mono: add Slerp method to vector classes, expose Cross method for Vector2, and fix unnecessary casts in Basis

This commit is contained in:
Kelly Thomas 2018-05-20 18:29:54 +08:00
parent 5b11d16f21
commit b335274bcd
4 changed files with 17 additions and 5 deletions

View file

@ -453,15 +453,15 @@ namespace Godot
c = Mathf.Cos(euler.x);
s = Mathf.Sin(euler.x);
var xmat = new Basis((real_t)1.0, (real_t)0.0, (real_t)0.0, (real_t)0.0, c, -s, (real_t)0.0, s, c);
var xmat = new Basis(1, 0, 0, 0, c, -s, 0, s, c);
c = Mathf.Cos(euler.y);
s = Mathf.Sin(euler.y);
var ymat = new Basis(c, (real_t)0.0, s, (real_t)0.0, (real_t)1.0, (real_t)0.0, -s, (real_t)0.0, c);
var ymat = new Basis(c, 0, s, 0, 1, 0, -s, 0, c);
c = Mathf.Cos(euler.z);
s = Mathf.Sin(euler.z);
var zmat = new Basis(c, -s, (real_t)0.0, s, c, (real_t)0.0, (real_t)0.0, (real_t)0.0, (real_t)1.0);
var zmat = new Basis(c, -s, 0, s, c, 0, 0, 0, 1);
this = ymat * xmat * zmat;
}

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@ -1 +1 @@
2
3

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@ -62,7 +62,7 @@ namespace Godot
}
}
private real_t Cross(Vector2 b)
public real_t Cross(Vector2 b)
{
return x * b.y - y * b.x;
}
@ -210,6 +210,12 @@ namespace Godot
x = v.x;
y = v.y;
}
public Vector2 Slerp(Vector2 b, real_t t)
{
real_t theta = AngleTo(b);
return Rotated(theta * t);
}
public Vector2 Slide(Vector2 n)
{

View file

@ -242,6 +242,12 @@ namespace Godot
z = v.z;
}
public Vector3 Slerp(Vector3 b, real_t t)
{
real_t theta = AngleTo(b);
return Rotated(Cross(b), theta * t);
}
public Vector3 Slide(Vector3 n)
{
return this - n * Dot(n);