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EyeTransition.cpp
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#include "EyeTransition.h"
EyeTransition::EyeTransition() : Animation(500){}
void EyeTransition::Update() {
float t = Animation.GetValue();
Apply(t);
}
void EyeTransition::Apply(float t) {
Origin->OffsetX = Origin->OffsetX * (1.0 - t) + Destin.OffsetX * t;
Origin->OffsetY = Origin->OffsetY * (1.0 - t) + Destin.OffsetY * t;
Origin->Height = Origin->Height * (1.0 - t) + Destin.Height * t;
Origin->Width = Origin->Width * (1.0 - t) + Destin.Width * t;
Origin->Slope_Top = Origin->Slope_Top * (1.0 - t) + Destin.Slope_Top * t;
Origin->Slope_Bottom = Origin->Slope_Bottom * (1.0 - t) + Destin.Slope_Bottom * t;
Origin->Radius_Top = Origin->Radius_Top * (1.0 - t) + Destin.Radius_Top * t;
Origin->Radius_Bottom = Origin->Radius_Bottom * (1.0 - t) + Destin.Radius_Bottom * t;
Origin->Inverse_Radius_Top = Origin->Inverse_Radius_Top * (1.0 - t) + Destin.Inverse_Radius_Top * t;
Origin->Inverse_Radius_Bottom = Origin->Inverse_Radius_Bottom * (1.0 - t) + Destin.Inverse_Radius_Bottom * t;
Origin->Inverse_Offset_Top = Origin->Inverse_Offset_Top * (1.0 - t) + Destin.Inverse_Offset_Top * t;
Origin->Inverse_Offset_Bottom = Origin->Inverse_Offset_Bottom * (1.0 - t) + Destin.Inverse_Offset_Bottom * t;
}