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-rw-r--r--core/math/color.h10
-rw-r--r--core/math/vector2.h29
-rw-r--r--core/math/vector3.h34
-rw-r--r--core/math/vector4.cpp11
4 files changed, 31 insertions, 53 deletions
diff --git a/core/math/color.h b/core/math/color.h
index a23a4953ce..5630539aa7 100644
--- a/core/math/color.h
+++ b/core/math/color.h
@@ -105,12 +105,10 @@ struct _NO_DISCARD_ Color {
_FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const {
Color res = *this;
-
- res.r += (p_weight * (p_to.r - r));
- res.g += (p_weight * (p_to.g - g));
- res.b += (p_weight * (p_to.b - b));
- res.a += (p_weight * (p_to.a - a));
-
+ res.r = Math::lerp(res.r, p_to.r, p_weight);
+ res.g = Math::lerp(res.g, p_to.g, p_weight);
+ res.b = Math::lerp(res.b, p_to.b, p_weight);
+ res.a = Math::lerp(res.a, p_to.a, p_weight);
return res;
}
diff --git a/core/math/vector2.h b/core/math/vector2.h
index 1266561a81..835c3d1ba6 100644
--- a/core/math/vector2.h
+++ b/core/math/vector2.h
@@ -243,10 +243,8 @@ _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const {
Vector2 res = *this;
-
- res.x += (p_weight * (p_to.x - x));
- res.y += (p_weight * (p_to.y - y));
-
+ res.x = Math::lerp(res.x, p_to.x, p_weight);
+ res.y = Math::lerp(res.y, p_to.y, p_weight);
return res;
}
@@ -279,27 +277,16 @@ Vector2 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_
Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
Vector2 res = *this;
-
- /* Formula from Wikipedia article on Bezier curves. */
- real_t omt = (1.0 - p_t);
- real_t omt2 = omt * omt;
- real_t omt3 = omt2 * omt;
- real_t t2 = p_t * p_t;
- real_t t3 = t2 * p_t;
-
- return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3;
+ res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
+ res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
+ return res;
}
Vector2 Vector2::bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
Vector2 res = *this;
-
- /* Formula from Wikipedia article on Bezier curves. */
- real_t omt = (1.0 - p_t);
- real_t omt2 = omt * omt;
- real_t t2 = p_t * p_t;
-
- Vector2 d = (p_control_1 - res) * 3.0 * omt2 + (p_control_2 - p_control_1) * 6.0 * omt * p_t + (p_end - p_control_2) * 3.0 * t2;
- return d;
+ res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
+ res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
+ return res;
}
Vector2 Vector2::direction_to(const Vector2 &p_to) const {
diff --git a/core/math/vector3.h b/core/math/vector3.h
index f5fe76a92c..dc74096690 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -209,10 +209,11 @@ Vector3 Vector3::round() const {
}
Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
- return Vector3(
- x + (p_weight * (p_to.x - x)),
- y + (p_weight * (p_to.y - y)),
- z + (p_weight * (p_to.z - z)));
+ Vector3 res = *this;
+ res.x = Math::lerp(res.x, p_to.x, p_weight);
+ res.y = Math::lerp(res.y, p_to.y, p_weight);
+ res.z = Math::lerp(res.z, p_to.z, p_weight);
+ return res;
}
Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
@@ -255,27 +256,18 @@ Vector3 Vector3::cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_
Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const {
Vector3 res = *this;
-
- /* Formula from Wikipedia article on Bezier curves. */
- real_t omt = (1.0 - p_t);
- real_t omt2 = omt * omt;
- real_t omt3 = omt2 * omt;
- real_t t2 = p_t * p_t;
- real_t t3 = t2 * p_t;
-
- return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3;
+ res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
+ res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
+ res.z = Math::bezier_interpolate(res.z, p_control_1.z, p_control_2.z, p_end.z, p_t);
+ return res;
}
Vector3 Vector3::bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const {
Vector3 res = *this;
-
- /* Formula from Wikipedia article on Bezier curves. */
- real_t omt = (1.0 - p_t);
- real_t omt2 = omt * omt;
- real_t t2 = p_t * p_t;
-
- Vector3 d = (p_control_1 - res) * 3.0 * omt2 + (p_control_2 - p_control_1) * 6.0 * omt * p_t + (p_end - p_control_2) * 3.0 * t2;
- return d;
+ res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
+ res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
+ res.z = Math::bezier_derivative(res.z, p_control_1.z, p_control_2.z, p_end.z, p_t);
+ return res;
}
real_t Vector3::distance_to(const Vector3 &p_to) const {
diff --git a/core/math/vector4.cpp b/core/math/vector4.cpp
index 3b189f7ed4..5ddf2bb6f6 100644
--- a/core/math/vector4.cpp
+++ b/core/math/vector4.cpp
@@ -130,11 +130,12 @@ Vector4 Vector4::round() const {
}
Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
- return Vector4(
- x + (p_weight * (p_to.x - x)),
- y + (p_weight * (p_to.y - y)),
- z + (p_weight * (p_to.z - z)),
- w + (p_weight * (p_to.w - w)));
+ Vector4 res = *this;
+ res.x = Math::lerp(res.x, p_to.x, p_weight);
+ res.y = Math::lerp(res.y, p_to.y, p_weight);
+ res.z = Math::lerp(res.z, p_to.z, p_weight);
+ res.w = Math::lerp(res.w, p_to.w, p_weight);
+ return res;
}
Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const {