GamePhase LevelManager::getCurrentPhase() const { if (schedIndexMain < scheduleMain.size()) return getPhaseAt(scheduleMain, schedIndexMain); else if (schedIndexRepeat < scheduleRepeat.size()) return getPhaseAt(scheduleRepeat, schedIndexRepeat); else return PHASE_DONE; }
void TransferFunction<T>::getBode(std::vector<double>& xValues, std::vector<double>& gain, std::vector<double>& phase) const { xValues.clear(); gain.clear(); phase.clear(); for (unsigned i{ 1 }; i < static_cast<unsigned>(ceil(samplingFrequency_ / 2.)); ++i) { double w{ 2 * M_PI / samplingFrequency_ * i }; xValues.push_back(i); gain.push_back(getGainAt(w)); phase.push_back(getPhaseAt(w)); } }