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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-12-07 13:35:25 +0100
committerGitHub <noreply@github.com>2020-12-07 13:35:25 +0100
commit44a88244dee7e8996824aa29507e917b22ffccca (patch)
tree5520e6abcfae670354c5b1d559eb84ee01cbbd64 /core/math/vector3.h
parentd32878bfa81c1f20335c319f7d70095f4e91b284 (diff)
parent5465e604bb8118450feb7422793efb7dc3e9d28b (diff)
Merge pull request #44162 from aaronfranke/arg
Improve some argument names for core types
Diffstat (limited to 'core/math/vector3.h')
-rw-r--r--core/math/vector3.h52
1 files changed, 26 insertions, 26 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h
index ae8b9376cf..69e79627f3 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -86,10 +86,10 @@ struct Vector3 {
/* Static Methods between 2 vector3s */
- _FORCE_INLINE_ Vector3 lerp(const Vector3 &p_b, real_t p_t) const;
- _FORCE_INLINE_ Vector3 slerp(const Vector3 &p_b, real_t p_t) const;
- Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const;
- Vector3 cubic_interpolaten(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const;
+ _FORCE_INLINE_ Vector3 lerp(const Vector3 &p_to, real_t p_weight) const;
+ _FORCE_INLINE_ Vector3 slerp(const Vector3 &p_to, real_t p_weight) const;
+ Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const;
+ Vector3 cubic_interpolaten(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const;
Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
_FORCE_INLINE_ Vector3 cross(const Vector3 &p_b) const;
@@ -103,15 +103,15 @@ struct Vector3 {
_FORCE_INLINE_ Vector3 ceil() const;
_FORCE_INLINE_ Vector3 round() const;
- _FORCE_INLINE_ real_t distance_to(const Vector3 &p_b) const;
- _FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_b) const;
+ _FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
+ _FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;
_FORCE_INLINE_ Vector3 posmod(const real_t p_mod) const;
_FORCE_INLINE_ Vector3 posmodv(const Vector3 &p_modv) const;
- _FORCE_INLINE_ Vector3 project(const Vector3 &p_b) const;
+ _FORCE_INLINE_ Vector3 project(const Vector3 &p_to) const;
- _FORCE_INLINE_ real_t angle_to(const Vector3 &p_b) const;
- _FORCE_INLINE_ Vector3 direction_to(const Vector3 &p_b) const;
+ _FORCE_INLINE_ real_t angle_to(const Vector3 &p_to) const;
+ _FORCE_INLINE_ Vector3 direction_to(const Vector3 &p_to) const;
_FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const;
_FORCE_INLINE_ Vector3 bounce(const Vector3 &p_normal) const;
@@ -195,24 +195,24 @@ Vector3 Vector3::round() const {
return Vector3(Math::round(x), Math::round(y), Math::round(z));
}
-Vector3 Vector3::lerp(const Vector3 &p_b, real_t p_t) const {
+Vector3 Vector3::lerp(const Vector3 &p_to, real_t p_weight) const {
return Vector3(
- x + (p_t * (p_b.x - x)),
- y + (p_t * (p_b.y - y)),
- z + (p_t * (p_b.z - z)));
+ x + (p_weight * (p_to.x - x)),
+ y + (p_weight * (p_to.y - y)),
+ z + (p_weight * (p_to.z - z)));
}
-Vector3 Vector3::slerp(const Vector3 &p_b, real_t p_t) const {
- real_t theta = angle_to(p_b);
- return rotated(cross(p_b).normalized(), theta * p_t);
+Vector3 Vector3::slerp(const Vector3 &p_to, real_t p_weight) const {
+ real_t theta = angle_to(p_to);
+ return rotated(cross(p_to).normalized(), theta * p_weight);
}
-real_t Vector3::distance_to(const Vector3 &p_b) const {
- return (p_b - *this).length();
+real_t Vector3::distance_to(const Vector3 &p_to) const {
+ return (p_to - *this).length();
}
-real_t Vector3::distance_squared_to(const Vector3 &p_b) const {
- return (p_b - *this).length_squared();
+real_t Vector3::distance_squared_to(const Vector3 &p_to) const {
+ return (p_to - *this).length_squared();
}
Vector3 Vector3::posmod(const real_t p_mod) const {
@@ -223,16 +223,16 @@ Vector3 Vector3::posmodv(const Vector3 &p_modv) const {
return Vector3(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z));
}
-Vector3 Vector3::project(const Vector3 &p_b) const {
- return p_b * (dot(p_b) / p_b.length_squared());
+Vector3 Vector3::project(const Vector3 &p_to) const {
+ return p_to * (dot(p_to) / p_to.length_squared());
}
-real_t Vector3::angle_to(const Vector3 &p_b) const {
- return Math::atan2(cross(p_b).length(), dot(p_b));
+real_t Vector3::angle_to(const Vector3 &p_to) const {
+ return Math::atan2(cross(p_to).length(), dot(p_to));
}
-Vector3 Vector3::direction_to(const Vector3 &p_b) const {
- Vector3 ret(p_b.x - x, p_b.y - y, p_b.z - z);
+Vector3 Vector3::direction_to(const Vector3 &p_to) const {
+ Vector3 ret(p_to.x - x, p_to.y - y, p_to.z - z);
ret.normalize();
return ret;
}