0)) { return(b); } if (MathUtils.floatEquals(t /= d, 1)) { return(b + c); } p = d * .3f; if (a < Math.Abs(c)) { a = c; s = p / 4; } else { s = (float)(p / (2 * Math.PI) * Math.Asin(c / a)); } return((float)(a * Math.Pow(2, -10 * t) * Math.Sin((t * d - s) * (2 * Math.PI) / p) + c + b)); }
private static float easeInOutExpo(float t, float b, float c, float d) { if (MathUtils.floatEquals(t, 0)) { return(b); } if (MathUtils.floatEquals(t, d)) { return(b + c); } if ((t /= d / 2) < 1) { return((float)(c / 2 * Math.Pow(2, 10 * (t - 1)) + b)); } return((float)(c / 2 * (-Math.Pow(2, -10 * --t) + 2) + b)); }
private static float easeOutExpo(float t, float b, float c, float d) { return(MathUtils.floatEquals(t, d) ? b + c : (float)(c * (-Math.Pow(2, -10 * t / d) + 1) + b)); }
private static float easeInExpo(float t, float b, float c, float d) { return(MathUtils.floatEquals(t, 0) ? b : (float)(c * Math.Pow(2, 10 * (t / d - 1)) + b)); }