Ease2 is the new way to do easing functions.

This commit is contained in:
Zed A. Shaw 2026-01-22 22:32:13 -05:00
parent 31b815d43e
commit c0f69ed026
9 changed files with 151 additions and 75 deletions

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@ -4,6 +4,7 @@
#include "dbc.hpp"
#include "rand.hpp"
namespace animate2 {
std::vector<sf::IntRect> Animate2::calc_frames() {
std::vector<sf::IntRect> frames;
@ -77,70 +78,11 @@ namespace animate2 {
float Transform::twitching(Sequence& seq) {
float tick = 1 - std::powf(ease_rate, seq.subframe + 0.0001);
switch(easing) {
case ease::NONE:
return 0.0;
case ease::SINE:
return std::abs(std::sin(seq.subframe * ease_rate));
case ease::OUT_CIRC:
return ease::out_circ(tick);
case ease::OUT_BOUNCE:
return ease::out_bounce(tick);
case ease::IN_OUT_BACK:
return ease::in_out_back(tick);
case ease::RANDOM:
return Random::uniform_real(0.0001f, 1.0f);
case ease::NORM_DIST:
return Random::normal(0.5f, 0.1f);
case ease::LINEAR:
return tick;
default:
dbc::sentinel(
fmt::format("Invalid easing {} given to animation",
int(easing)));
}
return easing(tick);
}
void Transform::lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out) {
float tick = twitching(seq);
if(stationary) {
switch(motion) {
case ease::SHAKE: {
pos_out.x += std::lerp(min_x, max_x, tick);
} break;
case ease::BOUNCE: {
pos_out.y -= std::lerp(min_y, max_y, tick);
} break;
case ease::RUSH: {
scale_out.x = std::lerp(min_x, max_x, tick);
scale_out.y = std::lerp(min_y, max_y, tick);
pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
} break;
case ease::SQUEEZE: {
scale_out.x *= std::lerp(min_x, max_x, tick);
} break;
case ease::SQUASH: {
scale_out.y *= std::lerp(min_y, max_y, tick);
} break;
case ease::STRETCH: {
scale_out.x = std::lerp(min_x, max_x, tick);
} break;
case ease::GROW: {
scale_out.y = std::lerp(min_y, max_y, tick);
} break;
case ease::SLIDE: {
pos_out.x = std::lerp(min_x, max_x, tick);
pos_out.y = std::lerp(min_y, max_y, tick);
} break;
default:
dbc::sentinel("Unknown animation.motion setting.");
}
} else {
dbc::sentinel("scale should not run");
scale_out.x = std::lerp(scale_out.x * min_x, scale_out.x * max_x, tick);
scale_out.y = std::lerp(scale_out.y * min_y, scale_out.y * max_y, tick);
}
float tick = std::abs(twitching(seq));
return motion(*this, pos_out, scale_out, tick);
}
}

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@ -1,12 +1,12 @@
#pragma once
#include <memory>
#include <chrono>
#include "easings.hpp"
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/Sprite.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/System/Time.hpp>
#include <functional>
#include "ease2.hpp"
namespace animate2 {
struct Sheet {
@ -44,11 +44,11 @@ namespace animate2 {
std::shared_ptr<sf::Shader> shader{nullptr};
// change to using a callback function for these
ease::Style easing = ease::IN_OUT_BACK;
ease::Motion motion = ease::RUSH;
ease2::EaseFunc easing = ease2::in_out_back;
ease2::MoveFunc motion = ease2::move_rush;
float twitching(Sequence& seq);
void lerp(Sequence& seq, sf::Vector2f& scale_out, sf::Vector2f& pos_out);
void lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out);
};
/* Gets the number of times it looped, and returns if it should stop. */

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@ -41,7 +41,7 @@ namespace components {
}
void Animation::lerp(sf::Vector2f& scale_out, sf::Vector2f& pos_out) {
float tick = twitching();
float tick = std::abs(twitching());
if(stationary) {
switch(motion) {
@ -55,6 +55,7 @@ namespace components {
scale_out.x = std::lerp(min_x, max_x, tick);
scale_out.y = std::lerp(min_y, max_y, tick);
pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
fmt::println("RUSH pos={},{}; scale={},{}; tic={}", pos_out.x, pos_out.y, scale_out.x, scale_out.y, tick);
} break;
case ease::SQUEEZE: {
scale_out.x *= std::lerp(min_x, max_x, tick);
@ -73,6 +74,8 @@ namespace components {
pos_out.x = std::lerp(min_x, max_x, tick);
pos_out.y = std::lerp(min_y, max_y, tick);
} break;
case ease::NO_MOTION:
break;
default:
dbc::sentinel("Unknown animation.motion setting.");
}

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@ -238,7 +238,7 @@
"torch_fixture": {
"_type": "Animation",
"easing": 0,
"motion": 0,
"motion": 1000,
"ease_rate": 0.1,
"min_x": 0.6,
"min_y": 0.6,

100
ease2.cpp Normal file
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@ -0,0 +1,100 @@
#include "easings.hpp"
#include "rand.hpp"
#include "animate2.hpp"
#include <fmt/core.h>
namespace ease2 {
using namespace animate2;
double none(float tick) {
return 0.0;
}
double sine(double x) {
// old one? return std::abs(std::sin(seq.subframe * ease_rate));
return (std::sin(x) + 1.0) / 2.0;
}
double out_circ(double x) {
return std::sqrt(1.0f - ((x - 1.0f) * (x - 1.0f)));
}
double out_bounce(double x) {
constexpr const double n1 = 7.5625;
constexpr const double d1 = 2.75;
if (x < 1 / d1) {
return n1 * x * x;
} else if (x < 2 / d1) {
x -= 1.5;
return n1 * (x / d1) * x + 0.75;
} else if (x < 2.5 / d1) {
x -= 2.25;
return n1 * (x / d1) * x + 0.9375;
} else {
x -= 2.625;
return n1 * (x / d1) * x + 0.984375;
}
}
double in_out_back(double x) {
constexpr const double c1 = 1.70158;
constexpr const double c2 = c1 * 1.525;
return x < 0.5
? (std::pow(2.0 * x, 2.0) * ((c2 + 1.0) * 2.0 * x - c2)) / 2.0
: (std::pow(2.0 * x - 2.0, 2.0) * ((c2 + 1.0) * (x * 2.0 - 2.0) + c2) + 2.0) / 2.0;
}
float random(float tick) {
return Random::uniform_real(0.0001f, 1.0f);
}
float normal_dist(float tick) {
return Random::normal(0.5f, 0.1f);
}
void move_shake(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
pos_out.x += std::lerp(tr.min_x, tr.max_x, tick);
}
void move_bounce(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
pos_out.y -= std::lerp(tr.min_y, tr.max_y, tick);
}
void move_rush(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
scale_out.x = std::lerp(tr.min_x, tr.max_x, tick);
scale_out.y = std::lerp(tr.min_y, tr.max_y, tick);
pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
fmt::println("RUSH pos={},{}; scale={},{}; tic={}", pos_out.x, pos_out.y, scale_out.x, scale_out.y, tick);
}
void scale_squeeze(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
scale_out.x *= std::lerp(tr.min_x, tr.max_x, tick);
}
void scale_squash(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
scale_out.y *= std::lerp(tr.min_y, tr.max_y, tick);
}
void scale_strech(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
scale_out.x = std::lerp(tr.min_x, tr.max_x, tick);
}
void scale_grow(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
scale_out.y = std::lerp(tr.min_y, tr.max_y, tick);
}
void move_slide(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
pos_out.x = std::lerp(tr.min_x, tr.max_x, tick);
pos_out.y = std::lerp(tr.min_y, tr.max_y, tick);
}
void move_none(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
}
void scale_only(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
scale_out.x = std::lerp(scale_out.x * tr.min_x, scale_out.x * tr.max_x, tick);
scale_out.y = std::lerp(scale_out.y * tr.min_y, scale_out.y * tr.max_y, tick);
}
}

28
ease2.hpp Normal file
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@ -0,0 +1,28 @@
#include <functional>
#include "animate2.hpp"
namespace animate2 {
struct Transform;
}
namespace ease2 {
using EaseFunc = std::function<double(double)>;
using MoveFunc = std::function<void(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick)>;
double sine(double x);
double out_circ(double x);
double out_bounce(double x);
double in_out_back(double x);
double random(double tick);
double normal_dist(double tick);
void move_bounce(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
void move_rush(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
void scale_squeeze(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
void scale_squash(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
void scale_strech(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
void scale_grow(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
void move_slide(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
void move_none(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
void scale_only(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
}

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@ -22,7 +22,8 @@ namespace ease {
SQUASH=4,
STRETCH=5,
GROW=6,
SLIDE=7
SLIDE=7,
NO_MOTION=1000,
};
inline double sine(double x) {

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@ -134,6 +134,7 @@ sources = [
'systems.cpp',
'textures.cpp',
'worldbuilder.cpp',
'ease2.cpp',
]
executable('runtests', sources + [

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@ -25,7 +25,7 @@ Animate2 crafter() {
Sequence sequence{
.frames{0,1},
.durations{Random::milliseconds(33, 100), Random::milliseconds(33, 100)}
.durations{Random::milliseconds(1, 33), Random::milliseconds(1, 33)}
};
REQUIRE(sequence.frame_count == sequence.frames.size());
@ -36,16 +36,16 @@ Animate2 crafter() {
.min_y{0.6f},
.max_x{0.8f},
.max_y{0.8f},
.simple{true},
.simple{false},
.flipped{false},
.ease_rate{0.5f},
.speed{0.1f},
.scaled{false},
.speed{0.02f},
.scaled{true},
.stationary{true},
.toggled{false},
.looped{false},
.easing = ease::IN_OUT_BACK,
.motion = ease::RUSH,
.easing = ease2::in_out_back,
.motion = ease2::move_rush,
};
return {sheet, sequence, transform};
@ -168,6 +168,7 @@ TEST_CASE("confirm transition changes work", "[animation-new]") {
while(anim.playing) {
anim.update();
anim.motion(pos, scale);
std::this_thread::sleep_for(10ms);
fmt::println("POSITION: {},{}; SCALE: {},{}; current: {}; subframe: {}",
pos.x, pos.y, scale.x, scale.y, anim.$sequence.current, anim.$sequence.subframe);
}