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-rw-r--r--core/math/math_2d.cpp20
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