// set this->value using bézier interpolation if possible
FloatAuto *left = (FloatAuto*)a1;
FloatAuto *right = (FloatAuto*)a2;
- float new_value = FloatAutos::calculate_bezier(left, right, pos);
+ if( pos != position ) { // this may trigger smoothing
+ this->adjust_to_new_coordinates(pos,
+ FloatAutos::calculate_bezier(left, right, pos));
+ }
float new_slope = FloatAutos::calculate_bezier_derivation(left, right, pos);
- this->adjust_to_new_coordinates(pos, new_value); // this may trigger smoothing
this->set_control_in_value(new_slope * control_in_position);
this->set_control_out_value(new_slope * control_out_position);
return 1; //return true: interpolated indeed...