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#![deny(missing_docs)] //! Interpolation algorithms. //! //! Interpolation is used in animation, //! to describe smooth shapes and to make transitions. //! Any object that fullfill certain mathematical //! properties can be interpolated. //! A common technique is using one or more 'numbers' //! controlling the mixture of states. //! The choice of interpolation algorithm depends often //! on the circumstances where it used. pub use ease::{ Ease, EaseFunction }; pub use lerp::{lerp, Lerp}; mod ease; mod lerp; /// Performs quadratic beziér interpolation. /// This is done by nesting linear interpolations. /// For more information, see: /// /// [Beziér Curve at Wikipedia](http://en.wikipedia.org/wiki/B%C3%A9zier_curve) #[inline(always)] pub fn quad_bez<T: Lerp>( x0: &T, x1: &T, x2: &T, t: &T::Scalar ) -> T { let x_0_1 = lerp(x0, x1, t); let x_1_2 = lerp(x1, x2, t); lerp(&x_0_1, &x_1_2, t) } /// Performs cubic beziér interpolation. /// This is done by interpolation between two quadratic beziér. /// For more information, see: /// /// [Beziér Curve at Wikipedia](http://en.wikipedia.org/wiki/B%C3%A9zier_curve) #[inline(always)] pub fn cub_bez<T: Lerp>( x0: &T, x1: &T, x2: &T, x3: &T, t: &T::Scalar ) -> T { let x_0_2 = quad_bez(x0, x1, x2, t); let x_1_3 = quad_bez(x1, x2, x3, t); lerp(&x_0_2, &x_1_3, t) }