diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
index dee1e915120..23f6d9ca04e 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
@@ -115,16 +115,30 @@ namespace Godot
}
///
- /// Interpolates this transform to the other by .
+ /// Returns a transform interpolated between this transform and another
+ /// by a given
+ /// (on the range of 0.0 to 1.0).
///
/// The other transform.
/// A value on the range of 0.0 to 1.0, representing the amount of interpolation.
/// The interpolated transform.
public readonly Transform3D InterpolateWith(Transform3D transform, real_t weight)
{
- Basis retBasis = basis.Lerp(transform.basis, weight);
- Vector3 retOrigin = origin.Lerp(transform.origin, weight);
- return new Transform3D(retBasis, retOrigin);
+ Vector3 sourceScale = basis.Scale;
+ Quaternion sourceRotation = basis.GetRotationQuaternion();
+ Vector3 sourceLocation = origin;
+
+ Vector3 destinationScale = transform.basis.Scale;
+ Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
+ Vector3 destinationLocation = transform.origin;
+
+ var interpolated = new Transform3D();
+ Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
+ Vector3 scale = sourceScale.Lerp(destinationScale, weight);
+ interpolated.basis.SetQuaternionScale(quaternion, scale);
+ interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
+
+ return interpolated;
}
///
@@ -233,34 +247,6 @@ namespace Godot
return new Transform3D(basis * tmpBasis, origin);
}
- ///
- /// Returns a transform spherically interpolated between this transform and
- /// another by .
- ///
- /// The other transform.
- /// A value on the range of 0.0 to 1.0, representing the amount of interpolation.
- /// The interpolated transform.
- public readonly Transform3D SphericalInterpolateWith(Transform3D transform, real_t weight)
- {
- /* not sure if very "efficient" but good enough? */
-
- Vector3 sourceScale = basis.Scale;
- Quaternion sourceRotation = basis.GetRotationQuaternion();
- Vector3 sourceLocation = origin;
-
- Vector3 destinationScale = transform.basis.Scale;
- Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
- Vector3 destinationLocation = transform.origin;
-
- var interpolated = new Transform3D();
- Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
- Vector3 scale = sourceScale.Lerp(destinationScale, weight);
- interpolated.basis.SetQuaternionScale(quaternion, scale);
- interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
-
- return interpolated;
- }
-
private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
// Make rotation matrix