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easing_functions_openprocessing.pde
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easing_functions_openprocessing.pde
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/*
Easing (tweening, smooth transitions, non-linear interpolation)
Easing examples from Squirrel Eiserloh:
[Math for Game Programmers: Fast and Funky 1D Nonlinear Transformations](https://youtu.be/mr5xkf6zSzk)
*/
//------------------------------ Global program configurable variables
int animationCicleFrames = 70; // frames to complete the animation cicle. Last 10% of frames are used to wait the next cicle.
//------------------------------ Global program static variables
// initial functions
String functionNames[] = {
"bounceBezier3",
"smoothStep2",
"smoothStart26",
"smoothStop3"
};
// color palette used to represent each function
Color colors[] = {
0xFFFF0000, // red
0xFFFF00FF, // magenta
0xFF00FFFF, // cyan
0xFF00FF00, // green
0xFFFFFF00, // yellow
0xFF0000FF // blue
};
//------------------------------ Main class variables
ColorSequence colorGenerator;
ArrayList functions;
int effectiveAnimationCicleFrames;
int currentWitdh;
int currentHeight;
int componentSpace;
int componentSize;
int componentHeightPosition;
//------------------------------ Classes
class ColorSequence {
private Color[] colors;
private int position;
ColorSequence(Color[] colors) {
this.position = 0;
this.colors = colors;
}
public Color next() {
Color color = this.colors[this.position];
this.position = (this.position == this.colors.length) ? 0 : this.position + 1;
return color;
}
}
class Function {
float values[];
float scaledValues[];
Color color;
String name;
Function(EasingFunction func, String name, int values, int scale, Color color) {
this.name = name;
this.values = new float[values];
this.scaledValues = new float[values];
this.color = color;
for (int i = 0; i < values; i++) {
t = map(i, 0, values, 0, 1);
value = func.generic(name, t);
this.values[i] = value;
this.scaledValues[i] = map(value, 0, 1, 0, scale);
}
}
}
//------------------------------ Main
void gradient(PVector position, int width, int height, int frame) {
int ySize = height / functions.size();
int diameter = ySize / 4;
// clear
fill(0);
noStroke();
rect(position.x - diameter, position.y - diameter, width + 2 * diameter, height + 2 * diameter);
Function f;
int y;
for (int i = 0; i < width; i++) {
y = position.y;
for (int functionNumber = 0; functionNumber < functions.size(); functionNumber++) {
f = functions.get(functionNumber);
stroke(f.values[i] * 255);
rect(position.x + i, y, 1, ySize);
y += ySize;
}
}
// Animation
y = position.y + ySize / 2;
for (int functionNumber = 0; functionNumber < functions.size(); functionNumber++) {
Function f = functions.get(functionNumber);
fill(f.color);
stroke(0);
ellipse(position.x + f.scaledValues[frame], y, diameter, diameter);
y += ySize;
}
}
void fadeFunctionNames(PVector position, int width, int height, frame) {
fill(0);
noStroke();
rect(position.x, position.y, width, height);
textAlign(CENTER, CENTER);
int ySize = height / functions.size();
pushMatrix();
translate(0, position.y + ySize / 2);
scale(1, -1); // revert to original Y axis sign
for (int functionNumber = 0; functionNumber < functions.size(); functionNumber++) {
Function f = functions.get(functionNumber);
fill(color(f.color, f.values[frame] * 255)); // hex, alpha
text(f.name, position.x + width / 2, 0, width);
translate(0, -ySize);
}
popMatrix();
}
void plot(PVector position, int width, int height, int frame) {
int diameter = height / (functions.size() * 4);
// clear
fill(0);
noStroke();
rect(position.x - diameter, position.y - diameter, width + 2 * diameter, height + 2 * diameter);
// paint
noFill();
stroke(255);
rect(position.x, position.y, width, height);
for (int i = 0; i < width; i++) {
for (int functionNumber = 0; functionNumber < functions.size(); functionNumber++) {
Function f = functions.get(functionNumber);
point(position.x + i, position.y + f.scaledValues[i]);
}
}
// Animation
for (int functionNumber = 0; functionNumber < functions.size(); functionNumber++) {
Function f = functions.get(functionNumber);
fill(f.color);
stroke(f.color);
ellipse(position.x + frame, position.y + f.scaledValues[frame], diameter, diameter);
}
}
void setup() {
effectiveAnimationCicleFrames = animationCicleFrames * 0.9;
colorGenerator = new ColorSequence(colors);
functions = new ArrayList();
EasingFunction func = new EasingFunction();
background(0);
currentWitdh = screen.width * 0.75;
currentHeight = screen.height * 0.75;
size(currentWitdh, currentHeight);
componentSpace = currentWitdh * 0.1 / 4;
componentSize = currentWitdh * 0.9 / 3;
componentHeightPosition = (currentHeight - componentSize) / 2;
PFont font = createFont("Arial", componentSize / (functionNames.length() * 2));
textFont(font);
Function f;
for (int functionNumber = 0; functionNumber < functionNames.length(); functionNumber++) {
f = new Function(func, functionNames[functionNumber], componentSize, componentSize, colorGenerator.next());
functions.add(f);
}
}
void draw() {
int cicleFrame = frameCount % (animationCicleFrames);
int frame = (cicleFrame <= effectiveAnimationCicleFrames) ? int(map(cicleFrame, 0, effectiveAnimationCicleFrames, 0, componentSize - 1)) : componentSize - 1;
//println(frameCount);
pushMatrix();
scale(1, -1); // invert Y axis sign
translate(0, -currentHeight); // move Y = 0 to bottom of the screen
stroke(255, 255, 255);
plot(new PVector(componentSpace, componentHeightPosition), componentSize, componentSize, frame);
gradient(new PVector((2 * componentSpace) + componentSize, componentHeightPosition), componentSize, componentSize, frame);
fadeFunctionNames(new PVector((3 * componentSpace) + 2 * componentSize, componentHeightPosition), componentSize, componentSize, frame);
popMatrix();
}
public class EasingFunction {
float generic(String methodName, float t) {
switch (methodName) {
case "smoothStart2":
return smoothStart2(t);
case "smoothStart3":
return smoothStart3(t);
case "smoothStop2":
return smoothStop2(t);
case "smoothStop3":
return smoothStop3(t);
case "smoothStop4":
return smoothStop4(t);
case "smoothStep2":
return smoothStep2(t);
case "smoothStart26":
return smoothStart26(t);
case "arch2":
return arch2(t);
case "bezier3a":
return bezier3a(t);
case "bounceBezier3":
return bounceBezier3(t);
default:
return linear(t);
}
}
float linear(float t) {
return t;
}
float flip(float t) {
return 1 - t;
}
float scale(float scale, float t) {
return scale * t;
}
float mix(float t1, float t2, float weight) {
return (1 - weight) * t1 + weight * t2;
}
float bounceClampBottom(float t) {
return abs(t);
}
float bounceClampTop(float t) {
return flip(abs(flip(t)));
}
float bounceClampBottomTop(float t) {
return bounceClampBottom(bounceClampTop(t));
}
// Normalized cubic (3rd) Bezier A, B, C, D where A start, D end, are 0 and 1 respectively
float bezier3(float b, float c, float t) {
float s = 1 - t;
float t2 = t * t;
float s2 = s * s;
float t3 = t * t2;
return (3.0 * b * s2 * t) + (3.0 * c * s * t2) + t3;
}
float smoothStep2(float t) {
return mix(smoothStart2(t), smoothStop2(t), t);
}
float arch2(float t) {
return scale(4, scale(t, flip(t)));
}
float smoothStart26(float t) {
return mix(smoothStart2(t), smoothStart3(t), 0.6); // x^2.6
}
float smoothStart2(float t) {
return t * t;
}
float smoothStart3(float t) {
return t * t * t * t;
}
float smoothStop2(float t) {
return flip(smoothStart2(flip(t))); // 1 - (1-t)^2
}
float smoothStop3(float t) {
return flip(smoothStart3(flip(t)));
}
float smoothStop4(float t) {
return flip(smoothStart4(flip(t)));
}
float bezier3a(float t) {
return bezier3(2, -1, t);
}
float bounceBezier3(float t) {
return bounceClampTop(bezier3(2.6, 0.5, t));
}
}