/**************************************************************************/ /* transform_interpolator.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "transform_interpolator.h" #include "core/math/transform_2d.h" void TransformInterpolator::interpolate_transform_2d(const Transform2D &p_prev, const Transform2D &p_curr, Transform2D &r_result, real_t p_fraction) { // Extract parameters. Vector2 p1 = p_prev.get_origin(); Vector2 p2 = p_curr.get_origin(); // Special case for physics interpolation, if flipping, don't interpolate basis. // If the determinant polarity changes, the handedness of the coordinate system changes. if (_sign(p_prev.determinant()) != _sign(p_curr.determinant())) { r_result.columns[0] = p_curr.columns[0]; r_result.columns[1] = p_curr.columns[1]; r_result.set_origin(p1.lerp(p2, p_fraction)); return; } real_t r1 = p_prev.get_rotation(); real_t r2 = p_curr.get_rotation(); Size2 s1 = p_prev.get_scale(); Size2 s2 = p_curr.get_scale(); // Slerp rotation. Vector2 v1(Math::cos(r1), Math::sin(r1)); Vector2 v2(Math::cos(r2), Math::sin(r2)); real_t dot = v1.dot(v2); dot = CLAMP(dot, -1, 1); Vector2 v; if (dot > 0.9995f) { v = v1.lerp(v2, p_fraction).normalized(); // Linearly interpolate to avoid numerical precision issues. } else { real_t angle = p_fraction * Math::acos(dot); Vector2 v3 = (v2 - v1 * dot).normalized(); v = v1 * Math::cos(angle) + v3 * Math::sin(angle); } // Construct matrix. r_result = Transform2D(Math::atan2(v.y, v.x), p1.lerp(p2, p_fraction)); r_result.scale_basis(s1.lerp(s2, p_fraction)); }