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C#: Fix Transform3D
interpolation and add spherical interpolation
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@ -498,6 +498,15 @@ namespace Godot
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);
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}
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internal Basis Lerp(Basis to, real_t weight)
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{
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Basis b = this;
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b.Row0 = Row0.Lerp(to.Row0, weight);
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b.Row1 = Row1.Lerp(to.Row1, weight);
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b.Row2 = Row2.Lerp(to.Row2, weight);
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return b;
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}
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/// <summary>
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/// Returns the orthonormalized version of the basis matrix (useful to
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/// call occasionally to avoid rounding errors for orthogonal matrices).
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@ -119,23 +119,9 @@ namespace Godot
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/// <returns>The interpolated transform.</returns>
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public Transform3D InterpolateWith(Transform3D transform, real_t weight)
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{
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/* not sure if very "efficient" but good enough? */
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Vector3 sourceScale = basis.Scale;
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Quaternion sourceRotation = basis.GetRotationQuaternion();
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Vector3 sourceLocation = origin;
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Vector3 destinationScale = transform.basis.Scale;
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Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
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Vector3 destinationLocation = transform.origin;
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var interpolated = new Transform3D();
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Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
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Vector3 scale = sourceScale.Lerp(destinationScale, weight);
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interpolated.basis.SetQuaternionScale(quaternion, scale);
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interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
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return interpolated;
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Basis retBasis = basis.Lerp(transform.basis, weight);
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Vector3 retOrigin = origin.Lerp(transform.origin, weight);
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return new Transform3D(retBasis, retOrigin);
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}
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/// <summary>
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@ -234,6 +220,34 @@ namespace Godot
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return new Transform3D(basis * tmpBasis, origin);
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}
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/// <summary>
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/// Returns a transform spherically interpolated between this transform and
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/// another <paramref name="transform"/> by <paramref name="weight"/>.
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/// </summary>
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/// <param name="transform">The other transform.</param>
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/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
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/// <returns>The interpolated transform.</returns>
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public Transform3D SphericalInterpolateWith(Transform3D transform, real_t weight)
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{
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/* not sure if very "efficient" but good enough? */
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Vector3 sourceScale = basis.Scale;
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Quaternion sourceRotation = basis.GetRotationQuaternion();
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Vector3 sourceLocation = origin;
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Vector3 destinationScale = transform.basis.Scale;
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Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
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Vector3 destinationLocation = transform.origin;
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var interpolated = new Transform3D();
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Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
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Vector3 scale = sourceScale.Lerp(destinationScale, weight);
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interpolated.basis.SetQuaternionScale(quaternion, scale);
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interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
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return interpolated;
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}
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private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
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{
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// Make rotation matrix
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