source: ps/trunk/source/graphics/SmoothedValue.h@ 25278

Last change on this file since 25278 was 25278, checked in by wraitii, 3 years ago

Rework rP25266

Following comments by @vladislavbelov.

Differential Revision: https://code.wildfiregames.com/D3860

  • Property svn:eol-style set to native
File size: 1.9 KB
Line 
1/* Copyright (C) 2021 Wildfire Games.
2* This file is part of 0 A.D.
3*
4* 0 A.D. is free software: you can redistribute it and/or modify
5* it under the terms of the GNU General Public License as published by
6* the Free Software Foundation, either version 2 of the License, or
7* (at your option) any later version.
8*
9* 0 A.D. is distributed in the hope that it will be useful,
10* but WITHOUT ANY WARRANTY; without even the implied warranty of
11* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12* GNU General Public License for more details.
13*
14* You should have received a copy of the GNU General Public License
15* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16*/
17
18#ifndef INCLUDED_SMOOTHEDVALUE
19#define INCLUDED_SMOOTHEDVALUE
20
21#include "maths/MathUtil.h"
22
23/**
24* A value with exponential decay towards the target value.
25*/
26class CSmoothedValue
27{
28public:
29 CSmoothedValue(float value, float smoothness, float minDelta);
30
31 float GetSmoothedValue() const
32 {
33 return m_Current;
34 }
35
36 void SetValueSmoothly(float value)
37 {
38 m_Target = value;
39 }
40
41 void AddSmoothly(float value)
42 {
43 m_Target += value;
44 }
45
46 void Add(float value)
47 {
48 m_Target += value;
49 m_Current += value;
50 }
51
52 float GetValue() const
53 {
54 return m_Target;
55 }
56
57 void SetValue(float value)
58 {
59 m_Target = value;
60 m_Current = value;
61 }
62
63 float GetSmoothness() const
64 {
65 return m_Smoothness;
66 }
67
68 void SetSmoothness(float smoothness)
69 {
70 m_Smoothness = smoothness;
71 }
72
73 void ClampSmoothly(float min, float max)
74 {
75 m_Target = Clamp<double>(m_Target, min, max);
76 }
77
78 float Update(float time);
79
80 // Wrap so 'target' is in the range [min, max]
81 void Wrap(float min, float max);
82
83private:
84 float m_Smoothness;
85
86 double m_Target; // the value which m_Current is tending towards
87 double m_Current;
88 // (We use double because the extra precision is worthwhile here)
89
90 float m_MinDelta; // cutoff where we stop moving (to avoid ugly shimmering effects)
91};
92
93#endif // INCLUDED_SMOOTHEDVALUE
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