From 43be7729bafd454526e580679bac2f1ca56960f0 Mon Sep 17 00:00:00 2001 From: Onek8 Date: Fri, 19 Sep 2025 17:17:41 +0000 Subject: [PATCH] moisesjpelaez - Tween var --- leenkx/Sources/iron/system/Tween.hx | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/leenkx/Sources/iron/system/Tween.hx b/leenkx/Sources/iron/system/Tween.hx index 2cafc8c..e0c11ed 100644 --- a/leenkx/Sources/iron/system/Tween.hx +++ b/leenkx/Sources/iron/system/Tween.hx @@ -94,34 +94,34 @@ class Tween { // Way too much Reflect trickery.. var ps = Reflect.fields(a.props); - for (i in 0...ps.length) { - var p = ps[i]; + for (j in 0...ps.length) { + var p = ps[j]; var k = a._time / a.duration; if (k > 1) k = 1; - if (a._comps[i] == 1) { - var fromVal: Float = a._x[i]; + if (a._comps[j] == 1) { + var fromVal: Float = a._x[j]; var toVal: Float = Reflect.getProperty(a.props, p); var val: Float = fromVal + (toVal - fromVal) * eases[a.ease](k); Reflect.setProperty(a.target, p, val); } - else { // _comps[i] == 4 + else { // _comps[j] == 4 var obj = Reflect.getProperty(a.props, p); var toX: Float = Reflect.getProperty(obj, "x"); var toY: Float = Reflect.getProperty(obj, "y"); var toZ: Float = Reflect.getProperty(obj, "z"); var toW: Float = Reflect.getProperty(obj, "w"); - if (a._normalize[i]) { - var qdot = (a._x[i] * toX) + (a._y[i] * toY) + (a._z[i] * toZ) + (a._w[i] * toW); + if (a._normalize[j]) { + var qdot = (a._x[j] * toX) + (a._y[j] * toY) + (a._z[j] * toZ) + (a._w[j] * toW); if (qdot < 0.0) { toX = -toX; toY = -toY; toZ = -toZ; toW = -toW; } } - var x: Float = a._x[i] + (toX - a._x[i]) * eases[a.ease](k); - var y: Float = a._y[i] + (toY - a._y[i]) * eases[a.ease](k); - var z: Float = a._z[i] + (toZ - a._z[i]) * eases[a.ease](k); - var w: Float = a._w[i] + (toW - a._w[i]) * eases[a.ease](k); - if (a._normalize[i]) { + var x: Float = a._x[j] + (toX - a._x[j]) * eases[a.ease](k); + var y: Float = a._y[j] + (toY - a._y[j]) * eases[a.ease](k); + var z: Float = a._z[j] + (toZ - a._z[j]) * eases[a.ease](k); + var w: Float = a._w[j] + (toW - a._w[j]) * eases[a.ease](k); + if (a._normalize[j]) { var l = Math.sqrt(x * x + y * y + z * z + w * w); if (l > 0.0) { l = 1.0 / l;