#endif
#ifdef IMPLEMENTATION
-entity makeHostedEasing(entity obj, void(entity, float) setter, float(float, float, float, float) func, float duration, float startValue, float end)
+entity makeHostedEasing(entity obj, void(entity, float) objSetter, float(float, float, float, float) func, float animDuration, float animStartValue, float animEnd)
{
entity me;
- me = makeEasing(obj, setter, func, time, duration, startValue, end);
+ me = makeEasing(obj, objSetter, func, time, animDuration, animStartValue, animEnd);
anim.addAnim(anim, me);
return me;
}
-entity makeEasing(entity obj, void(entity, float) setter, float(float, float, float, float) func, float startTime, float duration, float startValue, float end)
+entity makeEasing(entity obj, void(entity, float) objSetter, float(float, float, float, float) func, float animStartTime, float animDuration, float animStartValue, float animEnd)
{
entity me;
me = spawnEasing();
- me.configureAnimation(me, obj, setter, startTime, duration, startValue, end);
+ me.configureAnimation(me, obj, objSetter, animStartTime, animDuration, animStartValue, animEnd);
me.setMath(me, func);
return me;
}
-float calcValueEasing(entity me, float time, float duration, float start, float delta)
+float calcValueEasing(entity me, float tickTime, float animDuration, float animStart, float animDelta)
{
- return me.math(time, duration, start, delta);
+ return me.math(tickTime, animDuration, animStart, animDelta);
}
void setMathEasing(entity me, float(float, float, float, float) func)
me.math = func;
}
-float easingLinear(float time, float duration, float start, float delta)
+float easingLinear(float tickTime, float animDuration, float animStart, float animDelta)
{
- return (delta * (time / duration)) + start;
+ return (animDelta * (tickTime / animDuration)) + animStart;
}
-float easingQuadIn(float time, float duration, float start, float delta)
+float easingQuadIn(float tickTime, float animDuration, float animStart, float animDelta)
{
- float frac = time / duration;
- return (delta * frac * frac) + start;
+ float frac = tickTime / animDuration;
+ return (animDelta * frac * frac) + animStart;
}
-float easingQuadOut(float time, float duration, float start, float delta)
+float easingQuadOut(float tickTime, float animDuration, float animStart, float animDelta)
{
- float frac = time / duration;
- return (-delta * frac * (frac - 2)) + start;
+ float frac = tickTime / animDuration;
+ return (-animDelta * frac * (frac - 2)) + animStart;
}
-float easingQuadInOut(float time, float duration, float start, float delta)
+float easingQuadInOut(float tickTime, float animDuration, float animStart, float animDelta)
{
- if (time < (duration / 2))
+ if (tickTime < (animDuration / 2))
{
- return easingQuadIn(time, (duration / 2), start, (delta / 2));
+ return easingQuadIn(tickTime, (animDuration / 2), animStart, (animDelta / 2));
}
else
{
- return easingQuadOut((time - (duration / 2)), (duration / 2), (start + (delta / 2)), (delta / 2));
+ return easingQuadOut((tickTime - (animDuration / 2)), (animDuration / 2), (animStart + (animDelta / 2)), (animDelta / 2));
}
}