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» Fri Sep 10, 2010 3:10 am

if you feed cosp a 2 itll return to the first value, since it uses cosine which is periodic, it wont continue into No man's land like lerp/qarp/cubic, since its essentially cos(t*180) or something like that controlling an interpolation

cosp(a,b,0)=a

cosp(a,b,1)=b

cosp(a,b,2)=a

but its a pure A-B-A sine loop, not a hard bounce like rojos, that would have to be a kinda ABScosp sysexp.

and to make rojos faster its better to just do

lerp(a.x,b.x,abs(sin(lerp(0,180,t))))

id imagine.