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- /**************************************************************************/
- /* transform_interpolator.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef TRANSFORM_INTERPOLATOR_H
- #define TRANSFORM_INTERPOLATOR_H
- #include "core/math/math_defs.h"
- #include "core/math/vector3.h"
- // Keep all the functions for fixed timestep interpolation together.
- // There are two stages involved:
- // Finding a method, for determining the interpolation method between two
- // keyframes (which are physics ticks).
- // And applying that pre-determined method.
- // Pre-determining the method makes sense because it is expensive and often
- // several frames may occur between each physics tick, which will make it cheaper
- // than performing every frame.
- struct Transform2D;
- struct Transform3D;
- struct Basis;
- struct Quaternion;
- class TransformInterpolator {
- public:
- enum Method {
- INTERP_LERP,
- INTERP_SLERP,
- INTERP_SCALED_SLERP,
- };
- private:
- _FORCE_INLINE_ static bool _sign(real_t p_val) { return p_val >= 0; }
- static real_t _vec3_sum(const Vector3 &p_pt) { return p_pt.x + p_pt.y + p_pt.z; }
- static real_t _vec3_normalize(Vector3 &p_vec);
- _FORCE_INLINE_ static bool _vec3_is_equal_approx(const Vector3 &p_a, const Vector3 &p_b, real_t p_tolerance) {
- return Math::is_equal_approx(p_a.x, p_b.x, p_tolerance) && Math::is_equal_approx(p_a.y, p_b.y, p_tolerance) && Math::is_equal_approx(p_a.z, p_b.z, p_tolerance);
- }
- static Vector3 _basis_orthonormalize(Basis &r_basis);
- static Method _test_basis(Basis p_basis, bool r_needed_normalize, Quaternion &r_quat);
- static Basis _basis_slerp_unchecked(Basis p_from, Basis p_to, real_t p_fraction);
- static Quaternion _quat_slerp_unchecked(const Quaternion &p_from, const Quaternion &p_to, real_t p_fraction);
- static Quaternion _basis_to_quat_unchecked(const Basis &p_basis);
- static bool _basis_is_orthogonal(const Basis &p_basis, real_t p_epsilon = 0.01f);
- static bool _basis_is_orthogonal_any_scale(const Basis &p_basis);
- static void interpolate_basis_linear(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction);
- static void interpolate_basis_scaled_slerp(Basis p_prev, Basis p_curr, Basis &r_result, real_t p_fraction);
- public:
- static void interpolate_transform_2d(const Transform2D &p_prev, const Transform2D &p_curr, Transform2D &r_result, real_t p_fraction);
- // Generic functions, use when you don't know what method should be used, e.g. from GDScript.
- // These will be slower.
- static void interpolate_transform_3d(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction);
- static void interpolate_basis(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction);
- // Optimized function when you know ahead of time the method.
- static void interpolate_transform_3d_via_method(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction, Method p_method);
- static void interpolate_basis_via_method(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction, Method p_method);
- static real_t checksum_transform_3d(const Transform3D &p_transform);
- static Method find_method(const Basis &p_a, const Basis &p_b);
- };
- #endif // TRANSFORM_INTERPOLATOR_H
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