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-rw-r--r--core/math/transform_interpolator.h51
1 files changed, 50 insertions, 1 deletions
diff --git a/core/math/transform_interpolator.h b/core/math/transform_interpolator.h
index a9bce2bd7f..cc556707e4 100644
--- a/core/math/transform_interpolator.h
+++ b/core/math/transform_interpolator.h
@@ -32,15 +32,64 @@
#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:
- static bool _sign(real_t p_val) { return p_val >= 0; }
+ _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