//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef LERP_FUNCTIONS_H #define LERP_FUNCTIONS_H #ifdef _WIN32 #pragma once #endif template inline T LoopingLerp( float flPercent, T flFrom, T flTo ) { T s = flTo * flPercent + flFrom * (1.0f - flPercent); return s; } template <> inline float LoopingLerp( float flPercent, float flFrom, float flTo ) { if ( fabs( flTo - flFrom ) >= 0.5f ) { if (flFrom < flTo) flFrom += 1.0f; else flTo += 1.0f; } float s = flTo * flPercent + flFrom * (1.0f - flPercent); s = s - (int)(s); if (s < 0.0f) s = s + 1.0f; return s; } template inline T Lerp_Hermite( float t, const T& p0, const T& p1, const T& p2 ) { T d1 = p1 - p0; T d2 = p2 - p1; T output; float tSqr = t*t; float tCube = t*tSqr; output = p1 * (2*tCube-3*tSqr+1); output += p2 * (-2*tCube+3*tSqr); output += d1 * (tCube-2*tSqr+t); output += d2 * (tCube-tSqr); return output; } template inline T Derivative_Hermite( float t, const T& p0, const T& p1, const T& p2 ) { T d1 = p1 - p0; T d2 = p2 - p1; T output; float tSqr = t*t; output = p1 * (6*tSqr - 6*t); output += p2 * (-6*tSqr + 6*t); output += d1 * (3*tSqr - 4*t + 1); output += d2 * (3*tSqr - 2*t); return output; } inline void Lerp_Clamp( int val ) { } inline void Lerp_Clamp( float val ) { } inline void Lerp_Clamp( const Vector &val ) { } inline void Lerp_Clamp( const QAngle &val ) { } // If we have a range checked var, then we can clamp to its limits. template< class T, int minValue, int maxValue, int startValue > inline void Lerp_Clamp( CRangeCheckedVar &val ) { val.Clamp(); } template<> inline QAngle Lerp_Hermite( float t, const QAngle& p0, const QAngle& p1, const QAngle& p2 ) { // Can't do hermite with QAngles, get discontinuities, just do a regular interpolation return Lerp( t, p1, p2 ); } template inline T LoopingLerp_Hermite( float t, T p0, T p1, T p2 ) { return Lerp_Hermite( t, p0, p1, p2 ); } template <> inline float LoopingLerp_Hermite( float t, float p0, float p1, float p2 ) { if ( fabs( p1 - p0 ) > 0.5f ) { if ( p0 < p1 ) p0 += 1.0f; else p1 += 1.0f; } if ( fabs( p2 - p1 ) > 0.5f ) { if ( p1 < p2 ) { p1 += 1.0f; // see if we need to fix up p0 // important for vars that are decreasing from p0->p1->p2 where // p1 is fixed up relative to p2, eg p0 = 0.2, p1 = 0.1, p2 = 0.9 if ( abs( p1 - p0 ) > 0.5 ) { if ( p0 < p1 ) p0 += 1.0f; else p1 += 1.0f; } } else { p2 += 1.0f; } } float s = Lerp_Hermite( t, p0, p1, p2 ); s = s - (int)(s); if (s < 0.0f) { s = s + 1.0f; } return s; } // NOTE: C_AnimationLayer has its own versions of these functions in animationlayer.h. #endif // LERP_FUNCTIONS_H