Ease2 is the new way to do easing functions.
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parent
31b815d43e
commit
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9 changed files with 151 additions and 75 deletions
66
animate2.cpp
66
animate2.cpp
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@ -4,6 +4,7 @@
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#include "dbc.hpp"
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#include "dbc.hpp"
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#include "rand.hpp"
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#include "rand.hpp"
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namespace animate2 {
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namespace animate2 {
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std::vector<sf::IntRect> Animate2::calc_frames() {
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std::vector<sf::IntRect> Animate2::calc_frames() {
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std::vector<sf::IntRect> frames;
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std::vector<sf::IntRect> frames;
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@ -77,70 +78,11 @@ namespace animate2 {
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float Transform::twitching(Sequence& seq) {
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float Transform::twitching(Sequence& seq) {
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float tick = 1 - std::powf(ease_rate, seq.subframe + 0.0001);
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float tick = 1 - std::powf(ease_rate, seq.subframe + 0.0001);
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return easing(tick);
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switch(easing) {
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case ease::NONE:
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return 0.0;
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case ease::SINE:
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return std::abs(std::sin(seq.subframe * ease_rate));
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case ease::OUT_CIRC:
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return ease::out_circ(tick);
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case ease::OUT_BOUNCE:
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return ease::out_bounce(tick);
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case ease::IN_OUT_BACK:
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return ease::in_out_back(tick);
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case ease::RANDOM:
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return Random::uniform_real(0.0001f, 1.0f);
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case ease::NORM_DIST:
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return Random::normal(0.5f, 0.1f);
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case ease::LINEAR:
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return tick;
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default:
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dbc::sentinel(
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fmt::format("Invalid easing {} given to animation",
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int(easing)));
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}
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}
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}
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void Transform::lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out) {
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void Transform::lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out) {
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float tick = twitching(seq);
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float tick = std::abs(twitching(seq));
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return motion(*this, pos_out, scale_out, tick);
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if(stationary) {
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switch(motion) {
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case ease::SHAKE: {
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pos_out.x += std::lerp(min_x, max_x, tick);
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} break;
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case ease::BOUNCE: {
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pos_out.y -= std::lerp(min_y, max_y, tick);
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} break;
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case ease::RUSH: {
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scale_out.x = std::lerp(min_x, max_x, tick);
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scale_out.y = std::lerp(min_y, max_y, tick);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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} break;
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case ease::SQUEEZE: {
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scale_out.x *= std::lerp(min_x, max_x, tick);
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} break;
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case ease::SQUASH: {
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scale_out.y *= std::lerp(min_y, max_y, tick);
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} break;
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case ease::STRETCH: {
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scale_out.x = std::lerp(min_x, max_x, tick);
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} break;
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case ease::GROW: {
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scale_out.y = std::lerp(min_y, max_y, tick);
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} break;
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case ease::SLIDE: {
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pos_out.x = std::lerp(min_x, max_x, tick);
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pos_out.y = std::lerp(min_y, max_y, tick);
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} break;
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default:
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dbc::sentinel("Unknown animation.motion setting.");
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}
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} else {
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dbc::sentinel("scale should not run");
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scale_out.x = std::lerp(scale_out.x * min_x, scale_out.x * max_x, tick);
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scale_out.y = std::lerp(scale_out.y * min_y, scale_out.y * max_y, tick);
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}
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}
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}
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}
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}
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@ -1,12 +1,12 @@
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#pragma once
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#pragma once
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#include <memory>
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#include <memory>
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#include <chrono>
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#include <chrono>
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#include "easings.hpp"
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/Graphics/Sprite.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Time.hpp>
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#include <SFML/System/Time.hpp>
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#include <functional>
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#include <functional>
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#include "ease2.hpp"
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namespace animate2 {
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namespace animate2 {
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struct Sheet {
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struct Sheet {
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@ -44,11 +44,11 @@ namespace animate2 {
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std::shared_ptr<sf::Shader> shader{nullptr};
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std::shared_ptr<sf::Shader> shader{nullptr};
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// change to using a callback function for these
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// change to using a callback function for these
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ease::Style easing = ease::IN_OUT_BACK;
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ease2::EaseFunc easing = ease2::in_out_back;
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ease::Motion motion = ease::RUSH;
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ease2::MoveFunc motion = ease2::move_rush;
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float twitching(Sequence& seq);
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float twitching(Sequence& seq);
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void lerp(Sequence& seq, sf::Vector2f& scale_out, sf::Vector2f& pos_out);
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void lerp(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out);
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};
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};
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/* Gets the number of times it looped, and returns if it should stop. */
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/* Gets the number of times it looped, and returns if it should stop. */
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@ -41,7 +41,7 @@ namespace components {
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}
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}
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void Animation::lerp(sf::Vector2f& scale_out, sf::Vector2f& pos_out) {
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void Animation::lerp(sf::Vector2f& scale_out, sf::Vector2f& pos_out) {
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float tick = twitching();
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float tick = std::abs(twitching());
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if(stationary) {
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if(stationary) {
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switch(motion) {
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switch(motion) {
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@ -55,6 +55,7 @@ namespace components {
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scale_out.x = std::lerp(min_x, max_x, tick);
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scale_out.x = std::lerp(min_x, max_x, tick);
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scale_out.y = std::lerp(min_y, max_y, tick);
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scale_out.y = std::lerp(min_y, max_y, tick);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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fmt::println("RUSH pos={},{}; scale={},{}; tic={}", pos_out.x, pos_out.y, scale_out.x, scale_out.y, tick);
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} break;
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} break;
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case ease::SQUEEZE: {
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case ease::SQUEEZE: {
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scale_out.x *= std::lerp(min_x, max_x, tick);
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scale_out.x *= std::lerp(min_x, max_x, tick);
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@ -73,6 +74,8 @@ namespace components {
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pos_out.x = std::lerp(min_x, max_x, tick);
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pos_out.x = std::lerp(min_x, max_x, tick);
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pos_out.y = std::lerp(min_y, max_y, tick);
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pos_out.y = std::lerp(min_y, max_y, tick);
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} break;
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} break;
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case ease::NO_MOTION:
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break;
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default:
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default:
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dbc::sentinel("Unknown animation.motion setting.");
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dbc::sentinel("Unknown animation.motion setting.");
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}
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}
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@ -238,7 +238,7 @@
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"torch_fixture": {
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"torch_fixture": {
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"_type": "Animation",
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"_type": "Animation",
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"easing": 0,
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"easing": 0,
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"motion": 0,
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"motion": 1000,
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"ease_rate": 0.1,
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"ease_rate": 0.1,
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"min_x": 0.6,
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"min_x": 0.6,
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"min_y": 0.6,
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"min_y": 0.6,
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100
ease2.cpp
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100
ease2.cpp
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@ -0,0 +1,100 @@
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#include "easings.hpp"
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#include "rand.hpp"
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#include "animate2.hpp"
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#include <fmt/core.h>
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namespace ease2 {
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using namespace animate2;
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double none(float tick) {
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return 0.0;
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}
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double sine(double x) {
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// old one? return std::abs(std::sin(seq.subframe * ease_rate));
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return (std::sin(x) + 1.0) / 2.0;
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}
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double out_circ(double x) {
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return std::sqrt(1.0f - ((x - 1.0f) * (x - 1.0f)));
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}
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double out_bounce(double x) {
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constexpr const double n1 = 7.5625;
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constexpr const double d1 = 2.75;
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if (x < 1 / d1) {
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return n1 * x * x;
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} else if (x < 2 / d1) {
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x -= 1.5;
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return n1 * (x / d1) * x + 0.75;
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} else if (x < 2.5 / d1) {
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x -= 2.25;
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return n1 * (x / d1) * x + 0.9375;
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} else {
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x -= 2.625;
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return n1 * (x / d1) * x + 0.984375;
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}
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}
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double in_out_back(double x) {
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constexpr const double c1 = 1.70158;
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constexpr const double c2 = c1 * 1.525;
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return x < 0.5
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? (std::pow(2.0 * x, 2.0) * ((c2 + 1.0) * 2.0 * x - c2)) / 2.0
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: (std::pow(2.0 * x - 2.0, 2.0) * ((c2 + 1.0) * (x * 2.0 - 2.0) + c2) + 2.0) / 2.0;
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}
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float random(float tick) {
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return Random::uniform_real(0.0001f, 1.0f);
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}
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float normal_dist(float tick) {
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return Random::normal(0.5f, 0.1f);
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}
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void move_shake(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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pos_out.x += std::lerp(tr.min_x, tr.max_x, tick);
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}
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void move_bounce(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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pos_out.y -= std::lerp(tr.min_y, tr.max_y, tick);
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}
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void move_rush(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick);
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick);
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pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y);
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fmt::println("RUSH pos={},{}; scale={},{}; tic={}", pos_out.x, pos_out.y, scale_out.x, scale_out.y, tick);
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}
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void scale_squeeze(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.x *= std::lerp(tr.min_x, tr.max_x, tick);
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}
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void scale_squash(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.y *= std::lerp(tr.min_y, tr.max_y, tick);
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}
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void scale_strech(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.x = std::lerp(tr.min_x, tr.max_x, tick);
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}
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void scale_grow(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.y = std::lerp(tr.min_y, tr.max_y, tick);
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}
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void move_slide(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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pos_out.x = std::lerp(tr.min_x, tr.max_x, tick);
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pos_out.y = std::lerp(tr.min_y, tr.max_y, tick);
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}
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void move_none(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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}
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void scale_only(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick) {
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scale_out.x = std::lerp(scale_out.x * tr.min_x, scale_out.x * tr.max_x, tick);
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scale_out.y = std::lerp(scale_out.y * tr.min_y, scale_out.y * tr.max_y, tick);
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}
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}
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28
ease2.hpp
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28
ease2.hpp
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#include <functional>
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#include "animate2.hpp"
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namespace animate2 {
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struct Transform;
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}
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namespace ease2 {
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using EaseFunc = std::function<double(double)>;
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using MoveFunc = std::function<void(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick)>;
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double sine(double x);
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double out_circ(double x);
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double out_bounce(double x);
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double in_out_back(double x);
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double random(double tick);
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double normal_dist(double tick);
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void move_bounce(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void move_rush(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_squeeze(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_squash(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_strech(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_grow(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void move_slide(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void move_none(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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void scale_only(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick);
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}
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SQUASH=4,
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SQUASH=4,
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STRETCH=5,
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STRETCH=5,
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GROW=6,
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GROW=6,
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SLIDE=7
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SLIDE=7,
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NO_MOTION=1000,
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};
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};
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inline double sine(double x) {
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inline double sine(double x) {
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@ -134,6 +134,7 @@ sources = [
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'systems.cpp',
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'systems.cpp',
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'textures.cpp',
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'textures.cpp',
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'worldbuilder.cpp',
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'worldbuilder.cpp',
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'ease2.cpp',
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]
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]
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executable('runtests', sources + [
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executable('runtests', sources + [
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@ -25,7 +25,7 @@ Animate2 crafter() {
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Sequence sequence{
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Sequence sequence{
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.frames{0,1},
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.frames{0,1},
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.durations{Random::milliseconds(33, 100), Random::milliseconds(33, 100)}
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.durations{Random::milliseconds(1, 33), Random::milliseconds(1, 33)}
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};
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};
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REQUIRE(sequence.frame_count == sequence.frames.size());
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REQUIRE(sequence.frame_count == sequence.frames.size());
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@ -36,16 +36,16 @@ Animate2 crafter() {
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.min_y{0.6f},
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.min_y{0.6f},
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.max_x{0.8f},
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.max_x{0.8f},
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.max_y{0.8f},
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.max_y{0.8f},
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.simple{true},
|
.simple{false},
|
||||||
.flipped{false},
|
.flipped{false},
|
||||||
.ease_rate{0.5f},
|
.ease_rate{0.5f},
|
||||||
.speed{0.1f},
|
.speed{0.02f},
|
||||||
.scaled{false},
|
.scaled{true},
|
||||||
.stationary{true},
|
.stationary{true},
|
||||||
.toggled{false},
|
.toggled{false},
|
||||||
.looped{false},
|
.looped{false},
|
||||||
.easing = ease::IN_OUT_BACK,
|
.easing = ease2::in_out_back,
|
||||||
.motion = ease::RUSH,
|
.motion = ease2::move_rush,
|
||||||
};
|
};
|
||||||
|
|
||||||
return {sheet, sequence, transform};
|
return {sheet, sequence, transform};
|
||||||
|
|
@ -168,6 +168,7 @@ TEST_CASE("confirm transition changes work", "[animation-new]") {
|
||||||
while(anim.playing) {
|
while(anim.playing) {
|
||||||
anim.update();
|
anim.update();
|
||||||
anim.motion(pos, scale);
|
anim.motion(pos, scale);
|
||||||
|
std::this_thread::sleep_for(10ms);
|
||||||
fmt::println("POSITION: {},{}; SCALE: {},{}; current: {}; subframe: {}",
|
fmt::println("POSITION: {},{}; SCALE: {},{}; current: {}; subframe: {}",
|
||||||
pos.x, pos.y, scale.x, scale.y, anim.$sequence.current, anim.$sequence.subframe);
|
pos.x, pos.y, scale.x, scale.y, anim.$sequence.current, anim.$sequence.subframe);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue