diff options
author | Silc Renew <tokage.it.lab@gmail.com> | 2022-11-24 20:09:34 +0900 |
---|---|---|
committer | Silc Renew <tokage.it.lab@gmail.com> | 2022-11-24 20:31:43 +0900 |
commit | b217c41d360bdd4eeab94a2064c1eb5ab6bd93d5 (patch) | |
tree | 7a355c3fb680acfa5fab670ecd2c66de7f7feacf /core/math | |
parent | f16c5b564b569497d04deb965a4fd63b3ea2ab2f (diff) |
Refactor interpolating functions in some classes to use Math class
Diffstat (limited to 'core/math')
-rw-r--r-- | core/math/color.h | 10 | ||||
-rw-r--r-- | core/math/vector2.h | 29 | ||||
-rw-r--r-- | core/math/vector3.h | 34 | ||||
-rw-r--r-- | core/math/vector4.cpp | 11 |
4 files changed, 31 insertions, 53 deletions
diff --git a/core/math/color.h b/core/math/color.h index a23a4953ce..5630539aa7 100644 --- a/core/math/color.h +++ b/core/math/color.h @@ -105,12 +105,10 @@ struct _NO_DISCARD_ Color { _FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const { Color res = *this; - - res.r += (p_weight * (p_to.r - r)); - res.g += (p_weight * (p_to.g - g)); - res.b += (p_weight * (p_to.b - b)); - res.a += (p_weight * (p_to.a - a)); - + res.r = Math::lerp(res.r, p_to.r, p_weight); + res.g = Math::lerp(res.g, p_to.g, p_weight); + res.b = Math::lerp(res.b, p_to.b, p_weight); + res.a = Math::lerp(res.a, p_to.a, p_weight); return res; } diff --git a/core/math/vector2.h b/core/math/vector2.h index 1266561a81..835c3d1ba6 100644 --- a/core/math/vector2.h +++ b/core/math/vector2.h @@ -243,10 +243,8 @@ _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const { Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const { Vector2 res = *this; - - res.x += (p_weight * (p_to.x - x)); - res.y += (p_weight * (p_to.y - y)); - + res.x = Math::lerp(res.x, p_to.x, p_weight); + res.y = Math::lerp(res.y, p_to.y, p_weight); return res; } @@ -279,27 +277,16 @@ Vector2 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_ Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const { Vector2 res = *this; - - /* Formula from Wikipedia article on Bezier curves. */ - real_t omt = (1.0 - p_t); - real_t omt2 = omt * omt; - real_t omt3 = omt2 * omt; - real_t t2 = p_t * p_t; - real_t t3 = t2 * p_t; - - return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3; + res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t); + res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t); + return res; } Vector2 Vector2::bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const { Vector2 res = *this; - - /* Formula from Wikipedia article on Bezier curves. */ - real_t omt = (1.0 - p_t); - real_t omt2 = omt * omt; - real_t t2 = p_t * p_t; - - Vector2 d = (p_control_1 - res) * 3.0 * omt2 + (p_control_2 - p_control_1) * 6.0 * omt * p_t + (p_end - p_control_2) * 3.0 * t2; - return d; + res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t); + res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t); + return res; } Vector2 Vector2::direction_to(const Vector2 &p_to) const { diff --git a/core/math/vector3.h b/core/math/vector3.h index f5fe76a92c..dc74096690 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -209,10 +209,11 @@ Vector3 Vector3::round() const { } Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const { - return Vector3( - x + (p_weight * (p_to.x - x)), - y + (p_weight * (p_to.y - y)), - z + (p_weight * (p_to.z - z))); + Vector3 res = *this; + res.x = Math::lerp(res.x, p_to.x, p_weight); + res.y = Math::lerp(res.y, p_to.y, p_weight); + res.z = Math::lerp(res.z, p_to.z, p_weight); + return res; } Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const { @@ -255,27 +256,18 @@ Vector3 Vector3::cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_ Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const { Vector3 res = *this; - - /* Formula from Wikipedia article on Bezier curves. */ - real_t omt = (1.0 - p_t); - real_t omt2 = omt * omt; - real_t omt3 = omt2 * omt; - real_t t2 = p_t * p_t; - real_t t3 = t2 * p_t; - - return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3; + res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t); + res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t); + res.z = Math::bezier_interpolate(res.z, p_control_1.z, p_control_2.z, p_end.z, p_t); + return res; } Vector3 Vector3::bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const { Vector3 res = *this; - - /* Formula from Wikipedia article on Bezier curves. */ - real_t omt = (1.0 - p_t); - real_t omt2 = omt * omt; - real_t t2 = p_t * p_t; - - Vector3 d = (p_control_1 - res) * 3.0 * omt2 + (p_control_2 - p_control_1) * 6.0 * omt * p_t + (p_end - p_control_2) * 3.0 * t2; - return d; + res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t); + res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t); + res.z = Math::bezier_derivative(res.z, p_control_1.z, p_control_2.z, p_end.z, p_t); + return res; } real_t Vector3::distance_to(const Vector3 &p_to) const { diff --git a/core/math/vector4.cpp b/core/math/vector4.cpp index 3b189f7ed4..5ddf2bb6f6 100644 --- a/core/math/vector4.cpp +++ b/core/math/vector4.cpp @@ -130,11 +130,12 @@ Vector4 Vector4::round() const { } Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const { - return Vector4( - x + (p_weight * (p_to.x - x)), - y + (p_weight * (p_to.y - y)), - z + (p_weight * (p_to.z - z)), - w + (p_weight * (p_to.w - w))); + Vector4 res = *this; + res.x = Math::lerp(res.x, p_to.x, p_weight); + res.y = Math::lerp(res.y, p_to.y, p_weight); + res.z = Math::lerp(res.z, p_to.z, p_weight); + res.w = Math::lerp(res.w, p_to.w, p_weight); + return res; } Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const { |