forked from bartvdbraak/blender
Fix the classification + ordering of a few of the easing types
After recently reading through Robert Penner's original descriptions of these easing equations for some other work I've been doing, I realised that the ordering I introduced earlier was slightly off (with regards to sine and circular types). This commit recitifies these issues.
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@ -77,21 +77,19 @@ EnumPropertyItem beztriple_interpolation_mode_items[] = {
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/* easing */
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{0, "", 0, N_("Easing (by strength)"), "Predefined inertial transitions, useful for motion graphics (from least to most ''dramatic'')"},
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{BEZT_IPO_QUAD, "QUAD", 0, "Quadratic", "Quadratic easing (weakest)"},
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{BEZT_IPO_SINE, "SINE", 0, "Sinusoidal", "Sinusoidal easing (weakest, almost linear but with a slight curvature)"},
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{BEZT_IPO_QUAD, "QUAD", 0, "Quadratic", "Quadratic easing"},
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{BEZT_IPO_CUBIC, "CUBIC", 0, "Cubic", "Cubic easing"},
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{BEZT_IPO_QUART, "QUART", 0, "Quartic", "Quartic easing"},
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{BEZT_IPO_QUINT, "QUINT", 0, "Quintic", "Quintic easing"},
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{BEZT_IPO_EXPO, "EXPO", 0, "Exponential", "Exponential easing (strongest)"},
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{BEZT_IPO_EXPO, "EXPO", 0, "Exponential", "Exponential easing (dramatic)"},
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{BEZT_IPO_CIRC, "CIRC", 0, "Circular", "Circular easing (strongest and most dynamic)"},
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{0, "", 0, N_("Dynamic Effects"), "Simple physics-inspired easing effects"},
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{BEZT_IPO_BACK, "BACK", 0, "Back", "Cubic easing with overshoot and settle"},
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{BEZT_IPO_BOUNCE, "BOUNCE", 0, "Bounce", "Exponentially decaying parabolic bounce, like when objects collide"},
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{BEZT_IPO_ELASTIC, "ELASTIC", 0, "Elastic", "Exponentially decaying sine wave, like an elastic band"},
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{0, "", 0, N_("Other"), "Other easing equations"},
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{BEZT_IPO_SINE, "SINE", 0, "Sinusoidal", "Sinusoidal easing"},
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{BEZT_IPO_CIRC, "CIRC", 0, "Circular", "Circular easing"},
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{0, NULL, 0, NULL, NULL}
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};
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