Merge pull request #71374 from raulsntos/dotnet/remove-spherical_interpolate_with
C#: Remove `SphericalInterpolateWith` from Transform3D
This commit is contained in:
commit
d6d87b6ca4
1 changed files with 18 additions and 32 deletions
|
@ -115,16 +115,30 @@ namespace Godot
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Interpolates this transform to the other <paramref name="transform"/> by <paramref name="weight"/>.
|
/// Returns a transform interpolated between this transform and another
|
||||||
|
/// <paramref name="transform"/> by a given <paramref name="weight"/>
|
||||||
|
/// (on the range of 0.0 to 1.0).
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="transform">The other transform.</param>
|
/// <param name="transform">The other transform.</param>
|
||||||
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
|
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
|
||||||
/// <returns>The interpolated transform.</returns>
|
/// <returns>The interpolated transform.</returns>
|
||||||
public readonly Transform3D InterpolateWith(Transform3D transform, real_t weight)
|
public readonly Transform3D InterpolateWith(Transform3D transform, real_t weight)
|
||||||
{
|
{
|
||||||
Basis retBasis = basis.Lerp(transform.basis, weight);
|
Vector3 sourceScale = basis.Scale;
|
||||||
Vector3 retOrigin = origin.Lerp(transform.origin, weight);
|
Quaternion sourceRotation = basis.GetRotationQuaternion();
|
||||||
return new Transform3D(retBasis, retOrigin);
|
Vector3 sourceLocation = origin;
|
||||||
|
|
||||||
|
Vector3 destinationScale = transform.basis.Scale;
|
||||||
|
Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
|
||||||
|
Vector3 destinationLocation = transform.origin;
|
||||||
|
|
||||||
|
var interpolated = new Transform3D();
|
||||||
|
Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
|
||||||
|
Vector3 scale = sourceScale.Lerp(destinationScale, weight);
|
||||||
|
interpolated.basis.SetQuaternionScale(quaternion, scale);
|
||||||
|
interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
|
||||||
|
|
||||||
|
return interpolated;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -233,34 +247,6 @@ namespace Godot
|
||||||
return new Transform3D(basis * tmpBasis, origin);
|
return new Transform3D(basis * tmpBasis, origin);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Returns a transform spherically interpolated between this transform and
|
|
||||||
/// another <paramref name="transform"/> by <paramref name="weight"/>.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="transform">The other transform.</param>
|
|
||||||
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
|
|
||||||
/// <returns>The interpolated transform.</returns>
|
|
||||||
public readonly Transform3D SphericalInterpolateWith(Transform3D transform, real_t weight)
|
|
||||||
{
|
|
||||||
/* not sure if very "efficient" but good enough? */
|
|
||||||
|
|
||||||
Vector3 sourceScale = basis.Scale;
|
|
||||||
Quaternion sourceRotation = basis.GetRotationQuaternion();
|
|
||||||
Vector3 sourceLocation = origin;
|
|
||||||
|
|
||||||
Vector3 destinationScale = transform.basis.Scale;
|
|
||||||
Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
|
|
||||||
Vector3 destinationLocation = transform.origin;
|
|
||||||
|
|
||||||
var interpolated = new Transform3D();
|
|
||||||
Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
|
|
||||||
Vector3 scale = sourceScale.Lerp(destinationScale, weight);
|
|
||||||
interpolated.basis.SetQuaternionScale(quaternion, scale);
|
|
||||||
interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
|
|
||||||
|
|
||||||
return interpolated;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
|
private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
|
||||||
{
|
{
|
||||||
// Make rotation matrix
|
// Make rotation matrix
|
||||||
|
|
Loading…
Reference in a new issue