Merge pull request #53819 from TokageItLab/re-implement-ping-pong

Reimplement ping-pong animation and reverse playback
This commit is contained in:
Rémi Verschelde
2021-11-09 22:11:04 +01:00
committed by GitHub
29 changed files with 1047 additions and 446 deletions
@@ -693,5 +693,23 @@ namespace Godot
}
return min + ((((value - min) % range) + range) % range);
}
private static real_t Fract(real_t value)
{
return value - (real_t)Math.Floor(value);
}
/// <summary>
/// Returns the [code]value[/code] wrapped between [code]0[/code] and the [code]length[/code].
/// 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).
/// If [code]length[/code] is less than zero, it becomes positive.
/// </summary>
/// <param name="value">The value to pingpong.</param>
/// <param name="length">The maximum value of the function.</param>
/// <returns>The ping-ponged value.</returns>
public static real_t PingPong(real_t value, real_t length)
{
return (length != 0.0) ? Math.Abs(Mathf.Fract((value - length) / (length * 2.0)) * length * 2.0 - length) : 0.0;
}
}
}