/**************************************************************************/ /* 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