Vertices Engine
v1.9.2.92
A Cross Platform game engine developed by Virtex Edge Design.
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Static Public Member Functions | |
static float | Linear (float p) |
Modeled after the line y = x. | |
static float | QuadraticEaseIn (float p) |
Modeled after the parabola y = x^2. | |
static float | QuadraticEaseOut (float p) |
Modeled after the parabola y = -x^2 + 2x. | |
static float | QuadraticEaseInOut (float p) |
Modeled after the piecewise quadratic y = (1/2)((2x)^2) ; [0, 0.5) y = -(1/2)((2x-1)*(2x-3) - 1) ; [0.5, 1]. | |
static float | CubicEaseIn (float p) |
Modeled after the cubic y = x^3. | |
static float | CubicEaseOut (float p) |
Modeled after the cubic y = (x - 1)^3 + 1. | |
static float | CubicEaseInOut (float p) |
Modeled after the piecewise cubic y = (1/2)((2x)^3) ; [0, 0.5) y = (1/2)((2x-2)^3 + 2) ; [0.5, 1] | |
static float | QuarticEaseIn (float p) |
Modeled after the quartic x^4. | |
static float | QuarticEaseOut (float p) |
Modeled after the quartic y = 1 - (x - 1)^4. | |
static float | QuarticEaseInOut (float p) |
static float | QuinticEaseIn (float p) |
Modeled after the quintic y = x^5. | |
static float | QuinticEaseOut (float p) |
Modeled after the quintic y = (x - 1)^5 + 1. | |
static float | QuinticEaseInOut (float p) |
Modeled after the piecewise quintic y = (1/2)((2x)^5) ; [0, 0.5) y = (1/2)((2x-2)^5 + 2) ; [0.5, 1]. | |
static float | SineEaseIn (float p) |
Modeled after quarter-cycle of sine wave. | |
static float | SineEaseOut (float p) |
Modeled after quarter-cycle of sine wave (different phase) | |
static float | SineEaseInOut (float p) |
Modeled after half sine wave. | |
static float | CircularEaseIn (float p) |
Modeled after shifted quadrant IV of unit circle. | |
static float | CircularEaseOut (float p) |
Modeled after shifted quadrant II of unit circle. | |
static float | CircularEaseInOut (float p) |
Modeled after the piecewise circular function y = (1/2)(1 - Math.Sqrt(1 - 4x^2)) ; [0, 0.5) y = (1/2)(Math.Sqrt(-(2x - 3)*(2x - 1)) + 1) ; [0.5, 1] | |
static float | ExponentialEaseIn (float p) |
Modeled after the exponential function y = 2^(10(x - 1)) | |
static float | ExponentialEaseOut (float p) |
Modeled after the exponential function y = -2^(-10x) + 1. | |
static float | ExponentialEaseInOut (float p) |
Modeled after the piecewise exponential y = (1/2)2^(10(2x - 1)) ; [0,0.5) y = -(1/2)*2^(-10(2x - 1))) + 1 ; [0.5,1]. | |
static float | ElasticEaseIn (float p) |
Modeled after the damped sine wave y = sin(13pi/2*x)*Math.Pow(2, 10 * (x - 1)) | |
static float | ElasticEaseOut (float p) |
Modeled after the damped sine wave y = sin(-13pi/2*(x + 1))*Math.Pow(2, -10x) + 1. | |
static float | ElasticEaseInOut (float p) |
Modeled after the piecewise exponentially-damped sine wave: y = (1/2)*sin(13pi/2*(2*x))*Math.Pow(2, 10 * ((2*x) - 1)) ; [0,0.5) y = (1/2)*(sin(-13pi/2*((2x-1)+1))*Math.Pow(2,-10(2*x-1)) + 2) ; [0.5, 1]. | |
static float | BackEaseIn (float p) |
Modeled after the overshooting cubic y = x^3-x*sin(x*pi) | |
static float | BackEaseOut (float p) |
Modeled after overshooting cubic y = 1-((1-x)^3-(1-x)*sin((1-x)*pi)) | |
static float | BackEaseInOut (float p) |
Modeled after the piecewise overshooting cubic function: y = (1/2)*((2x)^3-(2x)*sin(2*x*pi)) ; [0, 0.5) y = (1/2)*(1-((1-x)^3-(1-x)*sin((1-x)*pi))+1) ; [0.5, 1]. | |
static float | BounceEaseIn (float p) |
static float | BounceEaseOut (float p) |
static float | BounceEaseInOut (float p) |
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Modeled after overshooting cubic y = 1-((1-x)^3-(1-x)*sin((1-x)*pi))