Merge pull request #57786 from 0And/vectorslerp

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Rémi Verschelde 2022-02-08 12:56:43 +01:00 committed by GitHub
commit f9e496168f
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2 changed files with 24 additions and 25 deletions

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@ -512,24 +512,24 @@ namespace Godot
/// Returns the result of the spherical linear interpolation between
/// this vector and <paramref name="to"/> by amount <paramref name="weight"/>.
///
/// Note: Both vectors must be normalized.
/// This method also handles interpolating the lengths if the input vectors have different lengths.
/// For the special case of one or both input vectors having zero length, this method behaves like [method lerp].
/// </summary>
/// <param name="to">The destination vector for interpolation. Must be normalized.</param>
/// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector2 Slerp(Vector2 to, real_t weight)
{
#if DEBUG
if (!IsNormalized())
{
throw new InvalidOperationException("Vector2.Slerp: From vector is not normalized.");
real_t startLengthSquared = LengthSquared();
real_t endLengthSquared = to.LengthSquared();
if (startLengthSquared == 0.0 || endLengthSquared == 0.0) {
// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
return Lerp(to, weight);
}
if (!to.IsNormalized())
{
throw new InvalidOperationException($"Vector2.Slerp: `{nameof(to)}` is not normalized.");
}
#endif
return Rotated(AngleTo(to) * weight);
real_t startLength = Mathf.Sqrt(startLengthSquared);
real_t resultLength = Mathf.Lerp(startLength, Mathf.Sqrt(endLengthSquared), weight);
real_t angle = AngleTo(to);
return Rotated(angle * weight) * (resultLength / startLength);
}
/// <summary>

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@ -549,25 +549,24 @@ namespace Godot
/// Returns the result of the spherical linear interpolation between
/// this vector and <paramref name="to"/> by amount <paramref name="weight"/>.
///
/// Note: Both vectors must be normalized.
/// This method also handles interpolating the lengths if the input vectors have different lengths.
/// For the special case of one or both input vectors having zero length, this method behaves like [method lerp].
/// </summary>
/// <param name="to">The destination vector for interpolation. Must be normalized.</param>
/// <param name="to">The destination vector for interpolation.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The resulting vector of the interpolation.</returns>
public Vector3 Slerp(Vector3 to, real_t weight)
{
#if DEBUG
if (!IsNormalized())
{
throw new InvalidOperationException("Vector3.Slerp: From vector is not normalized.");
real_t startLengthSquared = LengthSquared();
real_t endLengthSquared = to.LengthSquared();
if (startLengthSquared == 0.0 || endLengthSquared == 0.0) {
// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
return Lerp(to, weight);
}
if (!to.IsNormalized())
{
throw new InvalidOperationException($"Vector3.Slerp: `{nameof(to)}` is not normalized.");
}
#endif
real_t theta = AngleTo(to);
return Rotated(Cross(to), theta * weight);
real_t startLength = Mathf.Sqrt(startLengthSquared);
real_t resultLength = Mathf.Lerp(startLength, Mathf.Sqrt(endLengthSquared), weight);
real_t angle = AngleTo(to);
return Rotated(Cross(to).Normalized(), angle * weight) * (resultLength / startLength);
}
/// <summary>