[Mono] Rename LinearInterpolate to Lerp
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5 changed files with 51 additions and 23 deletions
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@ -306,16 +306,26 @@ namespace Godot
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return res;
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}
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public Color LinearInterpolate(Color c, float t)
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public Color Lerp(Color to, float weight)
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{
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var res = this;
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return new Color
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(
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Mathf.Lerp(r, to.r, weight),
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Mathf.Lerp(g, to.g, weight),
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Mathf.Lerp(b, to.b, weight),
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Mathf.Lerp(a, to.a, weight)
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);
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}
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res.r += t * (c.r - r);
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res.g += t * (c.g - g);
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res.b += t * (c.b - b);
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res.a += t * (c.a - a);
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return res;
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public Color Lerp(Color to, Color weight)
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{
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return new Color
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(
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Mathf.Lerp(r, to.r, weight.r),
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Mathf.Lerp(g, to.g, weight.g),
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Mathf.Lerp(b, to.b, weight.b),
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Mathf.Lerp(a, to.a, weight.a)
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);
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}
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public uint ToAbgr32()
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@ -104,8 +104,8 @@ namespace Godot
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Vector3 destinationLocation = transform.origin;
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var interpolated = new Transform();
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interpolated.basis.SetQuatScale(sourceRotation.Slerp(destinationRotation, c).Normalized(), sourceScale.LinearInterpolate(destinationScale, c));
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interpolated.origin = sourceLocation.LinearInterpolate(destinationLocation, c);
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interpolated.basis.SetQuatScale(sourceRotation.Slerp(destinationRotation, c).Normalized(), sourceScale.Lerp(destinationScale, c));
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interpolated.origin = sourceLocation.Lerp(destinationLocation, c);
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return interpolated;
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}
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@ -172,7 +172,7 @@ namespace Godot
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if (dot > 0.9995f)
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{
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// Linearly interpolate to avoid numerical precision issues
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v = v1.LinearInterpolate(v2, c).Normalized();
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v = v1.Lerp(v2, c).Normalized();
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}
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else
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{
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@ -186,8 +186,8 @@ namespace Godot
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Vector2 p2 = m.origin;
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// Construct matrix
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var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
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Vector2 scale = s1.LinearInterpolate(s2, c);
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var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.Lerp(p2, c));
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Vector2 scale = s1.Lerp(s2, c);
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res.x *= scale;
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res.y *= scale;
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@ -186,14 +186,22 @@ namespace Godot
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return x * x + y * y;
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}
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public Vector2 LinearInterpolate(Vector2 b, real_t t)
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public Vector2 Lerp(Vector2 to, real_t weight)
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{
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var res = this;
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return new Vector2
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(
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Mathf.Lerp(x, to.x, weight),
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Mathf.Lerp(y, to.y, weight)
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);
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}
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res.x += t * (b.x - x);
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res.y += t * (b.y - y);
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return res;
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public Vector2 Lerp(Vector2 to, Vector2 weight)
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{
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return new Vector2
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(
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Mathf.Lerp(x, to.x, weight.x),
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Mathf.Lerp(y, to.y, weight.y)
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);
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}
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public Vector2 MoveToward(Vector2 to, real_t delta)
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@ -184,13 +184,23 @@ namespace Godot
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return x2 + y2 + z2;
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}
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public Vector3 LinearInterpolate(Vector3 b, real_t t)
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public Vector3 Lerp(Vector3 to, real_t weight)
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{
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return new Vector3
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(
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x + t * (b.x - x),
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y + t * (b.y - y),
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z + t * (b.z - z)
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Mathf.Lerp(x, to.x, weight),
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Mathf.Lerp(y, to.y, weight),
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Mathf.Lerp(z, to.z, weight)
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);
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}
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public Vector3 Lerp(Vector3 to, Vector3 weight)
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{
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return new Vector3
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(
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Mathf.Lerp(x, to.x, weight.x),
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Mathf.Lerp(y, to.y, weight.y),
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Mathf.Lerp(z, to.z, weight.z)
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);
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}
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