//// Interpolate.h// libraries/shared/src//// Created by David Rowe on 10 Sep 2015.// Copyright 2015 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#ifndef hifi_Interpolate_h#define hifi_Interpolate_h#include "SharedUtil.h"class Interpolate {public: // Bezier interpolate at position u [0.0 - 1.0] between y values equally spaced along the x-axis. The interpolated values // pass through y1 and y3 but not y2; y2 is the Bezier control point. static float bezierInterpolate(float y1, float y2, float y3, float u); // Interpolate at position u [0.0 - 1.0] between y values equally spaced along the x-axis such that the interpolated values // pass through all three y values. Return value lies wholly within the range of y values passed in. static float interpolate3Points(float y1, float y2, float y3, float u); // returns smooth in and out blend between 0 and 1 // DANGER: assumes fraction is properly inside range [0, 1] static float simpleNonLinearBlend(float fraction); static float calculateFadeRatio(quint64 start); // Basic ease-in-ease-out function for smoothing values. static float easeInOutQuad(float lerpValue);};#endif // hifi_Interpolate_h
//
// Interpolate.h
// libraries/shared/src
//
// Created by David Rowe on 10 Sep 2015.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_Interpolate_h
#define hifi_Interpolate_h
#include "SharedUtil.h"
class Interpolate {
public:
// Bezier interpolate at position u [0.0 - 1.0] between y values equally spaced along the x-axis. The interpolated values
// pass through y1 and y3 but not y2; y2 is the Bezier control point.
static float bezierInterpolate(float y1, float y2, float y3, float u);
// Interpolate at position u [0.0 - 1.0] between y values equally spaced along the x-axis such that the interpolated values
// pass through all three y values. Return value lies wholly within the range of y values passed in.
static float interpolate3Points(float y1, float y2, float y3, float u);
// returns smooth in and out blend between 0 and 1
// DANGER: assumes fraction is properly inside range [0, 1]
static float simpleNonLinearBlend(float fraction);
static float calculateFadeRatio(quint64 start);
// Basic ease-in-ease-out function for smoothing values.
static float easeInOutQuad(float lerpValue);
};
#endif // hifi_Interpolate_h