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-rw-r--r--core/math/color.h10
-rw-r--r--core/math/math_funcs.h20
-rw-r--r--core/math/vector2.h24
-rw-r--r--core/math/vector2i.cpp6
-rw-r--r--core/math/vector2i.h1
-rw-r--r--core/math/vector3.h29
-rw-r--r--core/math/vector3i.cpp7
-rw-r--r--core/math/vector3i.h1
-rw-r--r--core/math/vector4.cpp11
-rw-r--r--core/math/vector4i.cpp8
-rw-r--r--core/math/vector4i.h1
11 files changed, 83 insertions, 35 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/math_funcs.h b/core/math/math_funcs.h
index 0af529ad98..8dff8e6e7e 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -364,6 +364,26 @@ public:
return p_start * omt3 + p_control_1 * omt2 * p_t * 3.0f + p_control_2 * omt * t2 * 3.0f + p_end * t3;
}
+ static _ALWAYS_INLINE_ double bezier_derivative(double p_start, double p_control_1, double p_control_2, double p_end, double p_t) {
+ /* Formula from Wikipedia article on Bezier curves. */
+ double omt = (1.0 - p_t);
+ double omt2 = omt * omt;
+ double t2 = p_t * p_t;
+
+ double d = (p_control_1 - p_start) * 3.0 * omt2 + (p_control_2 - p_control_1) * 6.0 * omt * p_t + (p_end - p_control_2) * 3.0 * t2;
+ return d;
+ }
+
+ static _ALWAYS_INLINE_ float bezier_derivative(float p_start, float p_control_1, float p_control_2, float p_end, float p_t) {
+ /* Formula from Wikipedia article on Bezier curves. */
+ float omt = (1.0f - p_t);
+ float omt2 = omt * omt;
+ float t2 = p_t * p_t;
+
+ float d = (p_control_1 - p_start) * 3.0f * omt2 + (p_control_2 - p_control_1) * 6.0f * omt * p_t + (p_end - p_control_2) * 3.0f * t2;
+ return d;
+ }
+
static _ALWAYS_INLINE_ double lerp_angle(double p_from, double p_to, double p_weight) {
double difference = fmod(p_to - p_from, Math_TAU);
double distance = fmod(2.0 * difference, Math_TAU) - difference;
diff --git a/core/math/vector2.h b/core/math/vector2.h
index 5775d8e735..835c3d1ba6 100644
--- a/core/math/vector2.h
+++ b/core/math/vector2.h
@@ -112,6 +112,7 @@ struct _NO_DISCARD_ Vector2 {
_FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const;
_FORCE_INLINE_ Vector2 cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
_FORCE_INLINE_ Vector2 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
+ _FORCE_INLINE_ Vector2 bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
@@ -242,10 +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;
}
@@ -278,15 +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;
+ 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;
+}
- /* 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;
+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;
+ 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/vector2i.cpp b/core/math/vector2i.cpp
index dfed42e4d6..ff8693ee5b 100644
--- a/core/math/vector2i.cpp
+++ b/core/math/vector2i.cpp
@@ -39,6 +39,12 @@ Vector2i Vector2i::clamp(const Vector2i &p_min, const Vector2i &p_max) const {
CLAMP(y, p_min.y, p_max.y));
}
+Vector2i Vector2i::snapped(const Vector2i &p_step) const {
+ return Vector2i(
+ Math::snapped(x, p_step.x),
+ Math::snapped(y, p_step.y));
+}
+
int64_t Vector2i::length_squared() const {
return x * (int64_t)x + y * (int64_t)y;
}
diff --git a/core/math/vector2i.h b/core/math/vector2i.h
index e131bdea94..927be11030 100644
--- a/core/math/vector2i.h
+++ b/core/math/vector2i.h
@@ -119,6 +119,7 @@ struct _NO_DISCARD_ Vector2i {
Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
+ Vector2i snapped(const Vector2i &p_step) const;
operator String() const;
operator Vector2() const;
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 19771eb312..dc74096690 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -100,6 +100,7 @@ struct _NO_DISCARD_ Vector3 {
_FORCE_INLINE_ Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const;
_FORCE_INLINE_ Vector3 cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
_FORCE_INLINE_ Vector3 bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const;
+ _FORCE_INLINE_ Vector3 bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const;
Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
@@ -208,10 +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 {
@@ -254,15 +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;
+ 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;
+}
- /* 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;
+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;
+ 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/vector3i.cpp b/core/math/vector3i.cpp
index b248f35035..901f2b5a64 100644
--- a/core/math/vector3i.cpp
+++ b/core/math/vector3i.cpp
@@ -48,6 +48,13 @@ Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const {
CLAMP(z, p_min.z, p_max.z));
}
+Vector3i Vector3i::snapped(const Vector3i &p_step) const {
+ return Vector3i(
+ Math::snapped(x, p_step.x),
+ Math::snapped(y, p_step.y),
+ Math::snapped(z, p_step.z));
+}
+
Vector3i::operator String() const {
return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ")";
}
diff --git a/core/math/vector3i.h b/core/math/vector3i.h
index 710fd96376..36bac3d8ae 100644
--- a/core/math/vector3i.h
+++ b/core/math/vector3i.h
@@ -77,6 +77,7 @@ struct _NO_DISCARD_ Vector3i {
_FORCE_INLINE_ Vector3i abs() const;
_FORCE_INLINE_ Vector3i sign() const;
Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
+ Vector3i snapped(const Vector3i &p_step) const;
/* Operators */
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 {
diff --git a/core/math/vector4i.cpp b/core/math/vector4i.cpp
index 77f6fbd5b7..e906ab45ad 100644
--- a/core/math/vector4i.cpp
+++ b/core/math/vector4i.cpp
@@ -65,6 +65,14 @@ Vector4i Vector4i::clamp(const Vector4i &p_min, const Vector4i &p_max) const {
CLAMP(w, p_min.w, p_max.w));
}
+Vector4i Vector4i::snapped(const Vector4i &p_step) const {
+ return Vector4i(
+ Math::snapped(x, p_step.x),
+ Math::snapped(y, p_step.y),
+ Math::snapped(z, p_step.z),
+ Math::snapped(w, p_step.w));
+}
+
Vector4i::operator String() const {
return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ", " + itos(w) + ")";
}
diff --git a/core/math/vector4i.h b/core/math/vector4i.h
index a32414bb18..cb5a48daf9 100644
--- a/core/math/vector4i.h
+++ b/core/math/vector4i.h
@@ -79,6 +79,7 @@ struct _NO_DISCARD_ Vector4i {
_FORCE_INLINE_ Vector4i abs() const;
_FORCE_INLINE_ Vector4i sign() const;
Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const;
+ Vector4i snapped(const Vector4i &p_step) const;
/* Operators */