package iron.system; class Tween { static inline var DEFAULT_OVERSHOOT: Float = 1.70158; static var eases: ArrayFloat> = [ easeLinear, easeSineIn, easeSineOut, easeSineInOut, easeQuadIn, easeQuadOut, easeQuadInOut, easeCubicIn, easeCubicOut, easeCubicInOut, easeQuartIn, easeQuartOut, easeQuartInOut, easeQuintIn, easeQuintOut, easeQuintInOut, easeExpoIn, easeExpoOut, easeExpoInOut, easeCircIn, easeCircOut, easeCircInOut, easeBackIn, easeBackOut, easeBackInOut, easeBounceIn, easeBounceOut, easeBounceInOut, easeElasticIn, easeElasticOut, easeElasticInOut ]; static var anims: Array = []; static var registered = false; static inline function register() { registered = true; App.notifyOnUpdate(update); App.notifyOnReset(function() { App.notifyOnUpdate(update); reset(); }); } public static function to(anim: TAnim): TAnim { if (!registered) register(); anim._time = 0; anim.isPlaying = (anim.delay != null && anim.delay > 0.0) ? false : true; if (anim.ease == null) anim.ease = Ease.Linear; if (anim.target != null && anim.props != null) { anim._comps = []; anim._x = []; anim._y = []; anim._z = []; anim._w = []; anim._normalize = []; for (p in Reflect.fields(anim.props)) { var val: Dynamic = Reflect.getProperty(anim.target, p); if (Std.isOfType(val, iron.math.Vec4) || Std.isOfType(val, iron.math.Quat)) { anim._comps.push(4); anim._x.push(val.x); anim._y.push(val.y); anim._z.push(val.z); anim._w.push(val.w); anim._normalize.push(Std.isOfType(val, iron.math.Quat)); } else { anim._comps.push(1); anim._x.push(val); anim._y.push(0); anim._z.push(0); anim._w.push(0); } } } anims.push(anim); return anim; } public static function timer(delay: Float, done: Void->Void): TAnim { return to({ target: null, props: null, duration: 0, delay: delay, done: done }); } public static function stop(anim: TAnim) { anim.isPlaying = false; anims.remove(anim); } public static function reset() { anims = []; } public static function update() { var d = Time.delta; var i = anims.length; while (i-- > 0 && anims.length > 0) { var a = anims[i]; if (a.delay > 0) { // Delay a.delay -= d; if (a.delay > 0) continue; } a._time += d; a.isPlaying = a._time < a.duration; if (a.target != null) { if (Std.isOfType(a.target, iron.object.Transform)) a.target.dirty = true; // Way too much Reflect trickery.. var ps = Reflect.fields(a.props); for (i in 0...ps.length) { var p = ps[i]; var k = a._time / a.duration; if (k > 1) k = 1; if (a._comps[i] == 1) { var fromVal: Float = a._x[i]; var toVal: Float = Reflect.getProperty(a.props, p); var val: Float = fromVal + (toVal - fromVal) * eases[a.ease](k); Reflect.setProperty(a.target, p, val); } else { // _comps[i] == 4 var obj = Reflect.getProperty(a.props, p); var toX: Float = Reflect.getProperty(obj, "x"); var toY: Float = Reflect.getProperty(obj, "y"); var toZ: Float = Reflect.getProperty(obj, "z"); var toW: Float = Reflect.getProperty(obj, "w"); if (a._normalize[i]) { var qdot = (a._x[i] * toX) + (a._y[i] * toY) + (a._z[i] * toZ) + (a._w[i] * toW); if (qdot < 0.0) { toX = -toX; toY = -toY; toZ = -toZ; toW = -toW; } } var x: Float = a._x[i] + (toX - a._x[i]) * eases[a.ease](k); var y: Float = a._y[i] + (toY - a._y[i]) * eases[a.ease](k); var z: Float = a._z[i] + (toZ - a._z[i]) * eases[a.ease](k); var w: Float = a._w[i] + (toW - a._w[i]) * eases[a.ease](k); if (a._normalize[i]) { var l = Math.sqrt(x * x + y * y + z * z + w * w); if (l > 0.0) { l = 1.0 / l; x *= l; y *= l; z *= l; w *= l; } } var t = Reflect.getProperty(a.target, p); Reflect.setProperty(t, "x", x); Reflect.setProperty(t, "y", y); Reflect.setProperty(t, "z", z); Reflect.setProperty(t, "w", w); } } } if (a.isPlaying) { if (a.tick != null) a.tick(); } else { anims.splice(i, 1); i--; a.isPlaying = false; if (a.done != null) a.done(); } } } public static function easeLinear(k: Float): Float { return k; } public static function easeSineIn(k: Float): Float { if (k == 0) { return 0; } else if (k == 1) { return 1; } else { return 1 - Math.cos(k * Math.PI / 2); } } public static function easeSineOut(k: Float): Float { if (k == 0) { return 0; } else if (k == 1) { return 1; } else { return Math.sin(k * (Math.PI * 0.5)); } } public static function easeSineInOut(k: Float): Float { if (k == 0) { return 0; } else if (k == 1) { return 1; } else { return -0.5 * (Math.cos(Math.PI * k) - 1); } } public static function easeQuadIn(k: Float): Float { return k * k; } public static function easeQuadOut(k: Float): Float { return -k * (k - 2); } public static function easeQuadInOut(k: Float): Float { return (k < 0.5) ? 2 * k * k : -2 * ((k -= 1) * k) + 1; } public static function easeCubicIn(k: Float): Float { return k * k * k; } public static function easeCubicOut(k: Float): Float { return (k = k - 1) * k * k + 1; } public static function easeCubicInOut(k: Float): Float { return ((k *= 2) < 1) ? 0.5 * k * k * k : 0.5 * ((k -= 2) * k * k + 2); } public static function easeQuartIn(k: Float): Float { return (k *= k) * k; } public static function easeQuartOut(k: Float): Float { return 1 - (k = (k = k - 1) * k) * k; } public static function easeQuartInOut(k: Float): Float { return ((k *= 2) < 1) ? 0.5 * (k *= k) * k : -0.5 * ((k = (k -= 2) * k) * k - 2); } public static function easeQuintIn(k: Float): Float { return k * (k *= k) * k; } public static function easeQuintOut(k: Float): Float { return (k = k - 1) * (k *= k) * k + 1; } public static function easeQuintInOut(k: Float): Float { return ((k *= 2) < 1) ? 0.5 * k * (k *= k) * k : 0.5 * (k -= 2) * (k *= k) * k + 1; } public static function easeExpoIn(k: Float): Float { return k == 0 ? 0 : Math.pow(2, 10 * (k - 1)); } public static function easeExpoOut(k: Float): Float { return k == 1 ? 1 : (1 - Math.pow(2, -10 * k)); } public static function easeExpoInOut(k: Float): Float { if (k == 0) { return 0; } if (k == 1) { return 1; } if ((k /= 1 / 2.0) < 1.0) { return 0.5 * Math.pow(2, 10 * (k - 1)); } return 0.5 * (2 - Math.pow(2, -10 * --k)); } public static function easeCircIn(k: Float): Float { return -(Math.sqrt(1 - k * k) - 1); } public static function easeCircOut(k: Float): Float { return Math.sqrt(1 - (k - 1) * (k - 1)); } public static function easeCircInOut(k: Float): Float { return k <= .5 ? (Math.sqrt(1 - k * k * 4) - 1) / -2 : (Math.sqrt(1 - (k * 2 - 2) * (k * 2 - 2)) + 1) / 2; } public static function easeBackIn(k: Float): Float { if (k == 0) { return 0; } else if (k == 1) { return 1; } else { return k * k * ((DEFAULT_OVERSHOOT + 1) * k - DEFAULT_OVERSHOOT); } } public static function easeBackOut(k: Float): Float { if (k == 0) { return 0; } else if (k == 1) { return 1; } else { return ((k = k - 1) * k * ((DEFAULT_OVERSHOOT + 1) * k + DEFAULT_OVERSHOOT) + 1); } } public static function easeBackInOut(k: Float): Float { if (k == 0) { return 0; } else if (k == 1) { return 1; } else if ((k *= 2) < 1) { return (0.5 * (k * k * (((DEFAULT_OVERSHOOT * 1.525) + 1) * k - DEFAULT_OVERSHOOT * 1.525))); } else { return (0.5 * ((k -= 2) * k * (((DEFAULT_OVERSHOOT * 1.525) + 1) * k + DEFAULT_OVERSHOOT * 1.525) + 2)); } } public static function easeBounceIn(k: Float): Float { return 1 - easeBounceOut(1 - k); } public static function easeBounceOut(k: Float): Float { return if (k < (1 / 2.75)) { 7.5625 * k * k; } else if (k < (2 / 2.75)) { 7.5625 * (k -= (1.5 / 2.75)) * k + 0.75; } else if (k < (2.5 / 2.75)) { 7.5625 * (k -= (2.25 / 2.75)) * k + 0.9375; } else { 7.5625 * (k -= (2.625 / 2.75)) * k + 0.984375; } } public static function easeBounceInOut(k: Float): Float { return (k < 0.5) ? easeBounceIn(k * 2) * 0.5 : easeBounceOut(k * 2 - 1) * 0.5 + 0.5; } public static function easeElasticIn(k: Float): Float { var s: Null = null; var a = 0.1, p = 0.4; if (k == 0) { return 0; } if (k == 1) { return 1; } if (a < 1) { a = 1; s = p / 4; } else { s = p * Math.asin(1 / a) / (2 * Math.PI); } return -(a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); } public static function easeElasticOut(k: Float): Float { var s: Null = null; var a = 0.1, p = 0.4; if (k == 0) { return 0; } if (k == 1) { return 1; } if (a < 1) { a = 1; s = p / 4; } else { s = p * Math.asin(1 / a) / (2 * Math.PI); } return (a * Math.pow(2, -10 * k) * Math.sin((k - s) * (2 * Math.PI) / p) + 1); } public static function easeElasticInOut(k: Float): Float { var s, a = 0.1, p = 0.4; if (k == 0) { return 0; } if (k == 1) { return 1; } if (a != 0 || a < 1) { a = 1; s = p / 4; } else { s = p * Math.asin(1 / a) / (2 * Math.PI); } if ((k *= 2) < 1) return - 0.5 * (a * Math.pow(2, 10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p)); return a * Math.pow(2, -10 * (k -= 1)) * Math.sin((k - s) * (2 * Math.PI) / p) * 0.5 + 1; } } typedef TAnim = { var target: Dynamic; var props: Dynamic; var duration: Float; @:optional var isPlaying: Null; @:optional var done: Void->Void; @:optional var tick: Void->Void; @:optional var delay: Null; @:optional var ease: Null; // Internal @:optional var _time: Null; @:optional var _comps: Array; @:optional var _x: Array; @:optional var _y: Array; @:optional var _z: Array; @:optional var _w: Array; @:optional var _normalize: Array; } @:enum abstract Ease(Int) from Int to Int { var Linear = 0; var SineIn = 1; var SineOut = 2; var SineInOut = 3; var QuadIn = 4; var QuadOut = 5; var QuadInOut = 6; var CubicIn = 7; var CubicOut = 8; var CubicInOut = 9; var QuartIn = 10; var QuartOut = 11; var QuartInOut = 12; var QuintIn = 13; var QuintOut = 14; var QuintInOut = 15; var ExpoIn = 16; var ExpoOut = 17; var ExpoInOut = 18; var CircIn = 19; var CircOut = 20; var CircInOut = 21; var BackIn = 22; var BackOut = 23; var BackInOut = 24; var BounceIn = 25; var BounceOut = 26; var BounceInOut = 27; var ElasticIn = 28; var ElasticOut = 29; var ElasticInOut = 30; }