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o3de/Gems/GradientSignal/Code/Include/GradientSignal/SmoothStep.h

73 lines
2.5 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/Component/EntityId.h>
#include <AzCore/Memory/Memory.h>
#include <AzCore/RTTI/ReflectContext.h>
#include <AzCore/RTTI/RTTI.h>
#include <AzCore/Serialization/EditContextConstants.inl>
#include <AzCore/std/containers/span.h>
#include <GradientSignal/GradientSampler.h>
#include <GradientSignal/Util.h>
namespace GradientSignal
{
class SmoothStep final
{
public:
AZ_CLASS_ALLOCATOR(SmoothStep, AZ::SystemAllocator, 0);
AZ_RTTI(SmoothStep, "{F392F061-BF40-43C5-89F6-7323D6EF11F4}");
static void Reflect(AZ::ReflectContext* context);
inline float GetSmoothedValue(float inputValue) const;
inline void GetSmoothedValues(AZStd::span<float> inOutValues) const;
float m_falloffMidpoint = 0.5f;
float m_falloffRange = 0.5f;
float m_falloffStrength = 0.25f;
private:
inline float CalculateSmoothedValue(float min, float max, float valueFalloffStrength, float inputValue) const;
};
inline float SmoothStep::CalculateSmoothedValue(float min, float max, float valueFalloffStrength, float inputValue) const
{
const float value = AZ::GetClamp(inputValue, 0.0f, 1.0f);
float result1 = GetRatio(min, min + valueFalloffStrength, value);
result1 = GetSmoothStep(result1);
float result2 = GetRatio(max - valueFalloffStrength, max, value);
result2 = GetSmoothStep(result2);
return result1 * (1.0f - result2);
}
inline float SmoothStep::GetSmoothedValue(float inputValue) const
{
const float min = m_falloffMidpoint - m_falloffRange / 2.0f;
const float max = m_falloffMidpoint + m_falloffRange / 2.0f;
const float valueFalloffStrength = AZ::GetClamp(m_falloffStrength, 0.0f, 1.0f);
return CalculateSmoothedValue(min, max, valueFalloffStrength, inputValue);
}
inline void SmoothStep::GetSmoothedValues(AZStd::span<float> inOutValues) const
{
const float min = m_falloffMidpoint - m_falloffRange / 2.0f;
const float max = m_falloffMidpoint + m_falloffRange / 2.0f;
const float valueFalloffStrength = AZ::GetClamp(m_falloffStrength, 0.0f, 1.0f);
for (auto& inOutValue : inOutValues)
{
inOutValue = CalculateSmoothedValue(min, max, valueFalloffStrength, inOutValue);
}
}
} // namespace GradientSignal