Merge pull request #63532 from TokageItLab/rename-cubic-slerp
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commit
a5f12f9c21
8 changed files with 19 additions and 19 deletions
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@ -183,7 +183,7 @@ Quaternion Quaternion::slerpni(const Quaternion &p_to, const real_t &p_weight) c
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invFactor * from.w + newFactor * p_to.w);
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}
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Quaternion Quaternion::cubic_slerp(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const {
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Quaternion Quaternion::spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The start quaternion must be normalized.");
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ERR_FAIL_COND_V_MSG(!p_b.is_normalized(), Quaternion(), "The end quaternion must be normalized.");
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@ -71,7 +71,7 @@ struct _NO_DISCARD_ Quaternion {
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Quaternion slerp(const Quaternion &p_to, const real_t &p_weight) const;
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Quaternion slerpni(const Quaternion &p_to, const real_t &p_weight) const;
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Quaternion cubic_slerp(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const;
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Quaternion spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const;
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Vector3 get_axis() const;
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real_t get_angle() const;
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@ -86,7 +86,7 @@ void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, con
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origin = p_eye;
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}
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Transform3D Transform3D::sphere_interpolate_with(const Transform3D &p_transform, real_t p_c) const {
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Transform3D Transform3D::spherical_interpolate_with(const Transform3D &p_transform, real_t p_c) const {
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/* not sure if very "efficient" but good enough? */
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Transform3D interp;
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@ -100,7 +100,7 @@ struct _NO_DISCARD_ Transform3D {
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void operator*=(const real_t p_val);
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Transform3D operator*(const real_t p_val) const;
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Transform3D sphere_interpolate_with(const Transform3D &p_transform, real_t p_c) const;
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Transform3D spherical_interpolate_with(const Transform3D &p_transform, real_t p_c) const;
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Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
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_FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const {
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