Files
BetterLyrics/BetterLyrics.WinUI3/BetterLyrics.WinUI3/Helper/EasingHelper.cs
Zhe Fang 4926fe55a3 chores:
- Add album text in lyrics render
- Improve song info update and draw algo
- Upgrade to .NET 10
2025-11-12 19:15:19 -05:00

115 lines
3.3 KiB
C#

// 2025/6/23 by Zhe Fang
using System;
namespace BetterLyrics.WinUI3.Helper
{
public class EasingHelper
{
public static double EaseInOutSine(double t)
{
return -(Math.Cos(Math.PI * t) - 1f) / 2f;
}
public static double EaseInOutQuad(double t)
{
return t < 0.5f ? 2 * t * t : -1 + (4 - 2 * t) * t;
}
public static double EaseInOutCubic(double t)
{
return t < 0.5f ? 4 * t * t * t : 1 - Math.Pow(-2 * t + 2, 3) / 2;
}
public static double EaseInOutQuart(double t)
{
return t < 0.5f ? 8 * t * t * t * t : 1 - Math.Pow(-2 * t + 2, 4) / 2;
}
public static double EaseInOutQuint(double t)
{
return t < 0.5f ? 16 * t * t * t * t * t : 1 - Math.Pow(-2 * t + 2, 5) / 2;
}
public static double EaseInOutExpo(double t)
{
return t == 0
? 0
: t == 1
? 1
: t < 0.5 ? Math.Pow(2, 20 * t - 10) / 2
: (2 - Math.Pow(2, -20 * t + 10)) / 2;
}
public static double EaseInOutCirc(double t)
{
return t < 0.5f
? (1 - Math.Sqrt(1 - Math.Pow(2 * t, 2))) / 2
: (Math.Sqrt(1 - Math.Pow(-2 * t + 2, 2)) + 1) / 2;
}
public static double EaseInOutBack(double t)
{
double c1 = 1.70158f;
double c2 = c1 * 1.525f;
return t < 0.5
? (Math.Pow(2 * t, 2) * ((c2 + 1) * 2 * t - c2)) / 2
: (Math.Pow(2 * t - 2, 2) * ((c2 + 1) * (t * 2 - 2) + c2) + 2) / 2;
}
public static double EaseInOutElastic(double t)
{
if (t == 0 || t == 1) return t;
double p = 0.3f;
double s = p / 4;
return t < 0.5f
? -(Math.Pow(2, 20 * t - 10) * Math.Sin((20 * t - 11.125f) * (2 * Math.PI) / p)) / 2
: (Math.Pow(2, -20 * t + 10) * Math.Sin((20 * t - 11.125f) * (2 * Math.PI) / p)) / 2 + 1;
}
private static double EaseOutBounce(double t)
{
if (t < 4 / 11f)
{
return (121 * t * t) / 16f;
}
else if (t < 8 / 11f)
{
return (363 / 40f * t * t) - (99 / 10f * t) + 17 / 5f;
}
else if (t < 9 / 10f)
{
return (4356 / 361f * t * t) - (35442 / 1805f * t) + 16061 / 1805f;
}
else
{
return (54 / 5f * t * t) - (513 / 25f * t) + 268 / 25f;
}
}
public static double EaseInOutBounce(double t)
{
if (t < 0.5f)
{
return (1 - EaseOutBounce(1 - 2 * t)) / 2;
}
else
{
return (1 + EaseOutBounce(2 * t - 1)) / 2;
}
}
public static double SmoothStep(double t)
{
return t * t * (3f - 2f * t);
}
public static double CubicBezier(double t, double p0, double p1, double p2, double p3)
{
double u = 1 - t;
return u * u * u * p0 + 3 * u * u * t * p1 + 3 * u * t * t * p2 + t * t * t * p3;
}
public static double Linear(double t) => t;
}
}