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//========= 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 T>
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<T> >
class CApparentVelocity
{
public:
CApparentVelocity()
{
m_LastTime = -1;
}
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
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