Add rotate_toward and angle_difference to GDScript and C#
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@ -399,15 +399,20 @@ public:
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return d;
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}
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static _ALWAYS_INLINE_ double lerp_angle(double p_from, double p_to, double p_weight) {
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static _ALWAYS_INLINE_ double angle_difference(double p_from, double p_to) {
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double difference = fmod(p_to - p_from, Math_TAU);
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double distance = fmod(2.0 * difference, Math_TAU) - difference;
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return p_from + distance * p_weight;
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return fmod(2.0 * difference, Math_TAU) - difference;
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}
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static _ALWAYS_INLINE_ float angle_difference(float p_from, float p_to) {
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float difference = fmod(p_to - p_from, (float)Math_TAU);
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return fmod(2.0f * difference, (float)Math_TAU) - difference;
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}
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static _ALWAYS_INLINE_ double lerp_angle(double p_from, double p_to, double p_weight) {
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return p_from + Math::angle_difference(p_from, p_to) * p_weight;
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}
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static _ALWAYS_INLINE_ float lerp_angle(float p_from, float p_to, float p_weight) {
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float difference = fmod(p_to - p_from, (float)Math_TAU);
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float distance = fmod(2.0f * difference, (float)Math_TAU) - difference;
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return p_from + distance * p_weight;
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return p_from + Math::angle_difference(p_from, p_to) * p_weight;
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}
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static _ALWAYS_INLINE_ double inverse_lerp(double p_from, double p_to, double p_value) {
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@ -438,6 +443,7 @@ public:
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float s = CLAMP((p_s - p_from) / (p_to - p_from), 0.0f, 1.0f);
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return s * s * (3.0f - 2.0f * s);
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}
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static _ALWAYS_INLINE_ double move_toward(double p_from, double p_to, double p_delta) {
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return abs(p_to - p_from) <= p_delta ? p_to : p_from + SIGN(p_to - p_from) * p_delta;
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}
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@ -445,6 +451,19 @@ public:
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return abs(p_to - p_from) <= p_delta ? p_to : p_from + SIGN(p_to - p_from) * p_delta;
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}
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static _ALWAYS_INLINE_ double rotate_toward(double p_from, double p_to, double p_delta) {
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double difference = Math::angle_difference(p_from, p_to);
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double abs_difference = Math::abs(difference);
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// When `p_delta < 0` move no further than to PI radians away from `p_to` (as PI is the max possible angle distance).
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return p_from + CLAMP(p_delta, abs_difference - Math_PI, abs_difference) * (difference >= 0.0 ? 1.0 : -1.0);
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}
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static _ALWAYS_INLINE_ float rotate_toward(float p_from, float p_to, float p_delta) {
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float difference = Math::angle_difference(p_from, p_to);
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float abs_difference = Math::abs(difference);
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// When `p_delta < 0` move no further than to PI radians away from `p_to` (as PI is the max possible angle distance).
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return p_from + CLAMP(p_delta, abs_difference - (float)Math_PI, abs_difference) * (difference >= 0.0f ? 1.0f : -1.0f);
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}
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static _ALWAYS_INLINE_ double linear_to_db(double p_linear) {
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return Math::log(p_linear) * 8.6858896380650365530225783783321;
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}
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@ -451,6 +451,10 @@ double VariantUtilityFunctions::bezier_derivative(double p_start, double p_contr
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return Math::bezier_derivative(p_start, p_control_1, p_control_2, p_end, p_t);
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}
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double VariantUtilityFunctions::angle_difference(double from, double to) {
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return Math::angle_difference(from, to);
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}
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double VariantUtilityFunctions::lerp_angle(double from, double to, double weight) {
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return Math::lerp_angle(from, to, weight);
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}
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@ -471,6 +475,10 @@ double VariantUtilityFunctions::move_toward(double from, double to, double delta
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return Math::move_toward(from, to, delta);
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}
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double VariantUtilityFunctions::rotate_toward(double from, double to, double delta) {
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return Math::rotate_toward(from, to, delta);
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}
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double VariantUtilityFunctions::deg_to_rad(double angle_deg) {
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return Math::deg_to_rad(angle_deg);
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}
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@ -1653,12 +1661,14 @@ void Variant::_register_variant_utility_functions() {
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FUNCBINDR(cubic_interpolate_angle_in_time, sarray("from", "to", "pre", "post", "weight", "to_t", "pre_t", "post_t"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(bezier_interpolate, sarray("start", "control_1", "control_2", "end", "t"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(bezier_derivative, sarray("start", "control_1", "control_2", "end", "t"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(angle_difference, sarray("from", "to"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(lerp_angle, sarray("from", "to", "weight"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(inverse_lerp, sarray("from", "to", "weight"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(remap, sarray("value", "istart", "istop", "ostart", "ostop"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(smoothstep, sarray("from", "to", "x"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(move_toward, sarray("from", "to", "delta"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(rotate_toward, sarray("from", "to", "delta"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(deg_to_rad, sarray("deg"), Variant::UTILITY_FUNC_TYPE_MATH);
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FUNCBINDR(rad_to_deg, sarray("rad"), Variant::UTILITY_FUNC_TYPE_MATH);
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@ -90,11 +90,13 @@ struct VariantUtilityFunctions {
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double to_t, double pre_t, double post_t);
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static double bezier_interpolate(double p_start, double p_control_1, double p_control_2, double p_end, double p_t);
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static double bezier_derivative(double p_start, double p_control_1, double p_control_2, double p_end, double p_t);
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static double angle_difference(double from, double to);
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static double lerp_angle(double from, double to, double weight);
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static double inverse_lerp(double from, double to, double weight);
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static double remap(double value, double istart, double istop, double ostart, double ostop);
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static double smoothstep(double from, double to, double val);
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static double move_toward(double from, double to, double delta);
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static double rotate_toward(double from, double to, double delta);
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static double deg_to_rad(double angle_deg);
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static double rad_to_deg(double angle_rad);
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static double linear_to_db(double linear);
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@ -85,6 +85,14 @@
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[/codeblock]
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</description>
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</method>
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<method name="angle_difference">
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<return type="float" />
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<param index="0" name="from" type="float" />
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<param index="1" name="to" type="float" />
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<description>
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Returns the difference between the two angles, in the range of [code][-PI, +PI][/code]. When [param from] and [param to] are opposite, returns [code]-PI[/code] if [param from] is smaller than [param to], or [code]PI[/code] otherwise.
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</description>
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</method>
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<method name="asin">
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<return type="float" />
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<param index="0" name="x" type="float" />
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@ -1110,6 +1118,17 @@
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Creates a RID from a [param base]. This is used mainly from native extensions to build servers.
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</description>
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</method>
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<method name="rotate_toward">
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<return type="float" />
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<param index="0" name="from" type="float" />
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<param index="1" name="to" type="float" />
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<param index="2" name="delta" type="float" />
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<description>
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Rotates [param from] toward [param to] by the [param delta] amount. Will not go past [param to].
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Similar to [method move_toward], but interpolates correctly when the angles wrap around [constant @GDScript.TAU].
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If [param delta] is negative, this function will rotate away from [param to], toward the opposite angle, and will not go past the opposite angle.
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</description>
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</method>
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<method name="round">
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<return type="Variant" />
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<param index="0" name="x" type="Variant" />
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@ -133,6 +133,38 @@ namespace Godot
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return Math.Acosh(s);
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}
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/// <summary>
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/// Returns the difference between the two angles,
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/// in range of -<see cref="Pi"/>, <see cref="Pi"/>.
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/// When <paramref name="from"/> and <paramref name="to"/> are opposite,
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/// returns -<see cref="Pi"/> if <paramref name="from"/> is smaller than <paramref name="to"/>,
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/// or <see cref="Pi"/> otherwise.
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/// </summary>
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/// <param name="from">The start angle.</param>
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/// <param name="to">The destination angle.</param>
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/// <returns>The difference between the two angles.</returns>
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public static float AngleDifference(float from, float to)
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{
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float difference = (to - from) % MathF.Tau;
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return ((2.0f * difference) % MathF.Tau) - difference;
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}
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/// <summary>
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/// Returns the difference between the two angles,
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/// in range of -<see cref="Pi"/>, <see cref="Pi"/>.
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/// When <paramref name="from"/> and <paramref name="to"/> are opposite,
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/// returns -<see cref="Pi"/> if <paramref name="from"/> is smaller than <paramref name="to"/>,
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/// or <see cref="Pi"/> otherwise.
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/// </summary>
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/// <param name="from">The start angle.</param>
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/// <param name="to">The destination angle.</param>
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/// <returns>The difference between the two angles.</returns>
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public static double AngleDifference(double from, double to)
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{
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double difference = (to - from) % Math.Tau;
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return ((2.0 * difference) % Math.Tau) - difference;
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}
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/// <summary>
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/// Returns the arc sine of <paramref name="s"/> in radians.
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/// Use to get the angle of sine <paramref name="s"/>.
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@ -1093,9 +1125,7 @@ namespace Godot
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/// <returns>The resulting angle of the interpolation.</returns>
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public static float LerpAngle(float from, float to, float weight)
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{
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float difference = (to - from) % MathF.Tau;
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float distance = ((2 * difference) % MathF.Tau) - difference;
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return from + (distance * weight);
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return from + AngleDifference(from, to) * weight;
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}
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/// <summary>
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@ -1110,9 +1140,7 @@ namespace Godot
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/// <returns>The resulting angle of the interpolation.</returns>
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public static double LerpAngle(double from, double to, double weight)
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{
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double difference = (to - from) % Math.Tau;
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double distance = ((2 * difference) % Math.Tau) - difference;
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return from + (distance * weight);
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return from + AngleDifference(from, to) * weight;
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}
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/// <summary>
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@ -1428,6 +1456,38 @@ namespace Godot
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return Lerp(outFrom, outTo, InverseLerp(inFrom, inTo, value));
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}
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/// <summary>
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/// Rotates <paramref name="from"/> toward <paramref name="to"/> by the <paramref name="delta"/> amount. Will not go past <paramref name="to"/>.
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/// Similar to <see cref="MoveToward(float, float, float)"/> but interpolates correctly when the angles wrap around <see cref="Tau"/>.
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/// If <paramref name="delta"/> is negative, this function will rotate away from <paramref name="to"/>, toward the opposite angle, and will not go past the opposite angle.
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/// </summary>
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/// <param name="from">The start angle.</param>
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/// <param name="to">The angle to move towards.</param>
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/// <param name="delta">The amount to move by.</param>
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/// <returns>The angle after moving.</returns>
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public static float RotateToward(float from, float to, float delta)
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{
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float difference = AngleDifference(from, to);
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float absDifference = Math.Abs(difference);
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return from + Math.Clamp(delta, absDifference - MathF.PI, absDifference) * (difference >= 0.0f ? 1.0f : -1.0f);
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}
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/// <summary>
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/// Rotates <paramref name="from"/> toward <paramref name="to"/> by the <paramref name="delta"/> amount. Will not go past <paramref name="to"/>.
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/// Similar to <see cref="MoveToward(double, double, double)"/> but interpolates correctly when the angles wrap around <see cref="Tau"/>.
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/// If <paramref name="delta"/> is negative, this function will rotate away from <paramref name="to"/>, toward the opposite angle, and will not go past the opposite angle.
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/// </summary>
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/// <param name="from">The start angle.</param>
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/// <param name="to">The angle to move towards.</param>
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/// <param name="delta">The amount to move by.</param>
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/// <returns>The angle after moving.</returns>
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public static double RotateToward(double from, double to, double delta)
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{
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double difference = AngleDifference(from, to);
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double absDifference = Math.Abs(difference);
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return from + Math.Clamp(delta, absDifference - Math.PI, absDifference) * (difference >= 0.0 ? 1.0 : -1.0);
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}
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/// <summary>
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/// Rounds <paramref name="s"/> to the nearest whole number,
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/// with halfway cases rounded towards the nearest multiple of two.
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@ -360,6 +360,25 @@ TEST_CASE_TEMPLATE("[Math] remap", T, float, double) {
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CHECK(Math::remap((T)-250.0, (T)-100.0, (T)-200.0, (T)0.0, (T)-1000.0) == doctest::Approx((T)-1500.0));
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}
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TEST_CASE_TEMPLATE("[Math] angle_difference", T, float, double) {
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// Loops around, should return 0.0.
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CHECK(Math::angle_difference((T)0.0, (T)Math_TAU) == doctest::Approx((T)0.0));
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CHECK(Math::angle_difference((T)Math_PI, (T)-Math_PI) == doctest::Approx((T)0.0));
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CHECK(Math::angle_difference((T)0.0, (T)Math_TAU * (T)4.0) == doctest::Approx((T)0.0));
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// Rotation is clockwise, so it should return -PI.
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CHECK(Math::angle_difference((T)0.0, (T)Math_PI) == doctest::Approx((T)-Math_PI));
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CHECK(Math::angle_difference((T)0.0, (T)-Math_PI) == doctest::Approx((T)Math_PI));
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CHECK(Math::angle_difference((T)Math_PI, (T)0.0) == doctest::Approx((T)Math_PI));
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CHECK(Math::angle_difference((T)-Math_PI, (T)0.0) == doctest::Approx((T)-Math_PI));
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CHECK(Math::angle_difference((T)0.0, (T)3.0) == doctest::Approx((T)3.0));
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CHECK(Math::angle_difference((T)1.0, (T)-2.0) == doctest::Approx((T)-3.0));
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CHECK(Math::angle_difference((T)-1.0, (T)2.0) == doctest::Approx((T)3.0));
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CHECK(Math::angle_difference((T)-2.0, (T)-4.5) == doctest::Approx((T)-2.5));
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CHECK(Math::angle_difference((T)100.0, (T)102.5) == doctest::Approx((T)2.5));
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}
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TEST_CASE_TEMPLATE("[Math] lerp_angle", T, float, double) {
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// Counter-clockwise rotation.
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CHECK(Math::lerp_angle((T)0.24 * Math_TAU, 0.75 * Math_TAU, 0.5) == doctest::Approx((T)-0.005 * Math_TAU));
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@ -390,6 +409,23 @@ TEST_CASE_TEMPLATE("[Math] move_toward", T, float, double) {
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CHECK(Math::move_toward(-2.0, -5.0, 4.0) == doctest::Approx((T)-5.0));
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}
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TEST_CASE_TEMPLATE("[Math] rotate_toward", T, float, double) {
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// Rotate toward.
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CHECK(Math::rotate_toward((T)0.0, (T)Math_PI * (T)0.75, (T)1.5) == doctest::Approx((T)1.5));
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CHECK(Math::rotate_toward((T)-2.0, (T)1.0, (T)2.5) == doctest::Approx((T)0.5));
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CHECK(Math::rotate_toward((T)-2.0, (T)Math_PI, (T)Math_PI) == doctest::Approx((T)-Math_PI));
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CHECK(Math::rotate_toward((T)1.0, (T)Math_PI, (T)20.0) == doctest::Approx((T)Math_PI));
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// Rotate away.
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CHECK(Math::rotate_toward((T)0.0, (T)0.0, (T)-1.5) == doctest::Approx((T)-1.5));
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CHECK(Math::rotate_toward((T)0.0, (T)0.0, (T)-Math_PI) == doctest::Approx((T)-Math_PI));
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CHECK(Math::rotate_toward((T)3.0, (T)Math_PI, (T)-Math_PI) == doctest::Approx((T)0.0));
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CHECK(Math::rotate_toward((T)2.0, (T)Math_PI, (T)-1.5) == doctest::Approx((T)0.5));
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CHECK(Math::rotate_toward((T)1.0, (T)2.0, (T)-0.5) == doctest::Approx((T)0.5));
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CHECK(Math::rotate_toward((T)2.5, (T)2.0, (T)-0.5) == doctest::Approx((T)3.0));
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CHECK(Math::rotate_toward((T)-1.0, (T)1.0, (T)-1.0) == doctest::Approx((T)-2.0));
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}
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TEST_CASE_TEMPLATE("[Math] smoothstep", T, float, double) {
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CHECK(Math::smoothstep((T)0.0, (T)2.0, (T)-5.0) == doctest::Approx((T)0.0));
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CHECK(Math::smoothstep((T)0.0, (T)2.0, (T)0.5) == doctest::Approx((T)0.15625));
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