inline eeDouble BounceInOut( eeDouble t, eeDouble b, eeDouble c, eeDouble d ) { if ( t < d * 0.5f ) return BounceIn( t * 2.f, 0.f, c, d ) * 0.5f + b; return BounceOut( t * 2.f - d, 0.f, c, d ) * 0.5f + c * 0.5f + b; }
/// f(t) = MAGIC inline float BounceIn(float t) { return 1 - BounceOut(1 - t); }
inline eeDouble BounceIn( eeDouble t, eeDouble b, eeDouble c, eeDouble d ) { return c - BounceOut( d - t, 0, c, d ) + b; }