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[Mono] implement Transform.InterpolateWith()
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@ -91,6 +91,9 @@ bld/
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*.debug
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*.dSYM
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# Visual Studio cache/options directory
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.vs/
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# MSTest test Results
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*
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@ -165,6 +165,38 @@ namespace Godot
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);
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}
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internal Quat RotationQuat()
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{
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Basis orthonormalizedBasis = Orthonormalized();
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real_t det = orthonormalizedBasis.Determinant();
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if (det < 0)
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{
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// Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
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orthonormalizedBasis = orthonormalizedBasis.Scaled(Vector3.NegOne);
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}
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return orthonormalizedBasis.Quat();
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}
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internal void SetQuantScale(Quat quat, Vector3 scale)
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{
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SetDiagonal(scale);
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Rotate(quat);
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}
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private void Rotate(Quat quat)
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{
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this *= new Basis(quat);
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}
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private void SetDiagonal(Vector3 diagonal)
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{
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_x = new Vector3(diagonal.x, 0, 0);
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_y = new Vector3(0, diagonal.y, 0);
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_z = new Vector3(0, 0, diagonal.z);
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}
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public real_t Determinant()
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{
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return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) -
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@ -20,6 +20,25 @@ namespace Godot
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return new Transform(basisInv, basisInv.Xform(-origin));
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}
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public Transform InterpolateWith(Transform transform, real_t c)
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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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Quat sourceRotation = basis.RotationQuat();
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Vector3 sourceLocation = origin;
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Vector3 destinationScale = transform.basis.Scale;
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Quat destinationRotation = transform.basis.RotationQuat();
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Vector3 destinationLocation = transform.origin;
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var interpolated = new Transform();
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interpolated.basis.SetQuantScale(sourceRotation.Slerp(destinationRotation, c).Normalized(), sourceScale.LinearInterpolate(destinationScale, c));
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interpolated.origin = sourceLocation.LinearInterpolate(destinationLocation, c);
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return interpolated;
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}
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public Transform Inverse()
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{
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Basis basisTr = basis.Transposed();
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