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97 行
3.3 KiB

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;
}
}
}