38float addCalc(
float *value,
float target,
float smoothing,
float maxStep,
float minStep);
51T
addCalcAngleT(T *value, T target, T smoothing, T maxStep, T minStep);
52s16
addCalcAngle(s16 *value, s16 target, s16 smoothing, s16 maxStep, s16 minStep);
63void addCalcAngleT(T *value, T target, T smoothing, T maxStep);
64void addCalcAngle(s16 *value, s16 target, s16 smoothing, s16 maxStep);
75BOOL
chaseT(T *value, T target, T step);
76BOOL
chase(s16 *value, s16 target, s16 step);
77BOOL
chase(
int *value,
int target,
int step);
78BOOL
chase(
long *value,
long target,
long step);
79BOOL
chase(
float *value,
float target,
float step);
89BOOL
chaseAngle(s16 *value, s16 target, s16 step);
A collection of motion and interpolation utilities.
T calcTimer(T *value)
Decrements a timer value.
T addCalcAngleT(T *value, T target, T smoothing, T maxStep, T minStep)
Smoothly moves value towards target using proportional scaling.
BOOL chaseT(T *value, T target, T step)
Moves value towards target by a fixed step amount.
float addCalc(float *value, float target, float smoothing, float maxStep, float minStep)
Smoothly moves value towards target using proportional scaling.
s16 addCalcAngle(s16 *value, s16 target, s16 smoothing, s16 maxStep, s16 minStep)
Smoothly moves value towards target using proportional scaling.
BOOL chaseAngleByRotDir(s16 *value, s16 target, s16 step)
Moves value towards target by a fixed step amount.
BOOL chaseAngle(s16 *value, s16 target, s16 step)
Moves value towards target by a fixed step amount.
BOOL chase(s16 *value, s16 target, s16 step)
Moves value towards target by a fixed step amount.