Easing curves

Easing curves are functions that operate within the range 0 to 1, and are generally used to transform a linear motion into a more interesting/natural motion.

In
Out

Easings.cs

Struct that contains only a few easing functions in a concise and clean way.

/// <summary>
/// Utility struct full of easing curve functions
/// </summary>
public struct Easings
{
    /// <summary>
    /// Cubic easing functions
    /// </summary>
    public struct Cubic
    {
        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-in ease-out cubic curve
        /// </summary>
        public static float InOut(float x)
        {
            float a = -2 * x + 2;
            return x < 0.5f ? 4 * x * x * x : 1 - (a * a * a) / 2;
        }

        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-in cubic curve
        /// </summary>
        public static float In(float x) => x * x * x;

        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-out cubic curve
        /// </summary>
        public static float Out(float x) => 1 - (1 - x) * (1 - x) * (1 - x);
    }

    /// <summary>
    /// Quadtratic easing functions
    /// </summary>
    public struct Quad
    {
        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-in ease-out quadractic curve
        /// </summary>
        public static float InOut(float x)
        {
            float a = -2 * x + 2;
            return x < 0.5f ? 2 * x * x : 1 - (a * a) / 2;
        }

        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-in quadractic curve
        /// </summary>
        public static float In(float x) => x * x;

        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-out quadractic curve
        /// </summary>
        public static float Out(float x) => 1 - (1 - x) * (1 - x);
    }

    /// <summary>
    /// Exponential easing functions
    /// </summary>
    public struct Expo
    {
        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-in ease-out exponential curve
        /// </summary>
        public static float InOut(float x)
        {
            return x == 0
              ? 0
              : x == 1
              ? 1
              : x < 0.5 ? MathF.Pow(2, 20 * x - 10) / 2
              : (2 - MathF.Pow(2, -20 * x + 10)) / 2;
        }

        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-in exponential curve
        /// </summary>
        public static float In(float x) => x == 0 ? 0 : MathF.Pow(2, 10 * x - 10);

        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-out exponential curve
        /// </summary>
        public static float Out(float x) => x == 1 ? 1 : 1 - MathF.Pow(2, -10 * x);

    }

    /// <summary>
    /// Circular easing functions
    /// </summary>
    public struct Circ
    {
        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-in ease-out circular curve
        /// </summary>
        public static float InOut(float x)
        {
            if (x < 0.5)
                return (1 - MathF.Sqrt(1 - (2 * x * 2 * x))) / 2;
            return (MathF.Sqrt(1 - ((-2 * x + 2) * (-2 * x + 2))) + 1) / 2;
        }

        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-in circular curve
        /// </summary>
        public static float In(float x) => 1 - MathF.Sqrt(1 - x * x);

        /// <summary>
        /// Remaps a linear value from 0 to 1 to an ease-out circular curve
        /// </summary>
        public static float Out(float x) => MathF.Sqrt(1 - (1 - x) * (1 - x));
    }
}

PennerDoubleAnimation.cs

This is a class containing many parametric easing functions. Original source at the top.

// from https://raw.githubusercontent.com/scrudgey/yogurt/refs/heads/master/PennerDoubleAnimation.cs

/**
 * 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 [email protected]
 * @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;
// using System.Collections.Generic;
// using System.Diagnostics;
// using System.Reflection;
// using System.Text;
// using System.Windows;
// using System.Windows.Media.Animation;
// using System.ComponentModel;
// using System.Globalization;

namespace Easings {
    /// <summary>
    /// Animates the value of a double property between two target values using 
    /// Robert Penner's easing equations for interpolation over a specified Duration.
    /// </summary>
    /// <example>
    /// <code>
    /// // C#
    /// PennerDoubleAnimation anim = new PennerDoubleAnimation();
    /// anim.Type = PennerDoubleAnimation.Equations.Linear;
    /// anim.From = 1;
    /// anim.To = 0;
    /// myControl.BeginAnimation( OpacityProperty, anim );
    /// 
    /// // XAML
    /// <Storyboard x:Key="AnimateXamlRect">
    ///  <animation:PennerDoubleAnimation 
    ///    Storyboard.TargetName="myControl" 
    ///    Storyboard.TargetProperty="(Canvas.Left)"
    ///    From="0" 
    ///    To="600" 
    ///    Equation="BackEaseOut" 
    ///    Duration="00:00:05" />
    /// </Storyboard>
    /// 
    /// <Control.Triggers>
    ///   <EventTrigger RoutedEvent="FrameworkElement.Loaded">
    ///     <BeginStoryboard Storyboard="{StaticResource AnimateXamlRect}"/>
    ///   </EventTrigger>
    /// </Control.Triggers>
    /// </code>
    /// </example>
    public class PennerDoubleAnimation {

        #region Equations

        // These methods are all public to enable reflection in GetCurrentValueCore.

        #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

        #endregion
    }

}

Sources

PennerDoubleAnimation

easings.net