6 entity makeHostedEasing(entity obj, void(entity, float) objSetter, float(float, float, float, float) func, float animDuration, float animStartValue, float animEnd)
8 entity this = makeEasing(obj, objSetter, func, time, animDuration, animStartValue, animEnd);
9 anim.addAnim(anim, this);
13 entity makeEasing(entity obj, void(entity, float) objSetter, float(float, float, float, float) func, float animStartTime, float animDuration, float animStartValue, float animEnd)
15 entity this = NEW(Easing);
16 this.configureAnimation(this, obj, objSetter, animStartTime, animDuration, animStartValue, animEnd);
17 this.setMath(this, func);
21 METHOD(Easing, calcValue, float(entity this, float tickTime, float animDuration, float animStart, float animDelta))
23 return this.math(tickTime, animDuration, animStart, animDelta);
26 METHOD(Easing, setMath, void(entity this, float(float, float, float, float) func))
31 float easingLinear(float tickTime, float animDuration, float animStart, float animDelta)
33 return (animDelta * (tickTime / animDuration)) + animStart;
36 float easingQuadIn(float tickTime, float animDuration, float animStart, float animDelta)
38 float frac = tickTime / animDuration;
39 return (animDelta * frac * frac) + animStart;
42 float easingQuadOut(float tickTime, float animDuration, float animStart, float animDelta)
44 float frac = tickTime / animDuration;
45 return (-animDelta * frac * (frac - 2)) + animStart;
48 float easingQuadInOut(float tickTime, float animDuration, float animStart, float animDelta)
50 if (tickTime < (animDuration / 2)) return easingQuadIn(tickTime, (animDuration / 2), animStart, (animDelta / 2));
51 else return easingQuadOut((tickTime - (animDuration / 2)), (animDuration / 2), (animStart + (animDelta / 2)), (animDelta / 2));