3 entity makeHostedEasing(entity, void(entity, float), float(float, float, float, float), float, float, float);
4 entity makeEasing(entity, void(entity, float), float(float, float, float, float), float, float, float, float);
5 float easingLinear(float, float, float, float);
6 float easingQuadIn(float, float, float, float);
7 float easingQuadOut(float, float, float, float);
8 float easingQuadInOut(float, float, float, float);
9 CLASS(Easing, Animation)
10 METHOD(Easing, calcValue, float(entity, float, float, float, float))
11 METHOD(Easing, setMath, void(entity, float(float, float, float, float)))
12 ATTRIB(Easing, math, float(float, float, float, float), easingLinear)
17 entity makeHostedEasing(entity obj, void(entity, float) objSetter, float(float, float, float, float) func, float animDuration, float animStartValue, float animEnd)
20 me = makeEasing(obj, objSetter, func, time, animDuration, animStartValue, animEnd);
21 anim.addAnim(anim, me);
25 entity makeEasing(entity obj, void(entity, float) objSetter, float(float, float, float, float) func, float animStartTime, float animDuration, float animStartValue, float animEnd)
29 me.configureAnimation(me, obj, objSetter, animStartTime, animDuration, animStartValue, animEnd);
34 float Easing_calcValue(entity me, float tickTime, float animDuration, float animStart, float animDelta)
36 return me.math(tickTime, animDuration, animStart, animDelta);
39 void Easing_setMath(entity me, float(float, float, float, float) func)
44 float easingLinear(float tickTime, float animDuration, float animStart, float animDelta)
46 return (animDelta * (tickTime / animDuration)) + animStart;
49 float easingQuadIn(float tickTime, float animDuration, float animStart, float animDelta)
51 float frac = tickTime / animDuration;
52 return (animDelta * frac * frac) + animStart;
55 float easingQuadOut(float tickTime, float animDuration, float animStart, float animDelta)
57 float frac = tickTime / animDuration;
58 return (-animDelta * frac * (frac - 2)) + animStart;
61 float easingQuadInOut(float tickTime, float animDuration, float animStart, float animDelta)
63 if (tickTime < (animDuration / 2))
65 return easingQuadIn(tickTime, (animDuration / 2), animStart, (animDelta / 2));
69 return easingQuadOut((tickTime - (animDuration / 2)), (animDuration / 2), (animStart + (animDelta / 2)), (animDelta / 2));