#include "easing.qh" #include "../menu.qh" #include "keyframe.qh" entity makeHostedEasing(entity obj, void(entity, float) objSetter, float(float, float, float, float) func, float animDuration, float animStartValue, float animEnd) { entity this = makeEasing(obj, objSetter, func, time, animDuration, animStartValue, animEnd); anim.addAnim(anim, this); return this; } entity makeEasing(entity obj, void(entity, float) objSetter, float(float, float, float, float) func, float animStartTime, float animDuration, float animStartValue, float animEnd) { entity this = NEW(Easing); this.configureAnimation(this, obj, objSetter, animStartTime, animDuration, animStartValue, animEnd); this.setMath(this, func); return this; } METHOD(Easing, calcValue, float(entity this, float tickTime, float animDuration, float animStart, float animDelta)) { return this.math(tickTime, animDuration, animStart, animDelta); } METHOD(Easing, setMath, void(entity this, float(float, float, float, float) func)) { this.math = func; } float easingLinear(float tickTime, float animDuration, float animStart, float animDelta) { return (animDelta * (tickTime / animDuration)) + animStart; } float easingQuadIn(float tickTime, float animDuration, float animStart, float animDelta) { float frac = tickTime / animDuration; return (animDelta * frac * frac) + animStart; } float easingQuadOut(float tickTime, float animDuration, float animStart, float animDelta) { float frac = tickTime / animDuration; return (-animDelta * frac * (frac - 2)) + animStart; } float easingQuadInOut(float tickTime, float animDuration, float animStart, float animDelta) { if (tickTime < (animDuration / 2)) return easingQuadIn(tickTime, (animDuration / 2), animStart, (animDelta / 2)); else return easingQuadOut((tickTime - (animDuration / 2)), (animDuration / 2), (animStart + (animDelta / 2)), (animDelta / 2)); }