Files
2026-09-21 12:15:57 +03:00

61 lines
2.6 KiB
C#

using Unity.Jobs;
using Unity.Mathematics;
using LitMotion;
using LitMotion.Adapters;
[assembly: RegisterGenericJobType(typeof(MotionUpdateJob<float, NoOptions, FloatMotionAdapter>))]
[assembly: RegisterGenericJobType(typeof(MotionUpdateJob<double, NoOptions, DoubleMotionAdapter>))]
[assembly: RegisterGenericJobType(typeof(MotionUpdateJob<int, IntegerOptions, IntMotionAdapter>))]
[assembly: RegisterGenericJobType(typeof(MotionUpdateJob<long, IntegerOptions, LongMotionAdapter>))]
namespace LitMotion.Adapters
{
public readonly struct FloatMotionAdapter : IMotionAdapter<float, NoOptions>
{
public float Evaluate(ref float startValue, ref float endValue, ref NoOptions options, in MotionEvaluationContext context)
{
return math.lerp(startValue, endValue, context.Progress);
}
}
public readonly struct DoubleMotionAdapter : IMotionAdapter<double, NoOptions>
{
public double Evaluate(ref double startValue, ref double endValue, ref NoOptions options, in MotionEvaluationContext context)
{
return math.lerp(startValue, endValue, context.Progress);
}
}
public readonly struct IntMotionAdapter : IMotionAdapter<int, IntegerOptions>
{
public int Evaluate(ref int startValue, ref int endValue, ref IntegerOptions options, in MotionEvaluationContext context)
{
var value = math.lerp(startValue, endValue, context.Progress);
return options.RoundingMode switch
{
RoundingMode.AwayFromZero => value >= 0f ? (int)math.ceil(value) : (int)math.floor(value),
RoundingMode.ToZero => (int)math.trunc(value),
RoundingMode.ToPositiveInfinity => (int)math.ceil(value),
RoundingMode.ToNegativeInfinity => (int)math.floor(value),
_ => (int)math.round(value),
};
}
}
public readonly struct LongMotionAdapter : IMotionAdapter<long, IntegerOptions>
{
public long Evaluate(ref long startValue, ref long endValue, ref IntegerOptions options, in MotionEvaluationContext context)
{
var value = math.lerp((double)startValue, endValue, context.Progress);
return options.RoundingMode switch
{
RoundingMode.AwayFromZero => value >= 0f ? (long)math.ceil(value) : (long)math.floor(value),
RoundingMode.ToZero => (long)math.trunc(value),
RoundingMode.ToPositiveInfinity => (long)math.ceil(value),
RoundingMode.ToNegativeInfinity => (long)math.floor(value),
_ => (long)math.round(value),
};
}
}
}