Added signed_angle_to for Vector3
Added signed_angle_to method for Vector3 Added signed_angle_to for Vector3 formatting fix...
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4 changed files with 41 additions and 3 deletions
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@ -121,6 +121,7 @@ struct Vector3 {
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_FORCE_INLINE_ Vector3 project(const Vector3 &p_to) const;
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_FORCE_INLINE_ real_t angle_to(const Vector3 &p_to) const;
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_FORCE_INLINE_ real_t signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const;
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_FORCE_INLINE_ Vector3 direction_to(const Vector3 &p_to) const;
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_FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const;
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@ -233,6 +234,13 @@ real_t Vector3::angle_to(const Vector3 &p_to) const {
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return Math::atan2(cross(p_to).length(), dot(p_to));
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}
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real_t Vector3::signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const {
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Vector3 cross_to = cross(p_to);
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real_t unsigned_angle = Math::atan2(cross_to.length(), dot(p_to));
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real_t sign = cross_to.dot(p_axis);
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return (sign < 0) ? -unsigned_angle : unsigned_angle;
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}
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Vector3 Vector3::direction_to(const Vector3 &p_to) const {
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Vector3 ret(p_to.x - x, p_to.y - y, p_to.z - z);
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ret.normalize();
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@ -448,6 +448,7 @@ struct _VariantCall {
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VCALL_LOCALMEM1R(Vector3, posmodv);
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VCALL_LOCALMEM1R(Vector3, project);
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VCALL_LOCALMEM1R(Vector3, angle_to);
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VCALL_LOCALMEM2R(Vector3, signed_angle_to);
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VCALL_LOCALMEM1R(Vector3, direction_to);
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VCALL_LOCALMEM1R(Vector3, slide);
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VCALL_LOCALMEM1R(Vector3, bounce);
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@ -1768,6 +1769,7 @@ void register_variant_methods() {
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ADDFUNC0R(VECTOR3, INT, Vector3, min_axis, varray());
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ADDFUNC0R(VECTOR3, INT, Vector3, max_axis, varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, angle_to, VECTOR3, "to", varray());
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ADDFUNC2R(VECTOR3, REAL, Vector3, signed_angle_to, VECTOR3, "to", VECTOR3, "axis", varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, direction_to, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, distance_to, VECTOR3, "b", varray());
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ADDFUNC1R(VECTOR3, REAL, Vector3, distance_squared_to, VECTOR3, "b", varray());
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@ -42,7 +42,7 @@
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<argument index="0" name="to" type="Vector3">
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</argument>
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<description>
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Returns the minimum angle to the given vector, in radians.
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Returns the unsigned minimum angle to the given vector, in radians.
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</description>
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</method>
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<method name="bounce">
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@ -283,6 +283,17 @@
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Returns a vector with each component set to one or negative one, depending on the signs of this vector's components. If a component is zero, it returns positive one.
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</description>
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</method>
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<method name="signed_angle_to">
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<return type="float">
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</return>
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<argument index="0" name="to" type="Vector3">
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</argument>
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<argument index="1" name="axis" type="Vector3">
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</argument>
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<description>
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Returns the signed angle to the given vector, in radians. The sign of the angle is positive in a counter-clockwise direction and negative in a clockwise direction when viewed from the side specified by the [code]axis[/code].
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</description>
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</method>
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<method name="slerp">
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<return type="Vector3">
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</return>
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@ -111,10 +111,10 @@ namespace Godot
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}
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/// <summary>
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/// Returns the minimum angle to the given vector, in radians.
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/// Returns the unsigned minimum angle to the given vector, in radians.
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/// </summary>
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/// <param name="to">The other vector to compare this vector to.</param>
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/// <returns>The angle between the two vectors, in radians.</returns>
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/// <returns>The unsigned angle between the two vectors, in radians.</returns>
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public real_t AngleTo(Vector3 to)
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{
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return Mathf.Atan2(Cross(to).Length(), Dot(to));
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@ -483,6 +483,23 @@ namespace Godot
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return v;
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}
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/// <summary>
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/// Returns the signed angle to the given vector, in radians.
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/// The sign of the angle is positive in a counter-clockwise
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/// direction and negative in a clockwise direction when viewed
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/// from the side specified by the `axis`.
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/// </summary>
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/// <param name="to">The other vector to compare this vector to.</param>
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/// <param name="axis">The reference axis to use for the angle sign.</param>
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/// <returns>The signed angle between the two vectors, in radians.</returns>
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public real_t SignedAngleTo(Vector3 to, Vector3 axis)
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{
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Vector3 crossTo = Cross(to);
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real_t unsignedAngle = Mathf.Atan2(crossTo.Length(), Dot(to));
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real_t sign = crossTo.Dot(axis);
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return (sign < 0) ? -unsignedAngle : unsignedAngle;
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}
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/// <summary>
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/// Returns the result of the spherical linear interpolation between
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/// this vector and `to` by amount `weight`.
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