diff options
Diffstat (limited to 'core/math/math_2d.cpp')
-rw-r--r-- | core/math/math_2d.cpp | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/core/math/math_2d.cpp b/core/math/math_2d.cpp index cdb9363b9d..88717723ce 100644 --- a/core/math/math_2d.cpp +++ b/core/math/math_2d.cpp @@ -627,8 +627,8 @@ Matrix32 Matrix32::interpolate_with(const Matrix32& p_transform, float p_c) cons Vector2 p1 = get_origin(); Vector2 p2 = p_transform.get_origin(); - float r1 = get_rotation(); - float r2 = p_transform.get_rotation(); + real_t r1 = get_rotation(); + real_t r2 = p_transform.get_rotation(); Vector2 s1 = get_scale(); Vector2 s2 = p_transform.get_scale(); @@ -637,20 +637,18 @@ Matrix32 Matrix32::interpolate_with(const Matrix32& p_transform, float p_c) cons Vector2 v1(Math::cos(r1), Math::sin(r1)); Vector2 v2(Math::cos(r2), Math::sin(r2)); - float dot = v1.dot(v2); + real_t dot = v1.dot(v2); - dot = (dot < -1.0f) ? -1.0f : ((dot > 1.0f) ? 1.0f : dot); //clamp dot to [-1,1] + dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1] Vector2 v; - if (dot > 0.9995f) { - v = Vector2::linear_interpolate(v1, v2, p_c); //linearly interpolate to avoid numerical precision issues - v.normalize(); + if (dot > 0.9995) { + v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues } else { - float angle = Math::acos(dot) * p_c; - Vector2 v3(v2 - v1 * dot); - v3.normalize(); - v = v1 * Math::cos(angle) + v3 * Math::sin(angle); + real_t angle = p_c*Math::acos(dot); + Vector2 v3 = (v2 - v1*dot).normalized(); + v = v1*Math::cos(angle) + v3*Math::sin(angle); } //construct matrix |