diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-07-15 01:23:10 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-07-15 08:32:34 -0300 |
commit | 2e73be99d8d86d9dad7bcb99518a4d3cbb5c373c (patch) | |
tree | d863db50852afe5d4b0bc15b8452054498004cb1 /core/math | |
parent | e64b82ebfcc3475c7a7d2a9196bfe20d6c9e3614 (diff) |
Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
Diffstat (limited to 'core/math')
-rw-r--r-- | core/math/audio_frame.h | 10 | ||||
-rw-r--r-- | core/math/vector3.h | 6 |
2 files changed, 16 insertions, 0 deletions
diff --git a/core/math/audio_frame.h b/core/math/audio_frame.h index 5ccc9d9e5e..d54f622197 100644 --- a/core/math/audio_frame.h +++ b/core/math/audio_frame.h @@ -102,6 +102,16 @@ struct AudioFrame { r = ::undenormalise(r); } + _FORCE_INLINE_ AudioFrame linear_interpolate(const AudioFrame &p_b, float p_t) const { + + AudioFrame res = *this; + + res.l += (p_t * (p_b.l - l)); + res.r += (p_t * (p_b.r - r)); + + return res; + } + _ALWAYS_INLINE_ AudioFrame(float p_l, float p_r) { l = p_l; r = p_r; diff --git a/core/math/vector3.h b/core/math/vector3.h index 7dfcedd0da..6a7974681e 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -100,6 +100,7 @@ struct Vector3 { _FORCE_INLINE_ Vector3 abs() const; _FORCE_INLINE_ Vector3 floor() const; + _FORCE_INLINE_ Vector3 sign() const; _FORCE_INLINE_ Vector3 ceil() const; _FORCE_INLINE_ real_t distance_to(const Vector3 &p_b) const; @@ -187,6 +188,11 @@ Vector3 Vector3::abs() const { return Vector3(Math::abs(x), Math::abs(y), Math::abs(z)); } +Vector3 Vector3::sign() const { + + return Vector3(SGN(x), SGN(y), SGN(z)); +} + Vector3 Vector3::floor() const { return Vector3(Math::floor(x), Math::floor(y), Math::floor(z)); |