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authorRaul Santos <raulsntos@gmail.com>2023-01-15 04:05:32 +0100
committerRaul Santos <raulsntos@gmail.com>2023-01-29 16:24:41 +0100
commit2ef9e2933a10ab48ca38f0032037c34c8baf5fff (patch)
tree31ea4dd87580bdbf1b2b7e515cce847998f63e35 /modules/mono
parentd01ac9c73686fdf86f083f4d3ee1301bb54d855f (diff)
C#: Add `Skew` to `Transform2D` and fix `InterpolateWith`
- Add `Skew` property to `Transform2D`. - Fix `InterpolateWith` in `Transform2D` to support skewed transforms.
Diffstat (limited to 'modules/mono')
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs61
1 files changed, 19 insertions, 42 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index e939396926..5d41e33d0b 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -50,6 +50,18 @@ namespace Godot
}
/// <summary>
+ /// Returns the transform's skew (in radians).
+ /// </summary>
+ public readonly real_t Skew
+ {
+ get
+ {
+ real_t detSign = Mathf.Sign(BasisDeterminant());
+ return Mathf.Acos(X.Normalized().Dot(detSign * Y.Normalized())) - Mathf.Pi * 0.5f;
+ }
+ }
+
+ /// <summary>
/// Access whole columns in the form of <see cref="Vector2"/>.
/// The third column is the <see cref="Origin"/> vector.
/// </summary>
@@ -190,48 +202,13 @@ namespace Godot
/// <returns>The interpolated transform.</returns>
public readonly Transform2D InterpolateWith(Transform2D transform, real_t weight)
{
- real_t r1 = Rotation;
- real_t r2 = transform.Rotation;
-
- Vector2 s1 = Scale;
- Vector2 s2 = transform.Scale;
-
- // Slerp rotation
- (real_t sin1, real_t cos1) = Mathf.SinCos(r1);
- (real_t sin2, real_t cos2) = Mathf.SinCos(r2);
- var v1 = new Vector2(cos1, sin1);
- var v2 = new Vector2(cos2, sin2);
-
- real_t dot = v1.Dot(v2);
-
- dot = Mathf.Clamp(dot, -1.0f, 1.0f);
-
- Vector2 v;
-
- if (dot > 0.9995f)
- {
- // Linearly interpolate to avoid numerical precision issues
- v = v1.Lerp(v2, weight).Normalized();
- }
- else
- {
- real_t angle = weight * Mathf.Acos(dot);
- Vector2 v3 = (v2 - (v1 * dot)).Normalized();
- (real_t sine, real_t cos) = Mathf.SinCos(angle);
- v = (v1 * sine) + (v3 * cos);
- }
-
- // Extract parameters
- Vector2 p1 = Origin;
- Vector2 p2 = transform.Origin;
-
- // Construct matrix
- var res = new Transform2D(Mathf.Atan2(v.Y, v.X), p1.Lerp(p2, weight));
- Vector2 scale = s1.Lerp(s2, weight);
- res.X *= scale;
- res.Y *= scale;
-
- return res;
+ return new Transform2D
+ (
+ Mathf.LerpAngle(Rotation, transform.Rotation, weight),
+ Scale.Lerp(transform.Scale, weight),
+ Mathf.LerpAngle(Skew, transform.Skew, weight),
+ Origin.Lerp(transform.Origin, weight)
+ );
}
/// <summary>