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0ad/source/graphics/SmoothedValue.h

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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