[NOTE: I have filed an issue on Google Code
http://code.google.com/p/libgdx/issues/detail?id=516 ]
May I suggest that you use Robert Penner's easing equations (and associated terms)?
This would give developers more choice, and would lower the entry cost to the LibGDX animation code (because these named tweening formulas have become de-facto standards over time).
Have a look here:
https://github.com/jeremyckahn/shifty/b ... ormulas.jsCopied below for reference:
easeInQuad: function(pos){
return Math.pow(pos, 2);
},
easeOutQuad: function(pos){
return -(Math.pow((pos-1), 2) -1);
},
easeInOutQuad: function(pos){
if ((pos/=0.5) < 1) return 0.5*Math.pow(pos,2);
return -0.5 * ((pos-=2)*pos - 2);
},
easeInCubic: function(pos){
return Math.pow(pos, 3);
},
easeOutCubic: function(pos){
return (Math.pow((pos-1), 3) +1);
},
easeInOutCubic: function(pos){
if ((pos/=0.5) < 1) return 0.5*Math.pow(pos,3);
return 0.5 * (Math.pow((pos-2),3) + 2);
},
easeInQuart: function(pos){
return Math.pow(pos, 4);
},
easeOutQuart: function(pos){
return -(Math.pow((pos-1), 4) -1)
},
easeInOutQuart: function(pos){
if ((pos/=0.5) < 1) return 0.5*Math.pow(pos,4);
return -0.5 * ((pos-=2)*Math.pow(pos,3) - 2);
},
easeInQuint: function(pos){
return Math.pow(pos, 5);
},
easeOutQuint: function(pos){
return (Math.pow((pos-1), 5) +1);
},
easeInOutQuint: function(pos){
if ((pos/=0.5) < 1) return 0.5*Math.pow(pos,5);
return 0.5 * (Math.pow((pos-2),5) + 2);
},
easeInSine: function(pos){
return -Math.cos(pos * (Math.PI/2)) + 1;
},
easeOutSine: function(pos){
return Math.sin(pos * (Math.PI/2));
},
easeInOutSine: function(pos){
return (-.5 * (Math.cos(Math.PI*pos) -1));
},
easeInExpo: function(pos){
return (pos==0) ? 0 : Math.pow(2, 10 * (pos - 1));
},
easeOutExpo: function(pos){
return (pos==1) ? 1 : -Math.pow(2, -10 * pos) + 1;
},
easeInOutExpo: function(pos){
if(pos==0) return 0;
if(pos==1) return 1;
if((pos/=0.5) < 1) return 0.5 * Math.pow(2,10 * (pos-1));
return 0.5 * (-Math.pow(2, -10 * --pos) + 2);
},
easeInCirc: function(pos){
return -(Math.sqrt(1 - (pos*pos)) - 1);
},
easeOutCirc: function(pos){
return Math.sqrt(1 - Math.pow((pos-1), 2))
},
easeInOutCirc: function(pos){
if((pos/=0.5) < 1) return -0.5 * (Math.sqrt(1 - pos*pos) - 1);
return 0.5 * (Math.sqrt(1 - (pos-=2)*pos) + 1);
},
easeOutBounce: function(pos){
if ((pos) < (1/2.75)) {
return (7.5625*pos*pos);
} else if (pos < (2/2.75)) {
return (7.5625*(pos-=(1.5/2.75))*pos + .75);
} else if (pos < (2.5/2.75)) {
return (7.5625*(pos-=(2.25/2.75))*pos + .9375);
} else {
return (7.5625*(pos-=(2.625/2.75))*pos + .984375);
}
},
easeInBack: function(pos){
var s = 1.70158;
return (pos)*pos*((s+1)*pos - s);
},
easeOutBack: function(pos){
var s = 1.70158;
return (pos=pos-1)*pos*((s+1)*pos + s) + 1;
},
easeInOutBack: function(pos){
var s = 1.70158;
if((pos/=0.5) < 1) return 0.5*(pos*pos*(((s*=(1.525))+1)*pos -s));
return 0.5*((pos-=2)*pos*(((s*=(1.525))+1)*pos +s) +2);
},
elastic: function(pos) {
return -1 * Math.pow(4,-8*pos) * Math.sin((pos*6-1)*(2*Math.PI)/2) + 1;
},
swingFromTo: function(pos) {
var s = 1.70158;
return ((pos/=0.5) < 1) ? 0.5*(pos*pos*(((s*=(1.525))+1)*pos - s)) :
0.5*((pos-=2)*pos*(((s*=(1.525))+1)*pos + s) + 2);
},
swingFrom: function(pos) {
var s = 1.70158;
return pos*pos*((s+1)*pos - s);
},
swingTo: function(pos) {
var s = 1.70158;
return (pos-=1)*pos*((s+1)*pos + s) + 1;
},
bounce: function(pos) {
if (pos < (1/2.75)) {
return (7.5625*pos*pos);
} else if (pos < (2/2.75)) {
return (7.5625*(pos-=(1.5/2.75))*pos + .75);
} else if (pos < (2.5/2.75)) {
return (7.5625*(pos-=(2.25/2.75))*pos + .9375);
} else {
return (7.5625*(pos-=(2.625/2.75))*pos + .984375);
}
},
bouncePast: function(pos) {
if (pos < (1/2.75)) {
return (7.5625*pos*pos);
} else if (pos < (2/2.75)) {
return 2 - (7.5625*(pos-=(1.5/2.75))*pos + .75);
} else if (pos < (2.5/2.75)) {
return 2 - (7.5625*(pos-=(2.25/2.75))*pos + .9375);
} else {
return 2 - (7.5625*(pos-=(2.625/2.75))*pos + .984375);
}
},
easeFromTo: function(pos) {
if ((pos/=0.5) < 1) return 0.5*Math.pow(pos,4);
return -0.5 * ((pos-=2)*Math.pow(pos,3) - 2);
},
easeFrom: function(pos) {
return Math.pow(pos,4);
},
easeTo: function(pos) {
return Math.pow(pos,0.25);
}