--- /dev/null
+#ifdef INTERFACE
+CLASS(Easing) EXTENDS(Animation)
+ METHOD(Easing, calcValue, float(entity, float, float, float, float))
+ METHOD(Easing, setMath, void(entity, float(float, float, float, float)))
+ ATTRIB(Easing, math, float(float, float, float, float), easingLinear)
+ENDCLASS(Easing)
+entity makeHostedEasing(entity, void(entity, float), float(float, float, float, float), float, float, float);
+entity makeEasing(entity, void(entity, float), float(float, float, float, float), float, float, float, float);
+float easingLinear(float, float, float, float);
+float easingQuadIn(float, float, float, float);
+float easingQuadOut(float, float, float, float);
+float easingQuadInOut(float, float, float, float);
+#endif
+
+#ifdef IMPLEMENTATION
+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, objSetter, func, time, animDuration, animStartValue, animEnd);
+ anim.addAnim(anim, me);
+ return me;
+}
+
+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, objSetter, animStartTime, animDuration, animStartValue, animEnd);
+ me.setMath(me, func);
+ return me;
+}
+
+float Easing_calcValue(entity me, float tickTime, float animDuration, float animStart, float animDelta)
+{
+ return me.math(tickTime, animDuration, animStart, animDelta);
+}
+
+void Easing_setMath(entity me, float(float, float, float, float) func)
+{
+ me.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));
+ }
+}
+
+#endif