Sorted out the animation vs. easing contradiction I believe. Now there's a separate easing_duration that's calculated from the total duration of all frames. Then a easing_position determines where in the total the animation is, which is fed to the asing functions as a ration of easing_position / easing_duration.
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9 changed files with 47 additions and 75 deletions
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@ -98,8 +98,6 @@ namespace cinematic {
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}
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void Camera::update() {
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// REFACTOR: there's no connection between anim.commit() and anim.update()
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auto [ticks, alpha] = anim.commit();
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if(anim.playing) anim.update();
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}
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