diff options
Diffstat (limited to 'core/math/transform_interpolator.h')
-rw-r--r-- | core/math/transform_interpolator.h | 51 |
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 |