/* Easing Equations v1.3 Oct. 29, 2002 (c) 2002 Robert Penner These tweening functions provide different flavors of math-based motion under a consistent API. Types of easing: Linear Quadratic Cubic Quartic Quintic Sinusoidal Exponential Circular Changes: 1.3 - tweaked the exponential easing functions to make endpoints exact 1.2 - inline optimizations (changing t and multiplying in one step)--thanks to Tatsuo Kato for the idea Discussed in Chapter 7 of Robert Penner's Programming Macromedia Flash MX (including graphs of the easing equations) http://www.robertpenner.com/profmx http://www.amazon.com/exec/obidos/ASIN/0072223561/robertpennerc-20 */ // simple linear tweening - no easing // t: current time, b: beginning value, c: change in value, d: duration Math.linearTween = function (t, b, c, d) { return c*t/d + b; }; ///////////// QUADRATIC EASING: t^2 /////////////////// // quadratic easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in value, d: duration // t and d can be in frames or seconds/milliseconds Math.easeInQuad = function (t, b, c, d) { return c*(t/=d)*t + b; }; // quadratic easing out - decelerating to zero velocity Math.easeOutQuad = function (t, b, c, d) { return -c *(t/=d)*(t-2) + b; }; // quadratic easing in/out - acceleration until halfway, then deceleration Math.easeInOutQuad = function (t, b, c, d) { if ((t/=d/2) < 1) return c/2*t*t + b; return -c/2 * ((--t)*(t-2) - 1) + b; }; ///////////// CUBIC EASING: t^3 /////////////////////// // cubic easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in value, d: duration // t and d can be frames or seconds/milliseconds Math.easeInCubic = function (t, b, c, d) { return c*(t/=d)*t*t + b; }; // cubic easing out - decelerating to zero velocity Math.easeOutCubic = function (t, b, c, d) { return c*((t=t/d-1)*t*t + 1) + b; }; // cubic easing in/out - acceleration until halfway, then deceleration Math.easeInOutCubic = function (t, b, c, d) { if ((t/=d/2) < 1) return c/2*t*t*t + b; return c/2*((t-=2)*t*t + 2) + b; }; ///////////// QUARTIC EASING: t^4 ///////////////////// // quartic easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in value, d: duration // t and d can be frames or seconds/milliseconds Math.easeInQuart = function (t, b, c, d) { return c*(t/=d)*t*t*t + b; }; // quartic easing out - decelerating to zero velocity Math.easeOutQuart = function (t, b, c, d) { return -c * ((t=t/d-1)*t*t*t - 1) + b; }; // quartic easing in/out - acceleration until halfway, then deceleration Math.easeInOutQuart = function (t, b, c, d) { if ((t/=d/2) < 1) return c/2*t*t*t*t + b; return -c/2 * ((t-=2)*t*t*t - 2) + b; }; ///////////// QUINTIC EASING: t^5 //////////////////// // quintic easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in value, d: duration // t and d can be frames or seconds/milliseconds Math.easeInQuint = function (t, b, c, d) { return c*(t/=d)*t*t*t*t + b; }; // quintic easing out - decelerating to zero velocity Math.easeOutQuint = function (t, b, c, d) { return c*((t=t/d-1)*t*t*t*t + 1) + b; }; // quintic easing in/out - acceleration until halfway, then deceleration Math.easeInOutQuint = function (t, b, c, d) { if ((t/=d/2) < 1) return c/2*t*t*t*t*t + b; return c/2*((t-=2)*t*t*t*t + 2) + b; }; ///////////// SINUSOIDAL EASING: sin(t) /////////////// // sinusoidal easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in position, d: duration Math.easeInSine = function (t, b, c, d) { return -c * Math.cos(t/d * (Math.PI/2)) + c + b; }; // sinusoidal easing out - decelerating to zero velocity Math.easeOutSine = function (t, b, c, d) { return c * Math.sin(t/d * (Math.PI/2)) + b; }; // sinusoidal easing in/out - accelerating until halfway, then decelerating Math.easeInOutSine = function (t, b, c, d) { return -c/2 * (Math.cos(Math.PI*t/d) - 1) + b; }; ///////////// EXPONENTIAL EASING: 2^t ///////////////// // exponential easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in position, d: duration Math.easeInExpo = function (t, b, c, d) { return (t==0) ? b : c * Math.pow(2, 10 * (t/d - 1)) + b; }; // exponential easing out - decelerating to zero velocity Math.easeOutExpo = function (t, b, c, d) { return (t==d) ? b+c : c * (-Math.pow(2, -10 * t/d) + 1) + b; }; // exponential easing in/out - accelerating until halfway, then decelerating Math.easeInOutExpo = function (t, b, c, d) { if (t==0) return b; if (t==d) return b+c; if ((t/=d/2) < 1) return c/2 * Math.pow(2, 10 * (t - 1)) + b; return c/2 * (-Math.pow(2, -10 * --t) + 2) + b; }; /////////// CIRCULAR EASING: sqrt(1-t^2) ////////////// // circular easing in - accelerating from zero velocity // t: current time, b: beginning value, c: change in position, d: duration Math.easeInCirc = function (t, b, c, d) { return -c * (Math.sqrt(1 - (t/=d)*t) - 1) + b; }; // circular easing out - decelerating to zero velocity Math.easeOutCirc = function (t, b, c, d) { return c * Math.sqrt(1 - (t=t/d-1)*t) + b; }; // circular easing in/out - acceleration until halfway, then deceleration Math.easeInOutCirc = function (t, b, c, d) { if ((t/=d/2) < 1) return -c/2 * (Math.sqrt(1 - t*t) - 1) + b; return c/2 * (Math.sqrt(1 - (t-=2)*t) + 1) + b; }; trace (">> Penner easing equations loaded");