csharp Robert Penner的缓动方程,来源:http://robertpenner.com/easing/,C#作者:Darren David,原作者保留所有权利

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/**
 * PennerDoubleAnimation
 * Animates the value of a double property between two target values using 
 * Robert Penner's easing equations for interpolation over a specified Duration.
 *
 * @author		Darren David darren-code@lookorfeel.com
 * @version		1.0
 *
 * Credit/Thanks:
 * Robert Penner - The easing equations we all know and love 
 *   (http://robertpenner.com/easing/) [See License.txt for license info]
 * 
 * Lee Brimelow - initial port of Penner's equations to WPF 
 *   (http://thewpfblog.com/?p=12)
 * 
 * Zeh Fernando - additional equations (out/in) from 
 *   caurina.transitions.Tweener (http://code.google.com/p/tweener/)
 *   [See License.txt for license info]
 */

using System;

public static class PennerEase
{
    #region Linear

    /// <summary>
    /// Easing equation function for a simple linear tweening, with no easing.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double Linear(double t, double b, double c, double d)
    {
        return c * t / d + b;
    }

    #endregion

    #region Expo

    /// <summary>
    /// Easing equation function for an exponential (2^t) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double ExpoEaseOut(double t, double b, double c, double d)
    {
        return (t == d) ? b + c : c * (-Math.Pow(2, -10 * t / d) + 1) + b;
    }

    /// <summary>
    /// Easing equation function for an exponential (2^t) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double ExpoEaseIn(double t, double b, double c, double d)
    {
        return (t == 0) ? b : c * Math.Pow(2, 10 * (t / d - 1)) + b;
    }

    /// <summary>
    /// Easing equation function for an exponential (2^t) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double ExpoEaseInOut(double t, double b, double c, double d)
    {
        if (t == 0)
            return b;

        if (t == d)
            return b + c;

        if ((t /= d / 2) < 1)
            return c / 2 * Math.Pow(2, 10 * (t - 1)) + b;

        return c / 2 * (-Math.Pow(2, -10 * --t) + 2) + b;
    }

    /// <summary>
    /// Easing equation function for an exponential (2^t) easing out/in: 
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double ExpoEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return ExpoEaseOut(t * 2, b, c / 2, d);

        return ExpoEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Circular

    /// <summary>
    /// Easing equation function for a circular (sqrt(1-t^2)) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double CircEaseOut(double t, double b, double c, double d)
    {
        return c * Math.Sqrt(1 - (t = t / d - 1) * t) + b;
    }

    /// <summary>
    /// Easing equation function for a circular (sqrt(1-t^2)) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double CircEaseIn(double t, double b, double c, double d)
    {
        return -c * (Math.Sqrt(1 - (t /= d) * t) - 1) + b;
    }

    /// <summary>
    /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double CircEaseInOut(double t, double b, double c, double d)
    {
        if ((t /= d / 2) < 1)
            return -c / 2 * (Math.Sqrt(1 - t * t) - 1) + b;

        return c / 2 * (Math.Sqrt(1 - (t -= 2) * t) + 1) + b;
    }

    /// <summary>
    /// Easing equation function for a circular (sqrt(1-t^2)) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double CircEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return CircEaseOut(t * 2, b, c / 2, d);

        return CircEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Quad

    /// <summary>
    /// Easing equation function for a quadratic (t^2) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuadEaseOut(double t, double b, double c, double d)
    {
        return -c * (t /= d) * (t - 2) + b;
    }

    /// <summary>
    /// Easing equation function for a quadratic (t^2) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuadEaseIn(double t, double b, double c, double d)
    {
        return c * (t /= d) * t + b;
    }

    /// <summary>
    /// Easing equation function for a quadratic (t^2) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuadEaseInOut(double t, double b, double c, double d)
    {
        if ((t /= d / 2) < 1)
            return c / 2 * t * t + b;

        return -c / 2 * ((--t) * (t - 2) - 1) + b;
    }

    /// <summary>
    /// Easing equation function for a quadratic (t^2) easing out/in: 
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuadEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return QuadEaseOut(t * 2, b, c / 2, d);

        return QuadEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Sine

    /// <summary>
    /// Easing equation function for a sinusoidal (sin(t)) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double SineEaseOut(double t, double b, double c, double d)
    {
        return c * Math.Sin(t / d * (Math.PI / 2)) + b;
    }

    /// <summary>
    /// Easing equation function for a sinusoidal (sin(t)) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double SineEaseIn(double t, double b, double c, double d)
    {
        return -c * Math.Cos(t / d * (Math.PI / 2)) + c + b;
    }

    /// <summary>
    /// Easing equation function for a sinusoidal (sin(t)) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double SineEaseInOut(double t, double b, double c, double d)
    {
        if ((t /= d / 2) < 1)
            return c / 2 * (Math.Sin(Math.PI * t / 2)) + b;

        return -c / 2 * (Math.Cos(Math.PI * --t / 2) - 2) + b;
    }

    /// <summary>
    /// Easing equation function for a sinusoidal (sin(t)) easing in/out: 
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double SineEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return SineEaseOut(t * 2, b, c / 2, d);

        return SineEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Cubic

    /// <summary>
    /// Easing equation function for a cubic (t^3) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double CubicEaseOut(double t, double b, double c, double d)
    {
        return c * ((t = t / d - 1) * t * t + 1) + b;
    }

    /// <summary>
    /// Easing equation function for a cubic (t^3) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double CubicEaseIn(double t, double b, double c, double d)
    {
        return c * (t /= d) * t * t + b;
    }

    /// <summary>
    /// Easing equation function for a cubic (t^3) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double CubicEaseInOut(double t, double b, double c, double d)
    {
        if ((t /= d / 2) < 1)
            return c / 2 * t * t * t + b;

        return c / 2 * ((t -= 2) * t * t + 2) + b;
    }

    /// <summary>
    /// Easing equation function for a cubic (t^3) easing out/in: 
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double CubicEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return CubicEaseOut(t * 2, b, c / 2, d);

        return CubicEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Quartic

    /// <summary>
    /// Easing equation function for a quartic (t^4) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuartEaseOut(double t, double b, double c, double d)
    {
        return -c * ((t = t / d - 1) * t * t * t - 1) + b;
    }

    /// <summary>
    /// Easing equation function for a quartic (t^4) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuartEaseIn(double t, double b, double c, double d)
    {
        return c * (t /= d) * t * t * t + b;
    }

    /// <summary>
    /// Easing equation function for a quartic (t^4) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuartEaseInOut(double t, double b, double c, double d)
    {
        if ((t /= d / 2) < 1)
            return c / 2 * t * t * t * t + b;

        return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
    }

    /// <summary>
    /// Easing equation function for a quartic (t^4) easing out/in: 
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuartEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return QuartEaseOut(t * 2, b, c / 2, d);

        return QuartEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Quintic

    /// <summary>
    /// Easing equation function for a quintic (t^5) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuintEaseOut(double t, double b, double c, double d)
    {
        return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
    }

    /// <summary>
    /// Easing equation function for a quintic (t^5) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuintEaseIn(double t, double b, double c, double d)
    {
        return c * (t /= d) * t * t * t * t + b;
    }

    /// <summary>
    /// Easing equation function for a quintic (t^5) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuintEaseInOut(double t, double b, double c, double d)
    {
        if ((t /= d / 2) < 1)
            return c / 2 * t * t * t * t * t + b;
        return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
    }

    /// <summary>
    /// Easing equation function for a quintic (t^5) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double QuintEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return QuintEaseOut(t * 2, b, c / 2, d);
        return QuintEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Elastic

    /// <summary>
    /// Easing equation function for an elastic (exponentially decaying sine wave) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double ElasticEaseOut(double t, double b, double c, double d)
    {
        if ((t /= d) == 1)
            return b + c;

        double p = d * .3;
        double s = p / 4;

        return (c * Math.Pow(2, -10 * t) * Math.Sin((t * d - s) * (2 * Math.PI) / p) + c + b);
    }

    /// <summary>
    /// Easing equation function for an elastic (exponentially decaying sine wave) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double ElasticEaseIn(double t, double b, double c, double d)
    {
        if ((t /= d) == 1)
            return b + c;

        double p = d * .3;
        double s = p / 4;

        return -(c * Math.Pow(2, 10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p)) + b;
    }

    /// <summary>
    /// Easing equation function for an elastic (exponentially decaying sine wave) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double ElasticEaseInOut(double t, double b, double c, double d)
    {
        if ((t /= d / 2) == 2)
            return b + c;

        double p = d * (.3 * 1.5);
        double s = p / 4;

        if (t < 1)
            return -.5 * (c * Math.Pow(2, 10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p)) + b;
        return c * Math.Pow(2, -10 * (t -= 1)) * Math.Sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;
    }

    /// <summary>
    /// Easing equation function for an elastic (exponentially decaying sine wave) easing out/in: 
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double ElasticEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return ElasticEaseOut(t * 2, b, c / 2, d);
        return ElasticEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Bounce

    /// <summary>
    /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double BounceEaseOut(double t, double b, double c, double d)
    {
        if ((t /= d) < (1 / 2.75))
            return c * (7.5625 * t * t) + b;
        else if (t < (2 / 2.75))
            return c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b;
        else if (t < (2.5 / 2.75))
            return c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b;
        else
            return c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b;
    }

    /// <summary>
    /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double BounceEaseIn(double t, double b, double c, double d)
    {
        return c - BounceEaseOut(d - t, 0, c, d) + b;
    }

    /// <summary>
    /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double BounceEaseInOut(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return BounceEaseIn(t * 2, 0, c, d) * .5 + b;
        else
            return BounceEaseOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b;
    }

    /// <summary>
    /// Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out/in: 
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double BounceEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return BounceEaseOut(t * 2, b, c / 2, d);
        return BounceEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion

    #region Back

    /// <summary>
    /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out: 
    /// decelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double BackEaseOut(double t, double b, double c, double d)
    {
        return c * ((t = t / d - 1) * t * ((1.70158 + 1) * t + 1.70158) + 1) + b;
    }

    /// <summary>
    /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in: 
    /// accelerating from zero velocity.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double BackEaseIn(double t, double b, double c, double d)
    {
        return c * (t /= d) * t * ((1.70158 + 1) * t - 1.70158) + b;
    }

    /// <summary>
    /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing in/out: 
    /// acceleration until halfway, then deceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double BackEaseInOut(double t, double b, double c, double d)
    {
        double s = 1.70158;
        if ((t /= d / 2) < 1)
            return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
        return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
    }

    /// <summary>
    /// Easing equation function for a back (overshooting cubic easing: (s+1)*t^3 - s*t^2) easing out/in: 
    /// deceleration until halfway, then acceleration.
    /// </summary>
    /// <param name="t">Current time in seconds.</param>
    /// <param name="b">Starting value.</param>
    /// <param name="c">Final value.</param>
    /// <param name="d">Duration of animation.</param>
    /// <returns>The correct value.</returns>
    public static double BackEaseOutIn(double t, double b, double c, double d)
    {
        if (t < d / 2)
            return BackEaseOut(t * 2, b, c / 2, d);
        return BackEaseIn((t * 2) - d, b + c / 2, c / 2, d);
    }

    #endregion
}

以上是关于csharp Robert Penner的缓动方程,来源:http://robertpenner.com/easing/,C#作者:Darren David,原作者保留所有权利的主要内容,如果未能解决你的问题,请参考以下文章

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