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Minor clamp and float fixes

Aaron Franke 4 年之前
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ee79fc627c

+ 1 - 1
core/math/transform_2d.cpp

@@ -251,7 +251,7 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t
 
 	real_t dot = v1.dot(v2);
 
-	dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1]
+	dot = CLAMP(dot, -1.0, 1.0);
 
 	Vector2 v;
 

+ 8 - 8
modules/gdscript/gdscript_functions.cpp

@@ -285,7 +285,7 @@ void GDScriptFunctions::call(Function p_func, const Variant **p_args, int p_arg_
 				int64_t i = *p_args[0];
 				r_ret = i < 0 ? -1 : (i > 0 ? +1 : 0);
 			} else if (p_args[0]->get_type() == Variant::FLOAT) {
-				real_t r = *p_args[0];
+				double r = *p_args[0];
 				r_ret = r < 0.0 ? -1.0 : (r > 0.0 ? +1.0 : 0.0);
 			} else {
 				r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
@@ -510,8 +510,8 @@ void GDScriptFunctions::call(Function p_func, const Variant **p_args, int p_arg_
 				VALIDATE_ARG_NUM(0);
 				VALIDATE_ARG_NUM(1);
 
-				real_t a = *p_args[0];
-				real_t b = *p_args[1];
+				double a = *p_args[0];
+				double b = *p_args[1];
 
 				r_ret = MAX(a, b);
 			}
@@ -527,8 +527,8 @@ void GDScriptFunctions::call(Function p_func, const Variant **p_args, int p_arg_
 				VALIDATE_ARG_NUM(0);
 				VALIDATE_ARG_NUM(1);
 
-				real_t a = *p_args[0];
-				real_t b = *p_args[1];
+				double a = *p_args[0];
+				double b = *p_args[1];
 
 				r_ret = MIN(a, b);
 			}
@@ -545,9 +545,9 @@ void GDScriptFunctions::call(Function p_func, const Variant **p_args, int p_arg_
 				VALIDATE_ARG_NUM(1);
 				VALIDATE_ARG_NUM(2);
 
-				real_t a = *p_args[0];
-				real_t b = *p_args[1];
-				real_t c = *p_args[2];
+				double a = *p_args[0];
+				double b = *p_args[1];
+				double c = *p_args[2];
 
 				r_ret = CLAMP(a, b, c);
 			}

+ 1 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs

@@ -221,8 +221,7 @@ namespace Godot
 
             real_t dot = v1.Dot(v2);
 
-            // Clamp dot to [-1, 1]
-            dot = dot < -1.0f ? -1.0f : (dot > 1.0f ? 1.0f : dot);
+            dot = Mathf.Clamp(dot, -1.0f, 1.0f);
 
             Vector2 v;