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0
forked from 0ad/0ad
0ad/source/graphics/SmoothedValue.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

94 lines
1.9 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SMOOTHEDVALUE
#define INCLUDED_SMOOTHEDVALUE
#include "maths/MathUtil.h"
/**
* A value with exponential decay towards the target value.
*/
class CSmoothedValue
{
public:
CSmoothedValue(float value, float smoothness, float minDelta);
float GetSmoothedValue() const
{
return m_Current;
}
void SetValueSmoothly(float value)
{
m_Target = value;
}
void AddSmoothly(float value)
{
m_Target += value;
}
void Add(float value)
{
m_Target += value;
m_Current += value;
}
float GetValue() const
{
return m_Target;
}
void SetValue(float value)
{
m_Target = value;
m_Current = value;
}
float GetSmoothness() const
{
return m_Smoothness;
}
void SetSmoothness(float smoothness)
{
m_Smoothness = smoothness;
}
void ClampSmoothly(float min, float max)
{
m_Target = Clamp<double>(m_Target, min, max);
}
float Update(float time);
// Wrap so 'target' is in the range [min, max]
void Wrap(float min, float max);
private:
float m_Smoothness;
double m_Target; // the value which m_Current is tending towards
double m_Current;
// (We use double because the extra precision is worthwhile here)
float m_MinDelta; // cutoff where we stop moving (to avoid ugly shimmering effects)
};
#endif // INCLUDED_SMOOTHEDVALUE