infinipaint/src/TimePoint.cpp

62 lines
2.2 KiB
C++

/*
* InfiniPaint
* Copyright (C) 2025-2026 Yousef Khadadeh
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "TimePoint.hpp"
TimePoint::TimePoint():
tp(std::chrono::steady_clock::now()),
timeSince(0.0f)
{}
void TimePoint::update_time_point() {
tp = std::chrono::steady_clock::now();
}
void TimePoint::update_time_since() {
timeSince = std::chrono::duration_cast<std::chrono::duration<float>>(std::chrono::steady_clock::now() - tp).count();
}
float TimePoint::get_time_since() const {
return timeSince;
}
TimePoint::operator float() const {
return get_time_since();
}
bool smooth_two_way_animation_time_check_for_change(float& timeToUpdate, float deltaTime, bool isWay1, float animDuration) {
float newTimeToUpdate = std::clamp(isWay1 ? (timeToUpdate + deltaTime) : (timeToUpdate - deltaTime), 0.0f, animDuration);
if(newTimeToUpdate != timeToUpdate) {
timeToUpdate = newTimeToUpdate;
return true;
}
return false;
}
float smooth_two_way_animation_time_get_lerp(float& timeToUpdate, float deltaTime, bool isWay1, float animDuration) {
timeToUpdate = std::clamp(isWay1 ? (timeToUpdate + deltaTime) : (timeToUpdate - deltaTime), 0.0f, animDuration);
return timeToUpdate / animDuration;
}
void smooth_two_way_animation_time(float& timeToUpdate, float deltaTime, bool isWay1, float animDuration) {
timeToUpdate = std::clamp(isWay1 ? (timeToUpdate + deltaTime) : (timeToUpdate - deltaTime), 0.0f, animDuration);
}
WorldVec lerp_world_vec_double(const WorldVec& v1, const WorldVec& v2, double t) {
return {FixedPoint::lerp_double(v1.x(), v2.x(), t), FixedPoint::lerp_double(v1.y(), v2.y(), t)};
}