From 372ba7666304805abe8641487c97899f9bdd97af Mon Sep 17 00:00:00 2001 From: Tokage Date: Sun, 25 Apr 2021 05:47:03 +0900 Subject: implement ping-pong loop in animation Co-authored-by: Chaosus --- modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) (limited to 'modules/mono/glue/GodotSharp') diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs index 6f7fac7429..df0dcdb1bb 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs @@ -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); + } + + /// + /// 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. + /// + /// The value to pingpong. + /// The maximum value of the function. + /// The ping-ponged value. + 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; + } } } -- cgit v1.2.3