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-rw-r--r--core/math/math_2d.cpp55
1 files changed, 51 insertions, 4 deletions
diff --git a/core/math/math_2d.cpp b/core/math/math_2d.cpp
index 3aaa539fbb..88717723ce 100644
--- a/core/math/math_2d.cpp
+++ b/core/math/math_2d.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -230,6 +230,23 @@ Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, co
+ Vector2 p0=p_pre_a;
+ Vector2 p1=*this;
+ Vector2 p2=p_b;
+ Vector2 p3=p_post_b;
+
+ float t = p_t;
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ Vector2 out;
+ out = 0.5f * ( ( p1 * 2.0f) +
+ ( -p0 + p2 ) * t +
+ ( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
+ ( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
+ return out;
+
+/*
float mu = p_t;
float mu2 = mu*mu;
@@ -239,7 +256,7 @@ Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, co
Vector2 a3 = *this;
return ( a0*mu*mu2 + a1*mu2 + a2*mu + a3 );
-
+*/
/*
float t = p_t;
real_t t2 = t*t;
@@ -605,9 +622,39 @@ float Matrix32::basis_determinant() const {
}
Matrix32 Matrix32::interpolate_with(const Matrix32& p_transform, float p_c) const {
+
+ //extract parameters
+ Vector2 p1 = get_origin();
+ Vector2 p2 = p_transform.get_origin();
+
+ real_t r1 = get_rotation();
+ real_t r2 = p_transform.get_rotation();
+
+ Vector2 s1 = get_scale();
+ Vector2 s2 = p_transform.get_scale();
+
+ //slerp rotation
+ Vector2 v1(Math::cos(r1), Math::sin(r1));
+ Vector2 v2(Math::cos(r2), Math::sin(r2));
+
+ real_t dot = v1.dot(v2);
+
+ dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1]
+
+ Vector2 v;
-
- return Matrix32();
+ if (dot > 0.9995) {
+ v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
+ } else {
+ 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
+ Matrix32 res(Math::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c));
+ res.scale_basis(Vector2::linear_interpolate(s1, s2, p_c));
+ return res;
}
Matrix32::operator String() const {