コード例 #1
0
        public Transform2D InterpolateWith(Transform2D m, real_t c)
        {
            real_t r1 = Rotation;
            real_t r2 = m.Rotation;

            Vector2 s1 = Scale;
            Vector2 s2 = m.Scale;

            // Slerp rotation
            var v1 = new Vector2(Mathf.Cos(r1), Mathf.Sin(r1));
            var v2 = new Vector2(Mathf.Cos(r2), Mathf.Sin(r2));

            real_t dot = v1.Dot(v2);

            // Clamp dot to [-1, 1]
            dot = dot < -1.0f ? -1.0f : (dot > 1.0f ? 1.0f : dot);

            Vector2 v;

            if (dot > 0.9995f)
            {
                // Linearly interpolate to avoid numerical precision issues
                v = v1.LinearInterpolate(v2, c).Normalized();
            }
            else
            {
                real_t  angle = c * Mathf.Acos(dot);
                Vector2 v3    = (v2 - v1 * dot).Normalized();
                v = v1 * Mathf.Cos(angle) + v3 * Mathf.Sin(angle);
            }

            // Extract parameters
            Vector2 p1 = origin;
            Vector2 p2 = m.origin;

            // Construct matrix
            var     res   = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
            Vector2 scale = s1.LinearInterpolate(s2, c);

            res.x *= scale;
            res.y *= scale;

            return(res);
        }
コード例 #2
0
ファイル: Transform2D.cs プロジェクト: deviousdaemon/godot
        /// <summary>
        /// Interpolates this transform to the other <paramref name="transform"/> by <paramref name="weight"/>.
        /// </summary>
        /// <param name="transform">The other transform.</param>
        /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
        /// <returns>The interpolated transform.</returns>
        public Transform2D InterpolateWith(Transform2D transform, real_t weight)
        {
            real_t r1 = Rotation;
            real_t r2 = transform.Rotation;

            Vector2 s1 = Scale;
            Vector2 s2 = transform.Scale;

            // Slerp rotation
            var v1 = new Vector2(Mathf.Cos(r1), Mathf.Sin(r1));
            var v2 = new Vector2(Mathf.Cos(r2), Mathf.Sin(r2));

            real_t dot = v1.Dot(v2);

            dot = Mathf.Clamp(dot, -1.0f, 1.0f);

            Vector2 v;

            if (dot > 0.9995f)
            {
                // Linearly interpolate to avoid numerical precision issues
                v = v1.LinearInterpolate(v2, weight).Normalized();
            }
            else
            {
                real_t  angle = weight * Mathf.Acos(dot);
                Vector2 v3    = (v2 - (v1 * dot)).Normalized();
                v = (v1 * Mathf.Cos(angle)) + (v3 * Mathf.Sin(angle));
            }

            // Extract parameters
            Vector2 p1 = origin;
            Vector2 p2 = transform.origin;

            // Construct matrix
            var     res   = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, weight));
            Vector2 scale = s1.LinearInterpolate(s2, weight);

            res.x *= scale;
            res.y *= scale;

            return(res);
        }