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 /modules/mono/glue | |
parent | f16c5b564b569497d04deb965a4fd63b3ea2ab2f (diff) |
Refactor interpolating functions in some classes to use Math class
Diffstat (limited to 'modules/mono/glue')
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs | 13 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs | 14 |
2 files changed, 11 insertions, 16 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs index 535391f447..96a6cde52c 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs @@ -249,14 +249,11 @@ namespace Godot /// <returns>The interpolated vector.</returns> public readonly Vector2 BezierInterpolate(Vector2 control1, Vector2 control2, Vector2 end, real_t t) { - // Formula from Wikipedia article on Bezier curves - real_t omt = 1 - t; - real_t omt2 = omt * omt; - real_t omt3 = omt2 * omt; - real_t t2 = t * t; - real_t t3 = t2 * t; - - return this * omt3 + control1 * omt2 * t * 3 + control2 * omt * t2 * 3 + end * t3; + return new Vector2 + ( + Mathf.BezierInterpolate(x, control1.x, control2.x, end.x, t), + Mathf.BezierInterpolate(y, control1.y, control2.y, end.y, t) + ); } /// <summary> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs index 53bd0b0908..5fef474eed 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs @@ -243,14 +243,12 @@ namespace Godot /// <returns>The interpolated vector.</returns> public readonly Vector3 BezierInterpolate(Vector3 control1, Vector3 control2, Vector3 end, real_t t) { - // Formula from Wikipedia article on Bezier curves - real_t omt = 1 - t; - real_t omt2 = omt * omt; - real_t omt3 = omt2 * omt; - real_t t2 = t * t; - real_t t3 = t2 * t; - - return this * omt3 + control1 * omt2 * t * 3 + control2 * omt * t2 * 3 + end * t3; + return new Vector3 + ( + Mathf.BezierInterpolate(x, control1.x, control2.x, end.x, t), + Mathf.BezierInterpolate(y, control1.y, control2.y, end.y, t), + Mathf.BezierInterpolate(z, control1.z, control2.z, end.z, t) + ); } /// <summary> |