SmoothStep() public static method

public static SmoothStep ( float from, float to, float t ) : float
from float
to float
t float
return float
コード例 #1
0
        void OnDrawGizmosInternal()
        {
            var newGizmoHash = pickNextWaypointDist.GetHashCode() ^ slowdownDistance.GetHashCode() ^ endReachedDistance.GetHashCode();

            if (newGizmoHash != gizmoHash && gizmoHash != 0)
            {
                lastChangedTime = Time.realtimeSinceStartup;
            }
            gizmoHash = newGizmoHash;
            float alpha = alwaysDrawGizmos ? 1 : Mathf.SmoothStep(1, 0, (Time.realtimeSinceStartup - lastChangedTime - 5f) / 0.5f) * (UnityEditor.Selection.gameObjects.Length == 1 ? 1 : 0);

            if (alpha > 0)
            {
                // Make sure the scene view is repainted while the gizmos are visible
                if (!alwaysDrawGizmos)
                {
                    UnityEditor.SceneView.RepaintAll();
                }
                Draw.Gizmos.Line(position, steeringTarget, GizmoColor * new Color(1, 1, 1, alpha));
                Gizmos.matrix = Matrix4x4.TRS(position, transform.rotation * (rotationIn2D ? Quaternion.Euler(-90, 0, 0) : Quaternion.identity), Vector3.one);
                Draw.Gizmos.CircleXZ(Vector3.zero, pickNextWaypointDist, GizmoColor * new Color(1, 1, 1, alpha));
                Draw.Gizmos.CircleXZ(Vector3.zero, slowdownDistance, Color.Lerp(GizmoColor, Color.red, 0.5f) * new Color(1, 1, 1, alpha));
                Draw.Gizmos.CircleXZ(Vector3.zero, endReachedDistance, Color.Lerp(GizmoColor, Color.red, 0.8f) * new Color(1, 1, 1, alpha));
            }
        }
コード例 #2
0
ファイル: AutoPupil.cs プロジェクト: lfe999/VamAutoPupil
        private float CalculateBrightness()
        {
            // calculate brightness of lights
            var defaultBright = _detector.DetectedBrightness;

            // calculate any shade from blinking
            // TODO: see if is there any way to just measure the distance between top and bottom eyelid to make this more universal
            var blinkDimming = 1f;

            if (_autoBlinker?.currentWeight > 0.35)
            {
                blinkDimming = Math.SmoothStep(1, 0.25f, _autoBlinker.currentWeight);
            }
            else if (_eyesClosedLeftMorph?.morphValue > 0.35)
            {
                blinkDimming = Math.SmoothStep(1, 0.25f, _eyesClosedLeftMorph.morphValue);
            }

            return(defaultBright * blinkDimming);
        }