// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. See LICENSE in the project root for license information. using System; using UnityEngine; namespace HoloToolkit.Unity { /// <summary> /// Provides interpolation over Vector2. /// </summary> [Serializable] public class InterpolatedVector2 : InterpolatedValue<Vector2> { /// <summary> /// Instantiates the InterpolatedVector2 with default of Vector2 as initial value and skipping the first update frame. /// </summary> public InterpolatedVector2() : this(default(Vector2)) { } /// <summary> /// Instantiates the InterpolatedVector2 with a given Vector2 value as initial value and defaulted to skipping the first update frame. /// </summary> /// <param name="initialValue">Initial current value to use.</param> /// <param name="skipFirstUpdateFrame">A flag to skip first update frame after the interpolation target has been set.</param> public InterpolatedVector2(Vector2 initialValue, bool skipFirstUpdateFrame = false) : base(initialValue, skipFirstUpdateFrame) { } /// <summary> /// Overrides the method to check if two Vector2 are "close enough". /// </summary> /// <remarks>This method is public because of a Unity compilation bug when dealing with abstract methods on generics.</remarks> /// <param name="one">First Vector2 value.</param> /// <param name="other">Second Vector2 value.</param> /// <returns>True if the Vector2s are close enough.</returns> public override bool DoValuesEqual(Vector2 one, Vector2 other) { return (one - other).sqrMagnitude <= SmallNumberSquared; } /// <summary> /// Overrides the method to calculate the current Vector2 interpolation value by using a Vector2.Lerp function. /// </summary> /// <remarks>This method is public because of a Unity compilation bug when dealing with abstract methods on generics.</remarks> /// <param name="startValue">The Vector2 value that the interpolation started at.</param> /// <param name="targetValue">The target Vector2 value that the interpolation is moving to.</param> /// <param name="curveValue">A curve evaluated interpolation position value. This will be in range of [0, 1]</param> /// <returns>The new calculated Vector2 interpolation value.</returns> public override Vector2 ApplyCurveValue(Vector2 startValue, Vector2 targetValue, float curveValue) { return Vector2.Lerp(startValue, targetValue, curveValue); } } }