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@ -1082,7 +1082,19 @@ void VectorYawRotate( const Vector& in, float flYaw, Vector &out); |
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// 0 1
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// 0 1
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//
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//
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// With a biasAmt of 0.5, Bias returns X.
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// With a biasAmt of 0.5, Bias returns X.
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float Bias( float x, float biasAmt ); |
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inline float Bias( float x, float biasAmt ) |
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{ |
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// WARNING: not thread safe
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static float lastAmt = -1; |
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static float lastExponent = 0; |
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if( lastAmt != biasAmt ) |
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{ |
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lastExponent = log( biasAmt ) * -1.4427f; // (-1.4427 = 1 / log(0.5))
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} |
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float fRet = pow( x, lastExponent ); |
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Assert ( !IS_NAN( fRet ) ); |
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return fRet; |
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} |
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// Gain is similar to Bias, but biasAmt biases towards or away from 0.5.
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// Gain is similar to Bias, but biasAmt biases towards or away from 0.5.
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@ -1114,9 +1126,14 @@ float Bias( float x, float biasAmt ); |
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// |*****
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// |*****
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// |___________________
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// |___________________
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// 0 1
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// 0 1
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float Gain( float x, float biasAmt ); |
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inline float Gain( float x, float biasAmt ) |
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{ |
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// WARNING: not thread safe
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if( x < 0.5 ) |
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return 0.5f * Bias( 2*x, 1-biasAmt ); |
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else |
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return 1 - 0.5f * Bias( 2 - 2*x, 1-biasAmt ); |
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} |
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// SmoothCurve maps a 0-1 value into another 0-1 value based on a cosine wave
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// SmoothCurve maps a 0-1 value into another 0-1 value based on a cosine wave
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// where the derivatives of the function at 0 and 1 (and 0.5) are 0. This is useful for
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// where the derivatives of the function at 0 and 1 (and 0.5) are 0. This is useful for
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// any fadein/fadeout effect where it should start and end smoothly.
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// any fadein/fadeout effect where it should start and end smoothly.
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