// 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 Vector3. /// </summary> [Serializable] public class InterpolatedVector3 : InterpolatedValue<Vector3> { /// <summary> /// Instantiates the InterpolatedVector3 with default of Vector3 as initial value and skipping the first update frame. /// </summary> public InterpolatedVector3() : this(default(Vector3)) { } /// <summary> /// Instantiates the InterpolatedVector3 with a given Vector3 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 InterpolatedVector3(Vector3 initialValue, bool skipFirstUpdateFrame = false) : base(initialValue, skipFirstUpdateFrame) { } /// <summary> /// Overrides the method to check if two Vector3s 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 Vector3 value.</param> /// <param name="other">Second Vector3 value.</param> /// <returns>True if the Vector3 are close enough.</returns> public override bool DoValuesEqual(Vector3 one, Vector3 other) { return (one - other).sqrMagnitude <= SmallNumberSquared; } /// <summary> /// Overrides the method to calculate the current Vector3 interpolation value by using a Vector3.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 Vector3 value that the interpolation started at.</param> /// <param name="targetValue">The target Vector3 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 Vector3 interpolation value.</returns> public override Vector3 ApplyCurveValue(Vector3 startValue, Vector3 targetValue, float curveValue) { return Vector3.Lerp(startValue, targetValue, curveValue); } } }