#18051: Remove redundant parenthesis
This commit is contained in:
parent
93dd59d763
commit
9097c71255
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@ -49,12 +49,12 @@ namespace Godot
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Vector3 dst_min = with.position;
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Vector3 dst_min = with.position;
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Vector3 dst_max = with.position + with.size;
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Vector3 dst_max = with.position + with.size;
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return ((src_min.x <= dst_min.x) &&
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return src_min.x <= dst_min.x &&
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(src_max.x > dst_max.x) &&
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src_max.x > dst_max.x &&
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(src_min.y <= dst_min.y) &&
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src_min.y <= dst_min.y &&
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(src_max.y > dst_max.y) &&
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src_max.y > dst_max.y &&
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(src_min.z <= dst_min.z) &&
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src_min.z <= dst_min.z &&
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(src_max.z > dst_max.z));
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src_max.z > dst_max.z;
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}
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}
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public AABB Expand(Vector3 to_point)
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public AABB Expand(Vector3 to_point)
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@ -217,9 +217,9 @@ namespace Godot
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Vector3 ofs = position + half_extents;
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Vector3 ofs = position + half_extents;
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return ofs + new Vector3(
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return ofs + new Vector3(
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(dir.x > 0f) ? -half_extents.x : half_extents.x,
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dir.x > 0f ? -half_extents.x : half_extents.x,
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(dir.y > 0f) ? -half_extents.y : half_extents.y,
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dir.y > 0f ? -half_extents.y : half_extents.y,
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(dir.z > 0f) ? -half_extents.z : half_extents.z);
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dir.z > 0f ? -half_extents.z : half_extents.z);
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}
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}
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public AABB Grow(real_t by)
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public AABB Grow(real_t by)
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@ -278,41 +278,41 @@ namespace Godot
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return new AABB();
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return new AABB();
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}
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}
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min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
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min.x = src_min.x > dst_min.x ? src_min.x : dst_min.x;
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max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
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max.x = src_max.x < dst_max.x ? src_max.x : dst_max.x;
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if (src_min.y > dst_max.y || src_max.y < dst_min.y)
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if (src_min.y > dst_max.y || src_max.y < dst_min.y)
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{
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{
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return new AABB();
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return new AABB();
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}
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}
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min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
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min.y = src_min.y > dst_min.y ? src_min.y : dst_min.y;
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max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
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max.y = src_max.y < dst_max.y ? src_max.y : dst_max.y;
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if (src_min.z > dst_max.z || src_max.z < dst_min.z)
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if (src_min.z > dst_max.z || src_max.z < dst_min.z)
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{
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{
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return new AABB();
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return new AABB();
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}
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}
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min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
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min.z = src_min.z > dst_min.z ? src_min.z : dst_min.z;
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max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
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max.z = src_max.z < dst_max.z ? src_max.z : dst_max.z;
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return new AABB(min, max - min);
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return new AABB(min, max - min);
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}
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}
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public bool Intersects(AABB with)
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public bool Intersects(AABB with)
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{
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{
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if (position.x >= (with.position.x + with.size.x))
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if (position.x >= with.position.x + with.size.x)
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return false;
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return false;
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if ((position.x + size.x) <= with.position.x)
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if (position.x + size.x <= with.position.x)
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return false;
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return false;
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if (position.y >= (with.position.y + with.size.y))
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if (position.y >= with.position.y + with.size.y)
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return false;
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return false;
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if ((position.y + size.y) <= with.position.y)
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if (position.y + size.y <= with.position.y)
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return false;
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return false;
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if (position.z >= (with.position.z + with.size.z))
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if (position.z >= with.position.z + with.size.z)
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return false;
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return false;
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if ((position.z + size.z) <= with.position.z)
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if (position.z + size.z <= with.position.z)
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return false;
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return false;
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return true;
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return true;
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@ -400,15 +400,15 @@ namespace Godot
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var end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
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var end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
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var min = new Vector3(
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var min = new Vector3(
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(beg_1.x < beg_2.x) ? beg_1.x : beg_2.x,
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beg_1.x < beg_2.x ? beg_1.x : beg_2.x,
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(beg_1.y < beg_2.y) ? beg_1.y : beg_2.y,
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beg_1.y < beg_2.y ? beg_1.y : beg_2.y,
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(beg_1.z < beg_2.z) ? beg_1.z : beg_2.z
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beg_1.z < beg_2.z ? beg_1.z : beg_2.z
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);
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);
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var max = new Vector3(
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var max = new Vector3(
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(end_1.x > end_2.x) ? end_1.x : end_2.x,
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end_1.x > end_2.x ? end_1.x : end_2.x,
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(end_1.y > end_2.y) ? end_1.y : end_2.y,
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end_1.y > end_2.y ? end_1.y : end_2.y,
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(end_1.z > end_2.z) ? end_1.z : end_2.z
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end_1.z > end_2.z ? end_1.z : end_2.z
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);
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);
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return new AABB(min, max - min);
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return new AABB(min, max - min);
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@ -296,9 +296,9 @@ namespace Godot
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Vector3 zAxis = GetAxis(2);
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Vector3 zAxis = GetAxis(2);
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xAxis.Normalize();
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xAxis.Normalize();
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yAxis = (yAxis - xAxis * (xAxis.Dot(yAxis)));
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yAxis = yAxis - xAxis * xAxis.Dot(yAxis);
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yAxis.Normalize();
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yAxis.Normalize();
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zAxis = (zAxis - xAxis * (xAxis.Dot(zAxis)) - yAxis * (yAxis.Dot(zAxis)));
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zAxis = zAxis - xAxis * xAxis.Dot(zAxis) - yAxis * yAxis.Dot(zAxis);
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zAxis.Normalize();
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zAxis.Normalize();
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return CreateFromAxes(xAxis, yAxis, zAxis);
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return CreateFromAxes(xAxis, yAxis, zAxis);
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@ -374,9 +374,9 @@ namespace Godot
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{
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{
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return new Vector3
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return new Vector3
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(
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(
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(this[0, 0] * v.x) + (this[1, 0] * v.y) + (this[2, 0] * v.z),
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this[0, 0] * v.x + this[1, 0] * v.y + this[2, 0] * v.z,
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(this[0, 1] * v.x) + (this[1, 1] * v.y) + (this[2, 1] * v.z),
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this[0, 1] * v.x + this[1, 1] * v.y + this[2, 1] * v.z,
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(this[0, 2] * v.x) + (this[1, 2] * v.y) + (this[2, 2] * v.z)
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this[0, 2] * v.x + this[1, 2] * v.y + this[2, 2] * v.z
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);
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);
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}
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}
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@ -180,7 +180,7 @@ namespace Godot
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hue += 1.0f;
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hue += 1.0f;
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}
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}
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saturation = (max == 0) ? 0 : 1f - (1f * min / max);
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saturation = max == 0 ? 0 : 1f - 1f * min / max;
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value = max / 255f;
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value = max / 255f;
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}
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}
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@ -267,10 +267,10 @@ namespace Godot
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{
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{
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var res = this;
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var res = this;
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res.r += (t * (b.r - r));
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res.r += t * (b.r - r);
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res.g += (t * (b.g - g));
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res.g += t * (b.g - g);
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res.b += (t * (b.b - this.b));
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res.b += t * (b.b - this.b);
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res.a += (t * (b.a - a));
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res.a += t * (b.a - a);
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return res;
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return res;
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}
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}
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@ -511,8 +511,8 @@ namespace Godot
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if (left.g == right.g)
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if (left.g == right.g)
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{
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{
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if (left.b == right.b)
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if (left.b == right.b)
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return (left.a < right.a);
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return left.a < right.a;
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return (left.b < right.b);
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return left.b < right.b;
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}
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}
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return left.g < right.g;
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return left.g < right.g;
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@ -528,8 +528,8 @@ namespace Godot
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if (left.g == right.g)
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if (left.g == right.g)
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{
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{
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if (left.b == right.b)
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if (left.b == right.b)
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return (left.a > right.a);
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return left.a > right.a;
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return (left.b > right.b);
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return left.b > right.b;
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}
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}
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return left.g > right.g;
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return left.g > right.g;
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@ -127,9 +127,9 @@ namespace Godot
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int count;
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int count;
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if (increment > 0)
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if (increment > 0)
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count = ((to - from - 1) / increment) + 1;
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count = (to - @from - 1) / increment + 1;
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else
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else
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count = ((from - to - 1) / -increment) + 1;
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count = (@from - to - 1) / -increment + 1;
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var ret = new int[count];
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var ret = new int[count];
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@ -145,7 +145,7 @@ namespace Godot
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return x % y;
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return x % y;
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}
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}
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return y - (-x % y);
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return y - -x % y;
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}
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}
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public static real_t InverseLerp(real_t from, real_t to, real_t weight)
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public static real_t InverseLerp(real_t from, real_t to, real_t weight)
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@ -175,22 +175,22 @@ namespace Godot
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public static int Max(int a, int b)
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public static int Max(int a, int b)
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{
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{
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return (a > b) ? a : b;
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return a > b ? a : b;
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}
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}
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public static real_t Max(real_t a, real_t b)
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public static real_t Max(real_t a, real_t b)
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{
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{
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return (a > b) ? a : b;
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return a > b ? a : b;
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}
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}
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public static int Min(int a, int b)
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public static int Min(int a, int b)
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{
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{
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return (a < b) ? a : b;
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return a < b ? a : b;
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}
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}
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public static real_t Min(real_t a, real_t b)
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public static real_t Min(real_t a, real_t b)
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{
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{
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return (a < b) ? a : b;
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return a < b ? a : b;
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}
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}
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public static int NearestPo2(int value)
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public static int NearestPo2(int value)
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@ -227,12 +227,12 @@ namespace Godot
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public static int Sign(int s)
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public static int Sign(int s)
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{
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{
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return (s < 0) ? -1 : 1;
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return s < 0 ? -1 : 1;
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}
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}
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public static real_t Sign(real_t s)
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public static real_t Sign(real_t s)
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{
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{
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return (s < 0f) ? -1f : 1f;
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return s < 0f ? -1f : 1f;
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}
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}
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public static real_t Sin(real_t s)
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public static real_t Sin(real_t s)
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@ -273,13 +273,13 @@ namespace Godot
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public static int Wrap(int value, int min, int max)
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public static int Wrap(int value, int min, int max)
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{
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{
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int rng = max - min;
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int rng = max - min;
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return min + ((((value - min) % rng) + rng) % rng);
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return min + ((value - min) % rng + rng) % rng;
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}
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}
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public static real_t Wrap(real_t value, real_t min, real_t max)
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public static real_t Wrap(real_t value, real_t min, real_t max)
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{
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{
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real_t rng = max - min;
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real_t rng = max - min;
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return min + ((((value - min) % rng) + rng) % rng);
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return min + ((value - min) % rng + rng) % rng;
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}
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}
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}
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}
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}
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}
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@ -80,9 +80,9 @@ namespace Godot
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if (Mathf.Abs(denom) <= Mathf.Epsilon)
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if (Mathf.Abs(denom) <= Mathf.Epsilon)
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return new Vector3();
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return new Vector3();
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Vector3 result = (b.normal.Cross(c.normal) * d) +
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Vector3 result = b.normal.Cross(c.normal) * d +
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(c.normal.Cross(normal) * b.d) +
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c.normal.Cross(normal) * b.d +
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(normal.Cross(b.normal) * c.d);
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normal.Cross(b.normal) * c.d;
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return result / denom;
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return result / denom;
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}
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}
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@ -113,7 +113,7 @@ namespace Godot
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real_t dist = (normal.Dot(begin) - d) / den;
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real_t dist = (normal.Dot(begin) - d) / den;
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if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
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if (dist < -Mathf.Epsilon || dist > 1.0f + Mathf.Epsilon)
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return new Vector3();
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return new Vector3();
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return begin + segment * -dist;
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return begin + segment * -dist;
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@ -137,7 +137,7 @@ namespace Godot
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real_t sinom, scale0, scale1;
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real_t sinom, scale0, scale1;
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// Calculate coefficients
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// Calculate coefficients
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if ((1.0 - cosom) > Mathf.Epsilon)
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if (1.0 - cosom > Mathf.Epsilon)
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{
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{
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// Standard case (Slerp)
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// Standard case (Slerp)
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real_t omega = Mathf.Acos(cosom);
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real_t omega = Mathf.Acos(cosom);
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@ -57,9 +57,9 @@ namespace Godot
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public bool Encloses(Rect2 b)
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public bool Encloses(Rect2 b)
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{
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{
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return (b.position.x >= position.x) && (b.position.y >= position.y) &&
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return b.position.x >= position.x && b.position.y >= position.y &&
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((b.position.x + b.size.x) < (position.x + size.x)) &&
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b.position.x + b.size.x < position.x + size.x &&
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((b.position.y + b.size.y) < (position.y + size.y));
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b.position.y + b.size.y < position.y + size.y;
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}
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}
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public Rect2 Expand(Vector2 to)
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public Rect2 Expand(Vector2 to)
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@ -118,10 +118,10 @@ namespace Godot
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{
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{
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var g = this;
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var g = this;
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g.GrowIndividual((Margin.Left == margin) ? by : 0,
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g.GrowIndividual(Margin.Left == margin ? by : 0,
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(Margin.Top == margin) ? by : 0,
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Margin.Top == margin ? by : 0,
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(Margin.Right == margin) ? by : 0,
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Margin.Right == margin ? by : 0,
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(Margin.Bottom == margin) ? by : 0);
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Margin.Bottom == margin ? by : 0);
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return g;
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return g;
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}
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}
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@ -138,9 +138,9 @@ namespace Godot
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if (point.y < position.y)
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if (point.y < position.y)
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return false;
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return false;
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if (point.x >= (position.x + size.x))
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if (point.x >= position.x + size.x)
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return false;
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return false;
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if (point.y >= (position.y + size.y))
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if (point.y >= position.y + size.y)
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return false;
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return false;
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return true;
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return true;
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@ -148,13 +148,13 @@ namespace Godot
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public bool Intersects(Rect2 b)
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public bool Intersects(Rect2 b)
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{
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{
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if (position.x > (b.position.x + b.size.x))
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if (position.x > b.position.x + b.size.x)
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return false;
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return false;
|
||||||
if ((position.x + size.x) < b.position.x)
|
if (position.x + size.x < b.position.x)
|
||||||
return false;
|
return false;
|
||||||
if (position.y > (b.position.y + b.size.y))
|
if (position.y > b.position.y + b.size.y)
|
||||||
return false;
|
return false;
|
||||||
if ((position.y + size.y) < b.position.y)
|
if (position.y + size.y < b.position.y)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
|
@ -312,7 +312,7 @@ namespace Godot
|
||||||
int c;
|
int c;
|
||||||
|
|
||||||
while ((c = instance[index++]) != 0)
|
while ((c = instance[index++]) != 0)
|
||||||
hashv = ((hashv << 5) + hashv) + c; // hash * 33 + c
|
hashv = (hashv << 5) + hashv + c; // hash * 33 + c
|
||||||
|
|
||||||
return hashv;
|
return hashv;
|
||||||
}
|
}
|
||||||
|
@ -454,7 +454,10 @@ namespace Godot
|
||||||
return false; // Don't start with number plz
|
return false; // Don't start with number plz
|
||||||
}
|
}
|
||||||
|
|
||||||
bool valid_char = (instance[i] >= '0' && instance[i] <= '9') || (instance[i] >= 'a' && instance[i] <= 'z') || (instance[i] >= 'A' && instance[i] <= 'Z') || instance[i] == '_';
|
bool valid_char = instance[i] >= '0' &&
|
||||||
|
instance[i] <= '9' || instance[i] >= 'a' &&
|
||||||
|
instance[i] <= 'z' || instance[i] >= 'A' &&
|
||||||
|
instance[i] <= 'Z' || instance[i] == '_';
|
||||||
|
|
||||||
if (!valid_char)
|
if (!valid_char)
|
||||||
return false;
|
return false;
|
||||||
|
@ -550,7 +553,7 @@ namespace Godot
|
||||||
case '\0':
|
case '\0':
|
||||||
return instance[0] == 0;
|
return instance[0] == 0;
|
||||||
case '*':
|
case '*':
|
||||||
return ExprMatch(expr + 1, instance, caseSensitive) || (instance[0] != 0 && ExprMatch(expr, instance + 1, caseSensitive));
|
return ExprMatch(expr + 1, instance, caseSensitive) || instance[0] != 0 && ExprMatch(expr, instance + 1, caseSensitive);
|
||||||
case '?':
|
case '?':
|
||||||
return instance[0] != 0 && instance[0] != '.' && ExprMatch(expr + 1, instance + 1, caseSensitive);
|
return instance[0] != 0 && instance[0] != '.' && ExprMatch(expr + 1, instance + 1, caseSensitive);
|
||||||
default:
|
default:
|
||||||
|
@ -769,7 +772,7 @@ namespace Godot
|
||||||
if (pos < 0)
|
if (pos < 0)
|
||||||
return string.Empty;
|
return string.Empty;
|
||||||
|
|
||||||
return instance.Substring(pos, (instance.Length - pos));
|
return instance.Substring(pos, instance.Length - pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static byte[] Sha256Buffer(this string instance)
|
public static byte[] Sha256Buffer(this string instance)
|
||||||
|
@ -822,7 +825,7 @@ namespace Godot
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return (2.0f * inter) / sum;
|
return 2.0f * inter / sum;
|
||||||
}
|
}
|
||||||
|
|
||||||
// <summary>
|
// <summary>
|
||||||
|
@ -847,7 +850,7 @@ namespace Godot
|
||||||
int end = instance.Find(divisor, from);
|
int end = instance.Find(divisor, from);
|
||||||
if (end < 0)
|
if (end < 0)
|
||||||
end = len;
|
end = len;
|
||||||
if (allow_empty || (end > from))
|
if (allow_empty || end > @from)
|
||||||
ret.Add(float.Parse(instance.Substring(from)));
|
ret.Add(float.Parse(instance.Substring(from)));
|
||||||
if (end == len)
|
if (end == len)
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -97,9 +97,9 @@ namespace Godot
|
||||||
|
|
||||||
return new Vector3
|
return new Vector3
|
||||||
(
|
(
|
||||||
(basis[0, 0] * vInv.x) + (basis[1, 0] * vInv.y) + (basis[2, 0] * vInv.z),
|
basis[0, 0] * vInv.x + basis[1, 0] * vInv.y + basis[2, 0] * vInv.z,
|
||||||
(basis[0, 1] * vInv.x) + (basis[1, 1] * vInv.y) + (basis[2, 1] * vInv.z),
|
basis[0, 1] * vInv.x + basis[1, 1] * vInv.y + basis[2, 1] * vInv.z,
|
||||||
(basis[0, 2] * vInv.x) + (basis[1, 2] * vInv.y) + (basis[2, 2] * vInv.z)
|
basis[0, 2] * vInv.x + basis[1, 2] * vInv.y + basis[2, 2] * vInv.z
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -163,7 +163,7 @@ namespace Godot
|
||||||
real_t dot = v1.Dot(v2);
|
real_t dot = v1.Dot(v2);
|
||||||
|
|
||||||
// Clamp dot to [-1, 1]
|
// Clamp dot to [-1, 1]
|
||||||
dot = (dot < -1.0f) ? -1.0f : ((dot > 1.0f) ? 1.0f : dot);
|
dot = dot < -1.0f ? -1.0f : (dot > 1.0f ? 1.0f : dot);
|
||||||
|
|
||||||
Vector2 v;
|
Vector2 v;
|
||||||
|
|
||||||
|
@ -214,7 +214,7 @@ namespace Godot
|
||||||
Vector2 onY = on.y;
|
Vector2 onY = on.y;
|
||||||
|
|
||||||
onX.Normalize();
|
onX.Normalize();
|
||||||
onY = onY - onX * (onX.Dot(onY));
|
onY = onY - onX * onX.Dot(onY);
|
||||||
onY.Normalize();
|
onY.Normalize();
|
||||||
|
|
||||||
on.x = onX;
|
on.x = onX;
|
||||||
|
|
|
@ -121,7 +121,7 @@ namespace Godot
|
||||||
real_t t2 = t * t;
|
real_t t2 = t * t;
|
||||||
real_t t3 = t2 * t;
|
real_t t3 = t2 * t;
|
||||||
|
|
||||||
return 0.5f * ((p1 * 2.0f) +
|
return 0.5f * (p1 * 2.0f +
|
||||||
(-p0 + p2) * t +
|
(-p0 + p2) * t +
|
||||||
(2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
|
(2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
|
||||||
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
|
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
|
||||||
|
@ -166,8 +166,8 @@ namespace Godot
|
||||||
{
|
{
|
||||||
var res = this;
|
var res = this;
|
||||||
|
|
||||||
res.x += (t * (b.x - x));
|
res.x += t * (b.x - x);
|
||||||
res.y += (t * (b.y - y));
|
res.y += t * (b.y - y);
|
||||||
|
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
|
|
@ -103,9 +103,9 @@ namespace Godot
|
||||||
{
|
{
|
||||||
return new Vector3
|
return new Vector3
|
||||||
(
|
(
|
||||||
(y * b.z) - (z * b.y),
|
y * b.z - z * b.y,
|
||||||
(z * b.x) - (x * b.z),
|
z * b.x - x * b.z,
|
||||||
(x * b.y) - (y * b.x)
|
x * b.y - y * b.x
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -120,7 +120,7 @@ namespace Godot
|
||||||
real_t t3 = t2 * t;
|
real_t t3 = t2 * t;
|
||||||
|
|
||||||
return 0.5f * (
|
return 0.5f * (
|
||||||
(p1 * 2.0f) + (-p0 + p2) * t +
|
p1 * 2.0f + (-p0 + p2) * t +
|
||||||
(2.0f * p0 - 5.0f * p1 + 4f * p2 - p3) * t2 +
|
(2.0f * p0 - 5.0f * p1 + 4f * p2 - p3) * t2 +
|
||||||
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
|
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3
|
||||||
);
|
);
|
||||||
|
@ -178,9 +178,9 @@ namespace Godot
|
||||||
{
|
{
|
||||||
return new Vector3
|
return new Vector3
|
||||||
(
|
(
|
||||||
x + (t * (b.x - x)),
|
x + t * (b.x - x),
|
||||||
y + (t * (b.y - y)),
|
y + t * (b.y - y),
|
||||||
z + (t * (b.z - z))
|
z + t * (b.z - z)
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue