/// decelerating to zero velocity /// http://robertpenner.com/easing/ public static float FunctionEaseOutSine(float t) => 1 + FloatMath.Sin((t - 1) * FloatMath.PI / 2);
/// accelerating from zero velocity /// http://robertpenner.com/easing/ public static float FunctionEaseInSine(float t) => FloatMath.Sin(t * FloatMath.PI / 2);