Moves CSmoothedValue to separate file.
Reviewed By: elexis Differential Revision: https://code.wildfiregames.com/D2346 This was SVN commit r23026.
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@ -29,6 +29,7 @@
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#include "graphics/ObjectManager.h"
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#include "graphics/Patch.h"
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#include "graphics/SkeletonAnimManager.h"
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#include "graphics/SmoothedValue.h"
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#include "graphics/Terrain.h"
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#include "graphics/TerrainTextureManager.h"
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#include "graphics/TerritoryTexture.h"
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@ -64,100 +65,7 @@ extern int g_xres, g_yres;
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// Maximum distance outside the edge of the map that the camera's
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// focus point can be moved
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static const float CAMERA_EDGE_MARGIN = 2.0f*TERRAIN_TILE_SIZE;
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/**
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* A value with exponential decay towards the target value.
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*/
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class CSmoothedValue
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{
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public:
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CSmoothedValue(float value, float smoothness, float minDelta)
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: m_Target(value), m_Current(value), m_Smoothness(smoothness), m_MinDelta(minDelta)
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{
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}
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float GetSmoothedValue() const
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{
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return m_Current;
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}
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void SetValueSmoothly(float value)
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{
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m_Target = value;
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}
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void AddSmoothly(float value)
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{
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m_Target += value;
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}
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void Add(float value)
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{
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m_Target += value;
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m_Current += value;
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}
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float GetValue() const
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{
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return m_Target;
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}
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void SetValue(float value)
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{
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m_Target = value;
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m_Current = value;
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}
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float Update(float time)
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{
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if (fabs(m_Target - m_Current) < m_MinDelta)
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return 0.0f;
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double p = pow(static_cast<double>(m_Smoothness), 10.0 * static_cast<double>(time));
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// (add the factor of 10 so that smoothnesses don't have to be tiny numbers)
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double delta = (m_Target - m_Current) * (1.0 - p);
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m_Current += delta;
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return static_cast<float>(delta);
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}
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void ClampSmoothly(float min, float max)
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{
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m_Target = Clamp(m_Target, static_cast<double>(min), static_cast<double>(max));
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}
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// Wrap so 'target' is in the range [min, max]
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void Wrap(float min, float max)
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{
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double t = fmod(m_Target - min, static_cast<double>(max - min));
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if (t < 0)
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t += max - min;
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t += min;
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m_Current += t - m_Target;
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m_Target = t;
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}
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float GetSmoothness() const
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{
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return m_Smoothness;
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}
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void SetSmoothness(float smoothness)
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{
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m_Smoothness = smoothness;
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}
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private:
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float m_Smoothness;
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double m_Target; // the value which m_Current is tending towards
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double m_Current;
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// (We use double because the extra precision is worthwhile here)
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float m_MinDelta; // cutoff where we stop moving (to avoid ugly shimmering effects)
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};
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static const float CAMERA_EDGE_MARGIN = 2.0f * TERRAIN_TILE_SIZE;
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class CGameViewImpl
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{
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54
source/graphics/SmoothedValue.cpp
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54
source/graphics/SmoothedValue.cpp
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@ -0,0 +1,54 @@
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include <cmath>
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#include "graphics/SmoothedValue.h"
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CSmoothedValue::CSmoothedValue(float value, float smoothness, float minDelta)
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: m_Target(value),
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m_Current(value),
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m_Smoothness(smoothness),
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m_MinDelta(minDelta)
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{
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}
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float CSmoothedValue::Update(float time)
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{
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if (fabs(m_Target - m_Current) < m_MinDelta)
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return 0.0f;
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double p = pow(static_cast<double>(m_Smoothness), 10.0 * static_cast<double>(time));
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// (add the factor of 10 so that smoothnesses don't have to be tiny numbers)
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double delta = (m_Target - m_Current) * (1.0 - p);
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m_Current += delta;
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return static_cast<float>(delta);
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}
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void CSmoothedValue::Wrap(float min, float max)
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{
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double t = fmod(m_Target - min, static_cast<double>(max - min));
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if (t < 0)
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t += max - min;
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t += min;
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m_Current += t - m_Target;
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m_Target = t;
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}
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93
source/graphics/SmoothedValue.h
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93
source/graphics/SmoothedValue.h
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@ -0,0 +1,93 @@
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_SMOOTHEDVALUE
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#define INCLUDED_SMOOTHEDVALUE
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#include "maths/MathUtil.h"
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/**
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* A value with exponential decay towards the target value.
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*/
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class CSmoothedValue
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{
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public:
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CSmoothedValue(float value, float smoothness, float minDelta);
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float GetSmoothedValue() const
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{
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return m_Current;
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}
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void SetValueSmoothly(float value)
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{
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m_Target = value;
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}
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void AddSmoothly(float value)
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{
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m_Target += value;
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}
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void Add(float value)
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{
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m_Target += value;
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m_Current += value;
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}
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float GetValue() const
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{
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return m_Target;
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}
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void SetValue(float value)
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{
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m_Target = value;
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m_Current = value;
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}
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float GetSmoothness() const
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{
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return m_Smoothness;
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}
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void SetSmoothness(float smoothness)
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{
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m_Smoothness = smoothness;
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}
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void ClampSmoothly(float min, float max)
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{
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m_Target = Clamp(m_Target, static_cast<double>(min), static_cast<double>(max));
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}
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float Update(float time);
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// Wrap so 'target' is in the range [min, max]
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void Wrap(float min, float max);
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private:
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float m_Smoothness;
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double m_Target; // the value which m_Current is tending towards
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double m_Current;
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// (We use double because the extra precision is worthwhile here)
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float m_MinDelta; // cutoff where we stop moving (to avoid ugly shimmering effects)
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};
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#endif // INCLUDED_SMOOTHEDVALUE
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