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https://github.com/ZuneDev/Xune.git
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Simplified usages
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@@ -13,7 +13,7 @@ namespace Microsoft.Iris.Render
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private object m_inputValue;
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public ConstantAnimationInput(float sourceValue)
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: this(sourceValue, (string)null)
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: this(sourceValue, null)
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{
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}
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@@ -21,11 +21,11 @@ namespace Microsoft.Iris.Render
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{
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AnimationTypeMask animationTypeMask = AnimationTypeMask.FromString(sourceMaskSpec);
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this.CommonCreate(AnimationInputType.Float, animationTypeMask);
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this.m_inputValue = this.ApplyMask(animationTypeMask, (object)sourceValue);
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this.m_inputValue = this.ApplyMask(animationTypeMask, sourceValue);
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}
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public ConstantAnimationInput(Vector2 sourceValue)
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: this(sourceValue, (string)null)
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: this(sourceValue, null)
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{
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}
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@@ -33,11 +33,11 @@ namespace Microsoft.Iris.Render
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{
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AnimationTypeMask animationTypeMask = AnimationTypeMask.FromString(sourceMaskSpec);
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this.CommonCreate(AnimationInputType.Vector2, animationTypeMask);
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this.m_inputValue = this.ApplyMask(animationTypeMask, (object)sourceValue);
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this.m_inputValue = this.ApplyMask(animationTypeMask, sourceValue);
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}
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public ConstantAnimationInput(Vector3 sourceValue)
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: this(sourceValue, (string)null)
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: this(sourceValue, null)
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{
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}
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@@ -45,11 +45,11 @@ namespace Microsoft.Iris.Render
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{
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AnimationTypeMask animationTypeMask = AnimationTypeMask.FromString(sourceMaskSpec);
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this.CommonCreate(AnimationInputType.Vector3, animationTypeMask);
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this.m_inputValue = this.ApplyMask(animationTypeMask, (object)sourceValue);
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this.m_inputValue = this.ApplyMask(animationTypeMask, sourceValue);
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}
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public ConstantAnimationInput(Vector4 sourceValue)
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: this(sourceValue, (string)null)
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: this(sourceValue, null)
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{
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}
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@@ -57,11 +57,11 @@ namespace Microsoft.Iris.Render
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{
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AnimationTypeMask animationTypeMask = AnimationTypeMask.FromString(sourceMaskSpec);
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this.CommonCreate(AnimationInputType.Vector4, animationTypeMask);
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this.m_inputValue = this.ApplyMask(animationTypeMask, (object)sourceValue);
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this.m_inputValue = this.ApplyMask(animationTypeMask, sourceValue);
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}
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public ConstantAnimationInput(Quaternion sourceValue)
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: this(sourceValue, (string)null)
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: this(sourceValue, null)
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{
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}
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@@ -69,14 +69,14 @@ namespace Microsoft.Iris.Render
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{
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AnimationTypeMask animationTypeMask = AnimationTypeMask.FromString(sourceMaskSpec);
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this.CommonCreate(AnimationInputType.Quaternion, animationTypeMask);
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this.m_inputValue = this.ApplyMask(animationTypeMask, (object)sourceValue);
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this.m_inputValue = this.ApplyMask(animationTypeMask, sourceValue);
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}
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internal object RawValue => this.m_inputValue;
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private object ApplyMask(AnimationTypeMask mask, object value)
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{
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object obj = (object)null;
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object obj = null;
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if (mask.ChannelCount == 0U)
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{
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obj = value;
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@@ -117,23 +117,23 @@ namespace Microsoft.Iris.Render
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numArray[3] = quaternion.W;
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break;
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default:
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Debug2.Throw(false, "Unsupported type: {0}", (object)value.GetType());
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Debug2.Throw(false, "Unsupported type: {0}", value.GetType());
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break;
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}
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switch (mask.ChannelCount)
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{
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case 1:
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obj = (object)(float)(mask[0] == AnimationTypeChannel.O ? 0.0 : (double)numArray[(int)(mask[0] - 1)]);
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obj = (float)(mask[0] == AnimationTypeChannel.O ? 0.0 : numArray[(int)(mask[0] - 1)]);
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break;
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case 2:
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obj = (object)new Vector2()
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obj = new Vector2()
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{
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X = (mask[0] == AnimationTypeChannel.O ? 0.0f : numArray[(int)(mask[0] - 1)]),
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Y = (mask[1] == AnimationTypeChannel.O ? 0.0f : numArray[(int)(mask[1] - 1)])
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};
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break;
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case 3:
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obj = (object)new Vector3()
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obj = new Vector3()
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{
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X = (mask[0] == AnimationTypeChannel.O ? 0.0f : numArray[(int)(mask[0] - 1)]),
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Y = (mask[1] == AnimationTypeChannel.O ? 0.0f : numArray[(int)(mask[1] - 1)]),
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@@ -141,7 +141,7 @@ namespace Microsoft.Iris.Render
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};
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break;
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case 4:
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obj = (object)new Vector4()
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obj = new Vector4()
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{
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X = (mask[0] == AnimationTypeChannel.O ? 0.0f : numArray[(int)(mask[0] - 1)]),
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Y = (mask[1] == AnimationTypeChannel.O ? 0.0f : numArray[(int)(mask[1] - 1)]),
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