/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include #include using namespace spine; namespace { class LinearInterpolation : public Interpolation { public: float apply(float a) override { return a; } }; class SmoothInterpolation : public Interpolation { public: float apply(float a) override { return a * a * (3 - 2 * a); } }; class SlowFastInterpolation : public Interpolation { public: float apply(float a) override { return a * a; } }; class FastSlowInterpolation : public Interpolation { public: float apply(float a) override { return (a - 1) * (a - 1) * -1 + 1; } }; class CircleInterpolation : public Interpolation { public: float apply(float a) override { if (a <= 0.5f) { a *= 2; return (1 - MathUtil::sqrt(1 - a * a)) / 2; } a--; a *= 2; return (MathUtil::sqrt(1 - a * a) + 1) / 2; } }; } Interpolation::~Interpolation() { } float Interpolation::apply(float a) { return a; } float Interpolation::apply(float start, float end, float a) { return start + (end - start) * apply(a); } Interpolation &Interpolation::linear() { static LinearInterpolation interpolation; return interpolation; } Interpolation &Interpolation::smooth() { static SmoothInterpolation interpolation; return interpolation; } Interpolation &Interpolation::slowFast() { static SlowFastInterpolation interpolation; return interpolation; } Interpolation &Interpolation::fastSlow() { static FastSlowInterpolation interpolation; return interpolation; } Interpolation &Interpolation::circle() { static CircleInterpolation interpolation; return interpolation; }