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Added pingpong
built-in function
#46346
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pingpong
built-in function
What are some practical use cases for this function? It's usually better to use While I'm not against this change, I would advise using methods that result in smooth animations whenever possible. |
@Calinou I have no idea by myself since I'm not using it, maybe some former Unity users may say why they like it and whether they want it in the Godot. |
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@Chaosus We don't just add features in case maybe someone will use it one day. This needs a proposal. If you aren't using it and don't know how it will be used, that is hardly a substantive use case. So I'm closing this as per the Godot proposal policy (since there is no use case here, one needs to be presented in a proposal before this can be considered).
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Ok, I forgot about it a bit... |
Please restore this PR, so I need this for #48332! That PR is to implement a ping-pong loop in the animation function, and without this function, it will have to write the same mathematical expression again and again. In short, instead of normal loop using |
@Chaosus is currently unavailable, but we we discussed that if we are able to find a use, we can use it. So we can put |
Yes, it has been merged into my PR, so there is no need to necessarily restore this one unless a step-by-step merge is required. |
For the record, this has been implemented in #53819 |
This math function used in Unity(https://docs.unity3d.com/ScriptReference/Mathf.PingPong.html), Blender, and (perhaps) many other engines. The proposal is to give users the same capability to use it as in them. This implementation is a copy from Blender with just cosmetical changes(should work as a Unity version, except for negative length values(which are not supported in the Unity for this function anyway)). Added to GDScript / C# / VisualScript.