package org.as3lib.kitchensync.easing { /** *

lib_flex_animation_code_10_org_as3lib_kitchensync_easing_Bounce produces values that would cause a moving subject to bounce against the starting or ending * points like a rubber ball.

*

The easing classes provide static methods for interpolating the change between two values over time. * Each class handles the interpolation, or easing, differently. Each class typically contains three methods * - easeIn(), easeOut() and easeInOut() - which vary the rate of change * of the values. Most of the easing functions produce values as a percentage - a number between 0.0 and 1.0

* * @author modified by Mims H. Wright, 2007 * @author (c) 2003 Robert Penner, all rights reserved. - This work is subject to the terms in http://www.robertpenner.com/easing_terms_of_use.html * @see http://www.robertpenner.com/easing_terms_of_use.html * @see http://www.robertpenner.com/easing/ * @see EasingUtil */ public class lib_flex_animation_code_10_org_as3lib_kitchensync_easing_Bounce { /** * The constants defined in this class are used to control the bouncing algorithm */ private static const BOUNCE_CONST:Number = 7.5625; private static const THRESHOLDx1:Number = 0.363636; private static const THRESHOLDx15:Number = 0.545454; private static const THRESHOLDx2:Number = 0.727272; private static const THRESHOLDx225:Number = 0.818181; private static const THRESHOLDx25:Number = 0.909090; private static const THRESHOLDx2625:Number = 0.954545; private static const BOUNCE1:Number = 0.75; private static const BOUNCE2:Number = 0.9375; private static const BOUNCE3:Number = 0.984375; /** * easeIn starts out slow and increases in speed towards the end of the duration. * The bouncing will appear to increase in height. * * @param timeElapsed The time since the tween began in milliseconds or frames. * @param duration The duration of the tween, in milliseconds or frames. * @return percentage complete - between 0.0 and 1.0 */ public static function easeIn(timeElapsed:Number, duration:Number):Number { return 1 - easeOut(duration-timeElapsed, duration); } /** * easeOut starts out fast and decreases in speed towards the end of the duration. * The bouncing will appear to decrease in height. * * @param timeElapsed Specifies the time since the tween began in milliseconds or frames. * @param duration Specifies the duration of the tween, in milliseconds or frames. * @return percentage complete - between 0.0 and 1.0 */ public static function easeOut(timeElapsed:Number, duration:Number):Number { if ((timeElapsed/=duration) < THRESHOLDx1) { return (BOUNCE_CONST*timeElapsed*timeElapsed); } else if (timeElapsed < THRESHOLDx2) { return (BOUNCE_CONST*(timeElapsed-=THRESHOLDx15)*timeElapsed + BOUNCE1); } else if (timeElapsed < THRESHOLDx25) { return (BOUNCE_CONST*(timeElapsed-=THRESHOLDx225)*timeElapsed + BOUNCE2); } return (BOUNCE_CONST*(timeElapsed-=THRESHOLDx2625)*timeElapsed + BOUNCE3); } /** * easeInOut combines the motion of easeIn and easeOut by starting out slow and increasing in speed * towards the middle of the duration, then slowing down again towards the end. * The bouncing will appear to increase then decrease in height. * * @param timeElapsed Specifies the time since the tween began in milliseconds or frames. * @param duration Specifies the duration of the tween, in milliseconds or frames. * @param overshoot The ammount to go over past the target value. The higher the number, the farther it will go. * @return percentage complete - between 0.0 and 1.0 */ public static function easeInOut(timeElapsed:Number, duration:Number):Number { if (timeElapsed < duration/2) { return easeIn (timeElapsed*2, duration)/2; } return easeOut (timeElapsed*2-duration, duration)/2 + 0.5; } /** * easeOutIn combines the motion of easeIn and easeOut by starting out decelerating * towards the middle of the duration, then accelerating end. * * @param timeElapsed Specifies the time since the tween began in milliseconds or frames. * @param duration Specifies the duration of the tween, in milliseconds or frames. * @param overshoot The ammount to go over past the target value. The higher the number, the farther it will go. * @return percentage complete - between 0.0 and 1.0 */ public static function easeOutIn (timeElapsed:Number, duration:Number):Number { if (timeElapsed < duration/2) { return easeOut(timeElapsed*2, duration)/2; } return easeIn((timeElapsed*2)-duration, duration)/2 + 0.5; } } }