/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include namespace AZ { namespace Debug { void ApplyMomentum(float& oldValue, float& newValue, float deltaTime) { float blendedValue; blendedValue = AZ::Lerp(newValue, oldValue, deltaTime); oldValue = blendedValue; newValue = blendedValue; } float NormalizeAngle(float angle) { if (angle > AZ::Constants::Pi) { angle -= AZ::Constants::TwoPi; } else if (angle < -AZ::Constants::Pi) { angle += AZ::Constants::TwoPi; } return angle; } } // namespace Debug } // namespace AZ