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