//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef APPARENT_VELOCITY_HELPER_H #define APPARENT_VELOCITY_HELPER_H #ifdef _WIN32 #pragma once #endif inline float CalcDistance( float x, float y ) { return x - y; } inline float CalcDistance( const Vector &a, const Vector &b ) { return a.DistTo( b ); } template class CDefaultCalcDistance { public: static inline float CalcDistance( const T &a, const T &b ) { return ::CalcDistance( a, b ); } }; class CCalcDistance2D { public: static inline float CalcDistance( const Vector &a, const Vector &b ) { return (a-b).Length2D(); } }; template< class T, class Functor=CDefaultCalcDistance > class CApparentVelocity { public: CApparentVelocity(const T& t0) { m_LastTime = -1; m_LastValue = t0; } float AddSample( float time, T value ) { float flRet = 0; if ( m_LastTime != -1 ) { flRet = Functor::CalcDistance(value, m_LastValue) / (time - m_LastTime); } m_LastTime = time; m_LastValue = value; return flRet; } private: T m_LastValue; float m_LastTime; }; #endif // APPARENT_VELOCITY_HELPER_H