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2f8ab4a654
Adds 3D fixed timestep interpolation to the rendering server. This does not yet include support for multimeshes or particles. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
96 lines
5.2 KiB
C++
96 lines
5.2 KiB
C++
/**************************************************************************/
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/* transform_interpolator.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TRANSFORM_INTERPOLATOR_H
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#define TRANSFORM_INTERPOLATOR_H
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#include "core/math/math_defs.h"
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#include "core/math/vector3.h"
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// Keep all the functions for fixed timestep interpolation together.
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// There are two stages involved:
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// Finding a method, for determining the interpolation method between two
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// keyframes (which are physics ticks).
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// And applying that pre-determined method.
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// Pre-determining the method makes sense because it is expensive and often
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// several frames may occur between each physics tick, which will make it cheaper
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// than performing every frame.
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struct Transform2D;
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struct Transform3D;
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struct Basis;
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struct Quaternion;
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class TransformInterpolator {
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public:
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enum Method {
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INTERP_LERP,
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INTERP_SLERP,
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INTERP_SCALED_SLERP,
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};
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private:
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_FORCE_INLINE_ static bool _sign(real_t p_val) { return p_val >= 0; }
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static real_t _vec3_sum(const Vector3 &p_pt) { return p_pt.x + p_pt.y + p_pt.z; }
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static real_t _vec3_normalize(Vector3 &p_vec);
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_FORCE_INLINE_ static bool _vec3_is_equal_approx(const Vector3 &p_a, const Vector3 &p_b, real_t p_tolerance) {
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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);
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}
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static Vector3 _basis_orthonormalize(Basis &r_basis);
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static Method _test_basis(Basis p_basis, bool r_needed_normalize, Quaternion &r_quat);
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static Basis _basis_slerp_unchecked(Basis p_from, Basis p_to, real_t p_fraction);
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static Quaternion _quat_slerp_unchecked(const Quaternion &p_from, const Quaternion &p_to, real_t p_fraction);
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static Quaternion _basis_to_quat_unchecked(const Basis &p_basis);
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static bool _basis_is_orthogonal(const Basis &p_basis, real_t p_epsilon = 0.01f);
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static bool _basis_is_orthogonal_any_scale(const Basis &p_basis);
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static void interpolate_basis_linear(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction);
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static void interpolate_basis_scaled_slerp(Basis p_prev, Basis p_curr, Basis &r_result, real_t p_fraction);
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public:
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static void interpolate_transform_2d(const Transform2D &p_prev, const Transform2D &p_curr, Transform2D &r_result, real_t p_fraction);
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// Generic functions, use when you don't know what method should be used, e.g. from GDScript.
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// These will be slower.
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static void interpolate_transform_3d(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction);
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static void interpolate_basis(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction);
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// Optimized function when you know ahead of time the method.
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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);
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static void interpolate_basis_via_method(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction, Method p_method);
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static real_t checksum_transform_3d(const Transform3D &p_transform);
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static Method find_method(const Basis &p_a, const Basis &p_b);
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};
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#endif // TRANSFORM_INTERPOLATOR_H
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