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refactor rotation interpolation logic for PathFollower3D #64043
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In the process of inspecting code of PathFollower3D, I find other things that can be improved.
which doesn't make sense in 3D and incorrect. In the code Probably it is better to following the naming convention in the code, and name them as:
However this will break api, where should I ask permission for this?
This needs a major refactor of the baking code.
I'd like to inspecting further on points 2 and 3, but if I make bigger change than current PR, how should I organize it. Is it possible to base the next PR on this PR, when it is not merged yet? It's a long post. Thank you for your patience and probably advices :) |
I suggest opening an issue on the godot-proposals repository.
Yes, you can create a pull request that includes commits from another pull request. To do so, create a branch from your current fork's branch that you use for this pull request, make one or more new commits (don't squash!), then open a pull request against Godot's upstream |
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Move logic for `ROTAION_NONE` and `ROTATION_ORIENTED` from PathFollower3D to Curve3D. There is *no* functionality change. To move other modes require more substantial refactor, as the current Parallel Transform Frame algorithm keep internal state, and interpolation on Curve3D should be stateless.
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thanks!
I opened an proposal |
close this one, as it is incoporated in #64212 |
This PR is related with PR #63956, which do the same thing for PathFollower2D.
Move logic for
ROTAION_NONE
andROTATION_ORIENTED
from PathFollower3Dto Curve3D. There is no functionality change.
To move other modes require more substantial refactor, as
the current Parallel Transform Frame algorithm keep internal state, and
interpolation on Curve3D should be stateless.