using System; using Unity.UIWidgets.foundation; using Unity.UIWidgets.ui; using UnityEngine; namespace Unity.UIWidgets.physics { public class FrictionSimulation : Simulation { public FrictionSimulation( float drag, float position, float velocity, Tolerance tolerance = null ) : base(tolerance: tolerance) { this._drag = drag; this._dragLog = Mathf.Log(drag); this._x = position; this._v = velocity; } public static FrictionSimulation through(float startPosition, float endPosition, float startVelocity, float endVelocity) { D.assert(startVelocity == 0.0 || endVelocity == 0.0 || startVelocity.sign() == endVelocity.sign()); D.assert(startVelocity.abs() >= endVelocity.abs()); D.assert((endPosition - startPosition).sign() == startVelocity.sign()); return new FrictionSimulation( _dragFor(startPosition, endPosition, startVelocity, endVelocity), startPosition, startVelocity, tolerance: new Tolerance(velocity: endVelocity.abs()) ); } readonly float _drag; readonly float _dragLog; readonly float _x; readonly float _v; static float _dragFor(float startPosition, float endPosition, float startVelocity, float endVelocity) { return Mathf.Pow((float) Math.E, (startVelocity - endVelocity) / (startPosition - endPosition)); } public override float x(float time) { return this._x + this._v * Mathf.Pow(this._drag, time) / this._dragLog - this._v / this._dragLog; } public override float dx(float time) { return this._v * Mathf.Pow(this._drag, time); } public float finalX { get { return this._x - this._v / this._dragLog; } } public float timeAtX(float x) { if (x == this._x) { return 0.0f; } if (this._v == 0.0 || (this._v > 0 ? (x < this._x || x > this.finalX) : (x > this._x || x < this.finalX))) { return float.PositiveInfinity; } return Mathf.Log(this._dragLog * (x - this._x) / this._v + 1.0f) / this._dragLog; } public override bool isDone(float time) { return this.dx(time).abs() < this.tolerance.velocity; } } public class BoundedFrictionSimulation : FrictionSimulation { BoundedFrictionSimulation( float drag, float position, float velocity, float _minX, float _maxX ) : base(drag, position, velocity) { D.assert(position.clamp(_minX, _maxX) == position); this._minX = _minX; this._maxX = _maxX; } readonly float _minX; readonly float _maxX; public override float x(float time) { return base.x(time).clamp(this._minX, this._maxX); } public override bool isDone(float time) { return base.isDone(time) || (this.x(time) - this._minX).abs() < this.tolerance.distance || (this.x(time) - this._maxX).abs() < this.tolerance.distance; } } }