Line data Source code
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 : */
26 : class CSmoothedValue
27 : {
28 : public:
29 : CSmoothedValue(float value, float smoothness, float minDelta);
30 :
31 0 : float GetSmoothedValue() const
32 : {
33 0 : return m_Current;
34 : }
35 :
36 0 : void SetValueSmoothly(float value)
37 : {
38 0 : m_Target = value;
39 0 : }
40 :
41 0 : void AddSmoothly(float value)
42 : {
43 0 : m_Target += value;
44 0 : }
45 :
46 0 : void Add(float value)
47 : {
48 0 : m_Target += value;
49 0 : m_Current += value;
50 0 : }
51 :
52 0 : float GetValue() const
53 : {
54 0 : return m_Target;
55 : }
56 :
57 0 : void SetValue(float value)
58 : {
59 0 : m_Target = value;
60 0 : m_Current = value;
61 0 : }
62 :
63 0 : float GetSmoothness() const
64 : {
65 0 : return m_Smoothness;
66 : }
67 :
68 0 : void SetSmoothness(float smoothness)
69 : {
70 0 : m_Smoothness = smoothness;
71 0 : }
72 :
73 0 : void ClampSmoothly(float min, float max)
74 : {
75 0 : m_Target = Clamp<double>(m_Target, min, max);
76 0 : }
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 :
83 : private:
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
|