
Quaternion q0, q1, q2;
void Start ()
{
asu = GetComponent<ArgSphereUtility>();
asu.init();
ArgosSphere = GameObject.Find("Argos_Sphere");
asi = ArgosSphere.GetComponent<ArgosSphere_Indexing>();
asu.lightHex(3060, hexPrefab, getRandColor());
asu.lightHex(4064, hexPrefab, getRandColor());
asu.lightHex(3060, hexPrefab, getRandColor());
q0 = asi.HexQuads[3060].GetQuat();
q1 = asi.HexQuads[4064].GetQuat();
q2 = q1*Quaternion.Inverse(q0);
q0 = Quaternion.identity;
}
float accumTime = 0.0f;
void Update()
{
accumTime += Time.deltaTime;
if (accumTime > 3f)
{
float t = (accumTime - 3f) / 4f;
asu.aQuads[0].go.transform.rotation = Quaternion.SlerpUnclamped(q0, q2, t);
if (accumTime > 7f)
{
accumTime = 0f;
}
}
}
I am working with Unity (C#) and was looking for an implementation of Slerp and possibly Lerp that allow overshoot (progress not strictly limited to 0..1 range). I want to do some tweening animation using an elastic ease-out function. My ease-out function returns values slightly outside the 0..1 range in order to get an oscillating-around-the-target effect. The problem is that Unity’s Quaternion Lerp and Slerp functions appear to clamp the progress input in the 0..1 range.
Implementation code in any language would be helpful. I don’t know enough about Quaternion math to write this myself.

quat slerp_generic(quat q0, quat q1, float t)
{
// If t is too large, divide it by two recursively
if (t > 1.0)
{
quat tmp = slerp_generic(q0, q1, t / 2);
return tmp * inverse(q0) * tmp;
}
// It’s easier to handle negative t this way
if (t < 0.0)
return slerp_generic(q1, q0, 1.0 - t);
return slerp(q0, q1, t);
}
Edit: the above code works great for slerp; for lerp however you’re going to get discontinuities in the derivative which you may not want. This code uses a similar technique and will work better for lerp:
quat lerp_generic(quat q0, quat q1, float t)
{
// If t is too large, subtract 1.0 from it recursively
if (t > 1.0)
{
quat tmp = lerp_generic(q0, q1, t - 1.0);
return tmp * inverse(q0) * q1;
}
// It’s easier to handle negative t this way
if (t < 0.0)
return lerp_generic(q1, q0, 1.0 - t);
return lerp(q0, q1, t);
}
The overshoot functions are:
#region Equations
// These methods are all public to enable reflection in GetCurrentValueCore.
#region Linear
/// <summary>
/// Easing equation function for a simple linear tweening, with no easing.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double Linear(double t, double b, double c, double d)
{
return c * t / d + b;
}
#endregion
#region Expo
/// <summary>
/// Easing equation function for an exponential (2^t) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double ExpoEaseOut(double t, double b, double c, double d)
{
return (t == d) ? b + c : c * (-Math.Pow(2, -10 * t / d) + 1) + b;
}
/// <summary>
/// Easing equation function for an exponential (2^t) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double ExpoEaseIn(double t, double b, double c, double d)
{
return (t == 0) ? b : c * Math.Pow(2, 10 * (t / d - 1)) + b;
}
/// <summary>
/// Easing equation function for an exponential (2^t) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double ExpoEaseInOut(double t, double b, double c, double 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;
}
/// <summary>
/// Easing equation function for an exponential (2^t) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double ExpoEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return ExpoEaseOut(t * 2, b, c / 2, d);
return ExpoEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Circular
/// <summary>
/// Easing equation function for a circular (sqrt(1-t^2)) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double CircEaseOut(double t, double b, double c, double d)
{
return c * Math.Sqrt(1 - (t = t / d - 1) * t) + b;
}
/// <summary>
/// Easing equation function for a circular (sqrt(1-t^2)) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double CircEaseIn(double t, double b, double c, double d)
{
return -c * (Math.Sqrt(1 - (t /= d) * t) - 1) + b;
}
/// <summary>
/// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double CircEaseInOut(double t, double b, double c, double 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;
}
/// <summary>
/// Easing equation function for a circular (sqrt(1-t^2)) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double CircEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return CircEaseOut(t * 2, b, c / 2, d);
return CircEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Quad
/// <summary>
/// Easing equation function for a quadratic (t^2) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuadEaseOut(double t, double b, double c, double d)
{
return -c * (t /= d) * (t - 2) + b;
}
/// <summary>
/// Easing equation function for a quadratic (t^2) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuadEaseIn(double t, double b, double c, double d)
{
return c * (t /= d) * t + b;
}
/// <summary>
/// Easing equation function for a quadratic (t^2) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuadEaseInOut(double t, double b, double c, double d)
{
if ((t /= d / 2) < 1)
return c / 2 * t * t + b;
return -c / 2 * ((--t) * (t - 2) - 1) + b;
}
/// <summary>
/// Easing equation function for a quadratic (t^2) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuadEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return QuadEaseOut(t * 2, b, c / 2, d);
return QuadEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Sine
/// <summary>
/// Easing equation function for a sinusoidal (sin(t)) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double SineEaseOut(double t, double b, double c, double d)
{
return c * Math.Sin(t / d * (Math.PI / 2)) + b;
}
/// <summary>
/// Easing equation function for a sinusoidal (sin(t)) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double SineEaseIn(double t, double b, double c, double d)
{
return -c * Math.Cos(t / d * (Math.PI / 2)) + c + b;
}
/// <summary>
/// Easing equation function for a sinusoidal (sin(t)) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double SineEaseInOut(double t, double b, double c, double d)
{
if ((t /= d / 2) < 1)
return c / 2 * (Math.Sin(Math.PI * t / 2)) + b;
return -c / 2 * (Math.Cos(Math.PI * --t / 2) - 2) + b;
}
/// <summary>
/// Easing equation function for a sinusoidal (sin(t)) easing in/out:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double SineEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return SineEaseOut(t * 2, b, c / 2, d);
return SineEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Cubic
/// <summary>
/// Easing equation function for a cubic (t^3) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double CubicEaseOut(double t, double b, double c, double d)
{
return c * ((t = t / d - 1) * t * t + 1) + b;
}
/// <summary>
/// Easing equation function for a cubic (t^3) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double CubicEaseIn(double t, double b, double c, double d)
{
return c * (t /= d) * t * t + b;
}
/// <summary>
/// Easing equation function for a cubic (t^3) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double CubicEaseInOut(double t, double b, double c, double d)
{
if ((t /= d / 2) < 1)
return c / 2 * t * t * t + b;
return c / 2 * ((t -= 2) * t * t + 2) + b;
}
/// <summary>
/// Easing equation function for a cubic (t^3) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double CubicEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return CubicEaseOut(t * 2, b, c / 2, d);
return CubicEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Quartic
/// <summary>
/// Easing equation function for a quartic (t^4) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuartEaseOut(double t, double b, double c, double d)
{
return -c * ((t = t / d - 1) * t * t * t - 1) + b;
}
/// <summary>
/// Easing equation function for a quartic (t^4) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuartEaseIn(double t, double b, double c, double d)
{
return c * (t /= d) * t * t * t + b;
}
/// <summary>
/// Easing equation function for a quartic (t^4) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuartEaseInOut(double t, double b, double c, double d)
{
if ((t /= d / 2) < 1)
return c / 2 * t * t * t * t + b;
return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
}
/// <summary>
/// Easing equation function for a quartic (t^4) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuartEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return QuartEaseOut(t * 2, b, c / 2, d);
return QuartEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Quintic
/// <summary>
/// Easing equation function for a quintic (t^5) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuintEaseOut(double t, double b, double c, double d)
{
return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
}
/// <summary>
/// Easing equation function for a quintic (t^5) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuintEaseIn(double t, double b, double c, double d)
{
return c * (t /= d) * t * t * t * t + b;
}
/// <summary>
/// Easing equation function for a quintic (t^5) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuintEaseInOut(double t, double b, double c, double 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;
}
/// <summary>
/// Easing equation function for a quintic (t^5) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double QuintEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return QuintEaseOut(t * 2, b, c / 2, d);
return QuintEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Elastic
/// <summary>
/// Easing equation function for an elastic (exponentially decaying sine wave) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double ElasticEaseOut(double t, double b, double c, double d)
{
if ((t /= d) == 1)
return b + c;
double p = d * .3;
double s = p / 4;
return (c * Math.Pow(2, -10 * t) * Math.Sin((t * d - s) * (2 * Math.PI) / p) + c + b);
}
/// <summary>
/// Easing equation function for an elastic (exponentially decaying sine wave) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double ElasticEaseIn(double t, double b, double c, double d)
{
if ((t /= d) == 1)
return b + c;
double p = d * .3;
double s = p / 4;
return -(c * Math.Pow(2, 10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p)) + b;
}
/// <summary>
/// Easing equation function for an elastic (exponentially decaying sine wave) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double ElasticEaseInOut(double t, double b, double c, double d)
{
if ((t /= d / 2) == 2)
return b + c;
double p = d * (.3 * 1.5);
double s = p / 4;
if (t < 1)
return -.5 * (c * Math.Pow(2, 10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p)) + b;
return c * Math.Pow(2, -10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;
}
/// <summary>
/// Easing equation function for an elastic (exponentially decaying sine wave) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double ElasticEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return ElasticEaseOut(t * 2, b, c / 2, d);
return ElasticEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Bounce
/// <summary>
/// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double BounceEaseOut(double t, double b, double c, double d)
{
if ((t /= d) < (1 / 2.75))
return c * (7.5625 * t * t) + b;
else if (t < (2 / 2.75))
return c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b;
else if (t < (2.5 / 2.75))
return c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b;
else
return c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b;
}
/// <summary>
/// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double BounceEaseIn(double t, double b, double c, double d)
{
return c - BounceEaseOut(d - t, 0, c, d) + b;
}
/// <summary>
/// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double BounceEaseInOut(double t, double b, double c, double d)
{
if (t < d / 2)
return BounceEaseIn(t * 2, 0, c, d) * .5 + b;
else
return BounceEaseOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b;
}
/// <summary>
/// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double BounceEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return BounceEaseOut(t * 2, b, c / 2, d);
return BounceEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#region Back
/// <summary>
/// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out:
/// decelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double BackEaseOut(double t, double b, double c, double d)
{
return c * ((t = t / d - 1) * t * ((1.70158 + 1) * t + 1.70158) + 1) + b;
}
/// <summary>
/// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in:
/// accelerating from zero velocity.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double BackEaseIn(double t, double b, double c, double d)
{
return c * (t /= d) * t * ((1.70158 + 1) * t - 1.70158) + b;
}
/// <summary>
/// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out:
/// acceleration until halfway, then deceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double BackEaseInOut(double t, double b, double c, double d)
{
double s = 1.70158;
if ((t /= d / 2) < 1)
return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
}
/// <summary>
/// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out/in:
/// deceleration until halfway, then acceleration.
/// </summary>
/// <param name="t">Current time in seconds.</param>
/// <param name="b">Starting value.</param>
/// <param name="c">Final value.</param>
/// <param name="d">Duration of animation.</param>
/// <returns>The correct value.</returns>
public static double BackEaseOutIn(double t, double b, double c, double d)
{
if (t < d / 2)
return BackEaseOut(t * 2, b, c / 2, d);
return BackEaseIn((t * 2) - d, b + c / 2, c / 2, d);
}
#endregion
#endregion
#region Event Handlers
private static void HandleEquationChanged(object sender, DependencyPropertyChangedEventArgs e)
{
PennerDoubleAnimation pda = sender as PennerDoubleAnimation;
// cache method so we avoid lookup while animating
pda._EasingMethod = typeof(PennerDoubleAnimation).GetMethod(e.NewValue.ToString());
}
#endregion
#region Properties
/// <summary>
/// The easing equation to use.
/// </summary>
[TypeConverter(typeof(PennerDoubleAnimationTypeConverter))]
public Equations Equation
{
get { return (Equations)GetValue(EquationProperty); }
set
{
SetValue(EquationProperty, value);
// cache method so we avoid lookup while animating
_EasingMethod = this.GetType().GetMethod(value.ToString());
}
}
/// <summary>
/// Starting value for the animation.
/// </summary>
public double From
{
get { return (double)GetValue(FromProperty); }
set { SetValue(FromProperty, value); }
}
/// <summary>
/// Ending value for the animation.
/// </summary>
public double To
{
get { return (double)GetValue(ToProperty); }
set { SetValue(ToProperty, value); }
}
#endregion
}

