477 lines
22 KiB
C#
477 lines
22 KiB
C#
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using System;
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using System.ComponentModel;
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namespace HL_FristAidPlatform_Public
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{
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/// <summary>
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/// 线性动画函数(算法基本由Silverlight提取出来)
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/// </summary>
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[Description("线性动画函数(算法基本由Silverlight提取出来)")]
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public static class AnimationCore
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{
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#region UniformMotion
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/// <summary>
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/// 匀速
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <returns></returns>
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public static double UniformMotion(double origin, double transform, double usedTime, double allTime)
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{
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return origin + transform * UniformMotionCore(usedTime, allTime);
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}
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/// <summary>
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/// 匀速
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/// </summary>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <returns></returns>
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public static double UniformMotionCore(double usedTime, double allTime)
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{
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return usedTime / allTime;
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}
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#endregion UniformMotion
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#region Ease
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/// <summary>
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/// 变速
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <param name="power">动画曲线幂(默认值2)</param>
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/// <returns></returns>
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public static double EaseIn(double origin, double transform, double usedTime, double allTime, double power)
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{
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return origin + transform * EaseInCore(usedTime / allTime, power);
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}
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/// <summary>
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/// 变速
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/// </summary>
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/// <param name="progressTime">已进行动画时间/总动画时间</param>
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/// <param name="power">动画曲线幂(默认值2)</param>
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/// <returns></returns>
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public static double EaseInCore(double progressTime, double power)
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{
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power = Math.Max(0.0, power);
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return Math.Pow(progressTime, power);
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}
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/// <summary>
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/// 变速
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <param name="power">动画曲线幂(默认值2)</param>
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/// <returns></returns>
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public static double EaseOut(double origin, double transform, double usedTime, double allTime, double power)
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{
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return origin + transform * (EaseOutCore(usedTime / allTime, power));
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}
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/// <summary>
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/// 变速
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/// </summary>
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/// <param name="progressTime">已进行动画时间/总动画时间</param>
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/// <param name="power">动画曲线幂(默认值2)</param>
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/// <returns></returns>
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public static double EaseOutCore(double progressTime, double power)
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{
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return 1.0 - EaseInCore(1.0 - progressTime, power);
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}
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/// <summary>
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/// 变速
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <param name="power">动画曲线幂(默认值2)</param>
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/// <returns></returns>
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public static double EaseBoth(double origin, double transform, double usedTime, double allTime, double power)
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{
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return origin + transform * EaseBothCore(usedTime / allTime, power);
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}
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/// <summary>
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/// 变速
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/// </summary>
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/// <param name="progressTime">已进行动画时间/总动画时间</param>
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/// <param name="power">动画曲线幂(默认值2)</param>
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/// <returns></returns>
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public static double EaseBothCore(double progressTime, double power)
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{
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if (progressTime >= 0.5)
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return (1.0 - EaseInCore((1.0 - progressTime) * 2.0, power)) * 0.5 + 0.5;
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return EaseInCore(progressTime * 2.0, power) * 0.5;
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}
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#endregion Ease
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#region Back
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/// <summary>
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/// 收缩
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <param name="power">动画曲线幂(默认值3)</param>
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/// <param name="amplitude">收缩与相关联的幅度动画。此值必须大于或等于 0。 默认值为 1。</param>
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/// <returns></returns>
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public static double BackIn(double origin, double transform, double usedTime, double allTime, double power, double amplitude)
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{
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return origin + transform * BackInCore((usedTime / allTime), power, amplitude);
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}
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/// <summary>
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/// 收缩
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/// </summary>
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/// <param name="progressTime">已进行动画时间/总动画时间</param>
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/// <param name="power">动画曲线幂(默认值3)</param>
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/// <param name="amplitude">收缩与相关联的幅度动画。此值必须大于或等于 0。 默认值为 1。</param>
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/// <returns></returns>
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public static double BackInCore(double progressTime, double power, double amplitude)
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{
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amplitude = Math.Max(0.0, amplitude);
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return Math.Pow(progressTime, power) - progressTime * amplitude * Math.Sin(Math.PI * progressTime);
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}
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/// <summary>
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/// 收缩
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <param name="power">动画曲线幂(默认值3)</param>
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/// <param name="amplitude">收缩与相关联的幅度动画。此值必须大于或等于 0。 默认值为 1。</param>
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/// <returns></returns>
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public static double BackOut(double origin, double transform, double usedTime, double allTime, double power, double amplitude)
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{
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return origin + transform * BackOutCore((usedTime / allTime), power, amplitude);
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}
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/// <summary>
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/// 收缩
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/// </summary>
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/// <param name="progressTime">已进行动画时间/总动画时间</param>
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/// <param name="power">动画曲线幂(默认值3)</param>
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/// <param name="amplitude">收缩与相关联的幅度动画。此值必须大于或等于 0。 默认值为 1。</param>
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/// <returns></returns>
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public static double BackOutCore(double progressTime, double power, double amplitude)
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{
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return 1.0 - BackInCore(1.0 - progressTime, power, amplitude);
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}
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/// <summary>
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/// 收缩
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <param name="power">动画曲线幂(默认值3)</param>
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/// <param name="amplitude">收缩与相关联的幅度动画。此值必须大于或等于 0。 默认值为 1。</param>
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/// <returns></returns>
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public static double BackBoth(double origin, double transform, double usedTime, double allTime, double power, double amplitude)
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{
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return origin + transform * BackBothCore(usedTime / allTime, power, amplitude);
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}
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/// <summary>
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/// 收缩
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/// </summary>
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/// <param name="progressTime">已进行动画时间/总动画时间</param>
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/// <param name="power">动画曲线幂(默认值3)</param>
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/// <param name="amplitude">收缩与相关联的幅度动画。此值必须大于或等于 0。 默认值为 1。</param>
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/// <returns></returns>
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public static double BackBothCore(double progressTime, double power, double amplitude)
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{
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if (progressTime >= 0.5)
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return (1.0 - BackInCore((1.0 - progressTime) * 2.0, power, amplitude)) * 0.5 + 0.5;
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return BackInCore(progressTime * 2.0, power, amplitude) * 0.5;
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}
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#endregion Back
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#region Bounce
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/// <summary>
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/// 弹球减振 加速
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <param name="bounces">反弹次数。值必须大于或等于零(默认值为3)</param>
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/// <param name="bounciness">指定反弹动画的弹性大小。虽然较高的值都会导致反弹 (弹性较小),此属性中的结果很少或者反弹低值会丢失反弹 (弹性较大) 之间的高度。此值必须是正数(默认值为 2)</param>
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/// <returns></returns>
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public static double BounceIn(double origin, double transform, double usedTime, double allTime, int bounces, double bounciness)
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{
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return origin + transform * BounceInCore((usedTime / allTime), bounces, bounciness);
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}
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/// <summary>
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/// 弹球减振 加速
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/// </summary>
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/// <param name="progressTime">已进行动画时间/总动画时间</param>
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/// <param name="bounces">反弹次数。值必须大于或等于零(默认值为3)</param>
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/// <param name="bounciness">指定反弹动画的弹性大小。虽然较高的值都会导致反弹 (弹性较小),此属性中的结果很少或者反弹低值会丢失反弹 (弹性较大) 之间的高度。此值必须是正数(默认值为 2)</param>
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/// <returns></returns>
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public static double BounceInCore(double progressTime, int bounces, double bounciness)
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{
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double y1 = Math.Max(0.0, (double)bounces);
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double num1 = bounciness;
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if (num1 < 1.0 || Math.Abs(num1 - 1.0) < 2.22044604925031E-15)
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num1 = 1001.0 / 1000.0;
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double num2 = Math.Pow(num1, y1);
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double num3 = 1.0 - num1;
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double num4 = (1.0 - num2) / num3 + num2 * 0.5;
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double y2 = Math.Floor(Math.Log(-(progressTime * num4) * (1.0 - num1) + 1.0, num1));
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double y3 = y2 + 1.0;
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double num5 = (1.0 - Math.Pow(num1, y2)) / (num3 * num4);
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double num6 = (1.0 - Math.Pow(num1, y3)) / (num3 * num4);
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double num7 = (num5 + num6) * 0.5;
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double num8 = progressTime - num7;
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double num9 = num7 - num5;
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return -Math.Pow(1.0 / num1, y1 - y2) / (num9 * num9) * (num8 - num9) * (num8 + num9);
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}
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/// <summary>
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/// 加速 弹球减振
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <param name="bounces">反弹次数。值必须大于或等于零(默认值为3)</param>
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/// <param name="bounciness">指定反弹动画的弹性大小。虽然较高的值都会导致反弹 (弹性较小),此属性中的结果很少或者反弹低值会丢失反弹 (弹性较大) 之间的高度。此值必须是正数(默认值为 2)</param>
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/// <returns></returns>
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public static double BounceOut(double origin, double transform, double usedTime, double allTime, int bounces, double bounciness)
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{
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return origin + transform * BounceOutCore((usedTime / allTime), bounces, bounciness);
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}
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/// <summary>
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/// 加速 弹球减振
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/// </summary>
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/// <param name="progressTime">已进行动画时间/总动画时间</param>
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/// <param name="bounces">反弹次数。值必须大于或等于零(默认值为3)</param>
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/// <param name="bounciness">指定反弹动画的弹性大小。虽然较高的值都会导致反弹 (弹性较小),此属性中的结果很少或者反弹低值会丢失反弹 (弹性较大) 之间的高度。此值必须是正数(默认值为 2)</param>
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/// <returns></returns>
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public static double BounceOutCore(double progressTime, int bounces, double bounciness)
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{
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return 1.0 - BounceInCore(1.0 - progressTime, bounces, bounciness);
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}
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/// <summary>
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/// 弹球减振 加速 弹球减振
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
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/// <param name="allTime">总动画时间</param>
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/// <param name="bounces">反弹次数。值必须大于或等于零(默认值为3)</param>
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/// <param name="bounciness">指定反弹动画的弹性大小。虽然较高的值都会导致反弹 (弹性较小),此属性中的结果很少或者反弹低值会丢失反弹 (弹性较大) 之间的高度。此值必须是正数(默认值为 2)</param>
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/// <returns></returns>
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public static double BounceBoth(double origin, double transform, double usedTime, double allTime, int bounces, double bounciness)
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{
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return origin + transform * BounceBothCore(usedTime / allTime, bounces, bounciness);
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}
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/// <summary>
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/// 弹球减振 加速 弹球减振
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/// </summary>
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/// <param name="progressTime">已进行动画时间/总动画时间</param>
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/// <param name="bounces">反弹次数。值必须大于或等于零(默认值为3)</param>
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/// <param name="bounciness">指定反弹动画的弹性大小。虽然较高的值都会导致反弹 (弹性较小),此属性中的结果很少或者反弹低值会丢失反弹 (弹性较大) 之间的高度。此值必须是正数(默认值为 2)</param>
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/// <returns></returns>
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public static double BounceBothCore(double progressTime, int bounces, double bounciness)
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{
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if (progressTime >= 0.5)
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return (1.0 - BounceInCore((1.0 - progressTime) * 2.0, bounces, bounciness)) * 0.5 + 0.5;
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return BounceInCore(progressTime * 2.0, bounces, bounciness) * 0.5;
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}
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#endregion Bounce
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#region Elastic
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/// <summary>
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/// Elastic
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/// </summary>
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/// <param name="origin">要变换的起始值</param>
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/// <param name="transform">要变换的总值</param>
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/// <param name="usedTime">已进行动画时间</param>
|
|||
|
/// <param name="allTime">总动画时间</param>
|
|||
|
/// <param name="oscillations">目标来回滑过动画目标的次数。此值必须大于或等于0 (默认值为3)</param>
|
|||
|
/// <param name="springiness">弹簧铡度。 越小的 Springiness 值为,严格 spring,通过每个振动的强度减小的速度越快弹性。一个正数(默认值为3)</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double ElasticIn(double origin, double transform, double usedTime, double allTime, int oscillations, double springiness)
|
|||
|
{
|
|||
|
return origin + transform * ElasticInCore((usedTime / allTime), oscillations, springiness);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Elastic
|
|||
|
/// </summary>
|
|||
|
/// <param name="progressTime">已进行动画时间/总动画时间</param>
|
|||
|
/// <param name="oscillations">目标来回滑过动画目标的次数。此值必须大于或等于0 (默认值为3)</param>
|
|||
|
/// <param name="springiness">弹簧铡度。 越小的 Springiness 值为,严格 spring,通过每个振动的强度减小的速度越快弹性。一个正数(默认值为3)</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double ElasticInCore(double progressTime, int oscillations, double springiness)
|
|||
|
{
|
|||
|
oscillations = Math.Max(0, oscillations);
|
|||
|
springiness = Math.Max(0.0, springiness);
|
|||
|
return (!(Math.Abs(springiness) < 2.22044604925031E-15) ? (Math.Exp(springiness * progressTime) - 1.0) / (Math.Exp(springiness) - 1.0) : progressTime) * Math.Sin((2.0 * Math.PI * oscillations + Math.PI / 2.0) * progressTime);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Elastic
|
|||
|
/// </summary>
|
|||
|
/// <param name="origin">要变换的起始值</param>
|
|||
|
/// <param name="transform">要变换的总值</param>
|
|||
|
/// <param name="usedTime">已进行动画时间</param>
|
|||
|
/// <param name="allTime">总动画时间</param>
|
|||
|
/// <param name="oscillations">目标来回滑过动画目标的次数。此值必须大于或等于0 (默认值为3)</param>
|
|||
|
/// <param name="springiness">弹簧铡度。 越小的 Springiness 值为,严格 spring,通过每个振动的强度减小的速度越快弹性。一个正数(默认值为3)</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double ElasticOut(double origin, double transform, double usedTime, double allTime, int oscillations, double springiness)
|
|||
|
{
|
|||
|
return origin + transform * ElasticOutCore((usedTime / allTime), oscillations, springiness);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Elastic
|
|||
|
/// </summary>
|
|||
|
/// <param name="progressTime">已进行动画时间/总动画时间</param>
|
|||
|
/// <param name="oscillations">目标来回滑过动画目标的次数。此值必须大于或等于0 (默认值为3)</param>
|
|||
|
/// <param name="springiness">弹簧铡度。 越小的 Springiness 值为,严格 spring,通过每个振动的强度减小的速度越快弹性。一个正数(默认值为3)</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double ElasticOutCore(double progressTime, int oscillations, double springiness)
|
|||
|
{
|
|||
|
return 1.0 - ElasticInCore(1.0 - progressTime, oscillations, springiness);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Elastic
|
|||
|
/// </summary>
|
|||
|
/// <param name="origin">要变换的起始值</param>
|
|||
|
/// <param name="transform">要变换的总值</param>
|
|||
|
/// <param name="usedTime">已进行动画时间</param>
|
|||
|
/// <param name="allTime">总动画时间</param>
|
|||
|
/// <param name="oscillations">目标来回滑过动画目标的次数。此值必须大于或等于0 (默认值为3)</param>
|
|||
|
/// <param name="springiness">弹簧铡度。 越小的 Springiness 值为,严格 spring,通过每个振动的强度减小的速度越快弹性。一个正数(默认值为3)</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double ElasticBoth(double origin, double transform, double usedTime, double allTime, int oscillations, double springiness)
|
|||
|
{
|
|||
|
return origin + transform * ElasticBothCore(usedTime / allTime, oscillations, springiness);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Elastic
|
|||
|
/// </summary>
|
|||
|
/// <param name="progressTime">已进行动画时间/总动画时间</param>
|
|||
|
/// <param name="oscillations">目标来回滑过动画目标的次数。此值必须大于或等于0 (默认值为3)</param>
|
|||
|
/// <param name="springiness">弹簧铡度。 越小的 Springiness 值为,严格 spring,通过每个振动的强度减小的速度越快弹性。一个正数(默认值为3)</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double ElasticBothCore(double progressTime, int oscillations, double springiness)
|
|||
|
{
|
|||
|
if (progressTime >= 0.5)
|
|||
|
return (1.0 - ElasticInCore((1.0 - progressTime) * 2.0, oscillations, springiness)) * 0.5 + 0.5;
|
|||
|
return ElasticInCore(progressTime * 2.0, oscillations, springiness) * 0.5;
|
|||
|
}
|
|||
|
|
|||
|
#endregion Elastic
|
|||
|
|
|||
|
#region Quadratic
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 二次
|
|||
|
/// </summary>
|
|||
|
/// <param name="origin">要变换的起始值</param>
|
|||
|
/// <param name="transform">要变换的总值</param>
|
|||
|
/// <param name="usedTime">已进行动画时间</param>
|
|||
|
/// <param name="allTime">总动画时间</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double QuadraticIn(double origin, double transform, double usedTime, double allTime)
|
|||
|
{
|
|||
|
return origin + transform * QuadraticInCore(usedTime / allTime);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 二次
|
|||
|
/// </summary>
|
|||
|
/// <param name="progressTime">已进行动画时间/总动画时间</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double QuadraticInCore(double progressTime)
|
|||
|
{
|
|||
|
return -4 * Math.Pow((progressTime - 0.5), 2.0) + 1.0;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 二次
|
|||
|
/// </summary>
|
|||
|
/// <param name="origin">要变换的起始值</param>
|
|||
|
/// <param name="transform">要变换的总值</param>
|
|||
|
/// <param name="usedTime">已进行动画时间</param>
|
|||
|
/// <param name="allTime">总动画时间</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double QuadraticOut(double origin, double transform, double usedTime, double allTime)
|
|||
|
{
|
|||
|
return origin + transform * QuadraticOutCore(usedTime / allTime);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 二次
|
|||
|
/// </summary>
|
|||
|
/// <param name="progressTime">已进行动画时间/总动画时间</param>
|
|||
|
/// <returns></returns>
|
|||
|
public static double QuadraticOutCore(double progressTime)
|
|||
|
{
|
|||
|
if (progressTime >= 0.5)
|
|||
|
{
|
|||
|
return 4 * Math.Pow((progressTime - 0.5 - 0.5), 2.0);
|
|||
|
}
|
|||
|
return 4 * Math.Pow((progressTime), 2.0);
|
|||
|
}
|
|||
|
|
|||
|
#endregion Quadratic
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 动画类型
|
|||
|
/// </summary>
|
|||
|
[Description("动画类型")]
|
|||
|
public enum AnimationTypes
|
|||
|
{
|
|||
|
UniformMotion,
|
|||
|
EaseIn,
|
|||
|
EaseOut,
|
|||
|
EaseBoth,
|
|||
|
BackIn,
|
|||
|
BackOut,
|
|||
|
BackBoth,
|
|||
|
BounceIn,
|
|||
|
BounceOut,
|
|||
|
BounceBoth,
|
|||
|
ElasticIn,
|
|||
|
ElasticOut,
|
|||
|
ElasticBoth,
|
|||
|
QuadraticIn,
|
|||
|
QuadraticOut
|
|||
|
}
|
|||
|
}
|