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InterpolatedFloat.cs
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54 lines (49 loc) · 2.57 KB
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// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License. See LICENSE in the project root for license information.
using System;
using UnityEngine;
namespace HoloToolkit.Unity
{
/// <summary>
/// Provides interpolation over float.
/// </summary>
[Serializable]
public class InterpolatedFloat : InterpolatedValue<float>
{
/// <summary>
/// Instantiates the InterpolatedFloat with default of float as initial value and skipping the first update frame.
/// </summary>
public InterpolatedFloat() : this(0.0f) { }
/// <summary>
/// Instantiates the InterpolatedFloat with a given float value as initial value and defaulted to skipping the first update frame.
/// </summary>
/// <param name="initialValue">Initial current value to use.</param>
/// <param name="skipFirstUpdateFrame">A flag to skip first update frame after the interpolation target has been set.</param>
public InterpolatedFloat(float initialValue, bool skipFirstUpdateFrame = false)
: base(initialValue, skipFirstUpdateFrame)
{ }
/// <summary>
/// Overrides the method to check if two floats are equal.
/// </summary>
/// <remarks>This method is public because of a Unity compilation bug when dealing with abstract methods on generics.</remarks>
/// <param name="one">First float value.</param>
/// <param name="other">Second float value.</param>
/// <returns>True if the floats are equal.</returns>
public override bool DoValuesEqual(float one, float other)
{
return Mathf.Abs(one - other) < SmallNumber;
}
/// <summary>
/// Overrides the method to calculate the current float interpolation value by using a Mathf.Lerp function.
/// </summary>
/// <remarks>This method is public because of a Unity compilation bug when dealing with abstract methods on generics.</remarks>
/// <param name="startValue">The float value that the interpolation started at.</param>
/// <param name="targetValue">The target float value that the interpolation is moving to.</param>
/// <param name="curveValue">A curve evaluated interpolation position value. This will be in range of [0, 1]</param>
/// <returns>The new calculated float interpolation value.</returns>
public override float ApplyCurveValue(float startValue, float targetValue, float curveValue)
{
return Mathf.Lerp(startValue, targetValue, curveValue);
}
}
}