Merge pull request #53819 from TokageItLab/re-implement-ping-pong
Reimplement ping-pong animation and reverse playback
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@@ -693,5 +693,23 @@ namespace Godot
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}
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return min + ((((value - min) % range) + range) % range);
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}
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private static real_t Fract(real_t value)
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{
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return value - (real_t)Math.Floor(value);
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}
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/// <summary>
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/// Returns the [code]value[/code] wrapped between [code]0[/code] and the [code]length[/code].
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/// If the limit is reached, the next value the function returned is decreased to the [code]0[/code] side or increased to the [code]length[/code] side (like a triangle wave).
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/// If [code]length[/code] is less than zero, it becomes positive.
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/// </summary>
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/// <param name="value">The value to pingpong.</param>
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/// <param name="length">The maximum value of the function.</param>
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/// <returns>The ping-ponged value.</returns>
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public static real_t PingPong(real_t value, real_t length)
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{
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return (length != 0.0) ? Math.Abs(Mathf.Fract((value - length) / (length * 2.0)) * length * 2.0 - length) : 0.0;
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}
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}
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}
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