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