5162efbfe9
Adds support to canvas items and Camera2D.
414 lines
14 KiB
C++
414 lines
14 KiB
C++
/**************************************************************************/
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/* transform_interpolator.cpp */
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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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#include "transform_interpolator.h"
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#include "core/math/transform_2d.h"
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void TransformInterpolator::interpolate_transform_2d(const Transform2D &p_prev, const Transform2D &p_curr, Transform2D &r_result, real_t p_fraction) {
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// Extract parameters.
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Vector2 p1 = p_prev.get_origin();
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Vector2 p2 = p_curr.get_origin();
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// Special case for physics interpolation, if flipping, don't interpolate basis.
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// If the determinant polarity changes, the handedness of the coordinate system changes.
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if (_sign(p_prev.determinant()) != _sign(p_curr.determinant())) {
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r_result.elements[0] = p_curr.elements[0];
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r_result.elements[1] = p_curr.elements[1];
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r_result.set_origin(Vector2::linear_interpolate(p1, p2, p_fraction));
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return;
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}
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real_t r1 = p_prev.get_rotation();
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real_t r2 = p_curr.get_rotation();
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Size2 s1 = p_prev.get_scale();
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Size2 s2 = p_curr.get_scale();
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// Slerp rotation.
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Vector2 v1(Math::cos(r1), Math::sin(r1));
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Vector2 v2(Math::cos(r2), Math::sin(r2));
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real_t dot = v1.dot(v2);
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dot = CLAMP(dot, -1, 1);
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Vector2 v;
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if (dot > 0.9995f) {
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v = Vector2::linear_interpolate(v1, v2, p_fraction).normalized(); // Linearly interpolate to avoid numerical precision issues.
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} else {
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real_t angle = p_fraction * Math::acos(dot);
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Vector2 v3 = (v2 - v1 * dot).normalized();
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v = v1 * Math::cos(angle) + v3 * Math::sin(angle);
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}
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// Construct matrix.
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r_result = Transform2D(Math::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_fraction));
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r_result.scale_basis(Vector2::linear_interpolate(s1, s2, p_fraction));
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}
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void TransformInterpolator::interpolate_transform(const Transform &p_prev, const Transform &p_curr, Transform &r_result, real_t p_fraction) {
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r_result.origin = p_prev.origin + ((p_curr.origin - p_prev.origin) * p_fraction);
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interpolate_basis(p_prev.basis, p_curr.basis, r_result.basis, p_fraction);
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}
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void TransformInterpolator::interpolate_basis(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction) {
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Method method = find_method(p_prev, p_curr);
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interpolate_basis_via_method(p_prev, p_curr, r_result, p_fraction, method);
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}
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void TransformInterpolator::interpolate_transform_via_method(const Transform &p_prev, const Transform &p_curr, Transform &r_result, real_t p_fraction, Method p_method) {
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r_result.origin = p_prev.origin + ((p_curr.origin - p_prev.origin) * p_fraction);
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interpolate_basis_via_method(p_prev.basis, p_curr.basis, r_result.basis, p_fraction, p_method);
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}
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void TransformInterpolator::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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switch (p_method) {
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default: {
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interpolate_basis_linear(p_prev, p_curr, r_result, p_fraction);
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} break;
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case INTERP_SLERP: {
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r_result = _basis_slerp_unchecked(p_prev, p_curr, p_fraction);
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} break;
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case INTERP_SCALED_SLERP: {
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interpolate_basis_scaled_slerp(p_prev, p_curr, r_result, p_fraction);
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} break;
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}
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}
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Quat TransformInterpolator::_basis_to_quat_unchecked(const Basis &p_basis) {
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Basis m = p_basis;
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real_t trace = m.elements[0][0] + m.elements[1][1] + m.elements[2][2];
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real_t temp[4];
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if (trace > 0) {
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real_t s = Math::sqrt(trace + 1.0f);
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temp[3] = (s * 0.5f);
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s = 0.5f / s;
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temp[0] = ((m.elements[2][1] - m.elements[1][2]) * s);
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temp[1] = ((m.elements[0][2] - m.elements[2][0]) * s);
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temp[2] = ((m.elements[1][0] - m.elements[0][1]) * s);
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} else {
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int i = m.elements[0][0] < m.elements[1][1]
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? (m.elements[1][1] < m.elements[2][2] ? 2 : 1)
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: (m.elements[0][0] < m.elements[2][2] ? 2 : 0);
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int j = (i + 1) % 3;
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int k = (i + 2) % 3;
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real_t s = Math::sqrt(m.elements[i][i] - m.elements[j][j] - m.elements[k][k] + 1.0f);
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temp[i] = s * 0.5f;
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s = 0.5f / s;
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temp[3] = (m.elements[k][j] - m.elements[j][k]) * s;
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temp[j] = (m.elements[j][i] + m.elements[i][j]) * s;
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temp[k] = (m.elements[k][i] + m.elements[i][k]) * s;
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}
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return Quat(temp[0], temp[1], temp[2], temp[3]);
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}
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Quat TransformInterpolator::_quat_slerp_unchecked(const Quat &p_from, const Quat &p_to, real_t p_fraction) {
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Quat to1;
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real_t omega, cosom, sinom, scale0, scale1;
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// calc cosine
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cosom = p_from.dot(p_to);
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// adjust signs (if necessary)
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if (cosom < 0.0f) {
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cosom = -cosom;
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to1.x = -p_to.x;
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to1.y = -p_to.y;
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to1.z = -p_to.z;
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to1.w = -p_to.w;
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} else {
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to1.x = p_to.x;
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to1.y = p_to.y;
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to1.z = p_to.z;
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to1.w = p_to.w;
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}
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// calculate coefficients
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// This check could possibly be removed as we dealt with this
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// case in the find_method() function, but is left for safety, it probably
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// isn't a bottleneck.
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if ((1.0f - cosom) > (real_t)CMP_EPSILON) {
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// standard case (slerp)
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omega = Math::acos(cosom);
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sinom = Math::sin(omega);
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scale0 = Math::sin((1.0f - p_fraction) * omega) / sinom;
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scale1 = Math::sin(p_fraction * omega) / sinom;
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} else {
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// "from" and "to" quaternions are very close
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// ... so we can do a linear interpolation
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scale0 = 1.0f - p_fraction;
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scale1 = p_fraction;
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}
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// calculate final values
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return Quat(
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scale0 * p_from.x + scale1 * to1.x,
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scale0 * p_from.y + scale1 * to1.y,
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scale0 * p_from.z + scale1 * to1.z,
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scale0 * p_from.w + scale1 * to1.w);
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}
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Basis TransformInterpolator::_basis_slerp_unchecked(Basis p_from, Basis p_to, real_t p_fraction) {
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Quat from = _basis_to_quat_unchecked(p_from);
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Quat to = _basis_to_quat_unchecked(p_to);
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Basis b(_quat_slerp_unchecked(from, to, p_fraction));
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return b;
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}
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void TransformInterpolator::interpolate_basis_scaled_slerp(Basis p_prev, Basis p_curr, Basis &r_result, real_t p_fraction) {
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// normalize both and find lengths
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Vector3 lengths_prev = _basis_orthonormalize(p_prev);
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Vector3 lengths_curr = _basis_orthonormalize(p_curr);
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r_result = _basis_slerp_unchecked(p_prev, p_curr, p_fraction);
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// now the result is unit length basis, we need to scale
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Vector3 lengths_lerped = lengths_prev + ((lengths_curr - lengths_prev) * p_fraction);
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// keep a note that the column / row order of the basis is weird,
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// so keep an eye for bugs with this.
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r_result[0] *= lengths_lerped;
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r_result[1] *= lengths_lerped;
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r_result[2] *= lengths_lerped;
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}
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void TransformInterpolator::interpolate_basis_linear(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction) {
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// interpolate basis
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r_result = p_prev.lerp(p_curr, p_fraction);
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// It turns out we need to guard against zero scale basis.
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// This is kind of silly, as we should probably fix the bugs elsewhere in Godot that can't deal with
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// zero scale, but until that time...
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for (int n = 0; n < 3; n++) {
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Vector3 &axis = r_result[n];
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// not ok, this could cause errors due to bugs elsewhere,
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// so we will bodge set this to a small value
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const real_t smallest = 0.0001f;
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const real_t smallest_squared = smallest * smallest;
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if (axis.length_squared() < smallest_squared) {
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// setting a different component to the smallest
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// helps prevent the situation where all the axes are pointing in the same direction,
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// which could be a problem for e.g. cross products..
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axis[n] = smallest;
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}
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}
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}
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real_t TransformInterpolator::checksum_transform(const Transform &p_transform) {
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// just a really basic checksum, this can probably be improved
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real_t sum = vec3_sum(p_transform.origin);
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sum -= vec3_sum(p_transform.basis.elements[0]);
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sum += vec3_sum(p_transform.basis.elements[1]);
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sum -= vec3_sum(p_transform.basis.elements[2]);
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return sum;
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}
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// return length
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real_t TransformInterpolator::_vec3_normalize(Vector3 &p_vec) {
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real_t lengthsq = p_vec.length_squared();
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if (lengthsq == 0.0f) {
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p_vec.x = p_vec.y = p_vec.z = 0.0f;
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return 0.0f;
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}
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real_t length = Math::sqrt(lengthsq);
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p_vec.x /= length;
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p_vec.y /= length;
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p_vec.z /= length;
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return length;
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}
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// returns lengths
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Vector3 TransformInterpolator::_basis_orthonormalize(Basis &r_basis) {
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// Gram-Schmidt Process
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Vector3 x = r_basis.get_axis(0);
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Vector3 y = r_basis.get_axis(1);
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Vector3 z = r_basis.get_axis(2);
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Vector3 lengths;
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lengths.x = _vec3_normalize(x);
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y = (y - x * (x.dot(y)));
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lengths.y = _vec3_normalize(y);
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z = (z - x * (x.dot(z)) - y * (y.dot(z)));
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lengths.z = _vec3_normalize(z);
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r_basis.set_axis(0, x);
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r_basis.set_axis(1, y);
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r_basis.set_axis(2, z);
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return lengths;
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}
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TransformInterpolator::Method TransformInterpolator::_test_basis(Basis p_basis, bool r_needed_normalize, Quat &r_quat) {
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// axis lengths
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Vector3 al = Vector3(p_basis.get_axis(0).length_squared(),
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p_basis.get_axis(1).length_squared(),
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p_basis.get_axis(2).length_squared());
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// non unit scale?
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if (r_needed_normalize || !al.is_equal_approx(Vector3(1.0, 1.0, 1.0), (real_t)0.001f)) {
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// If the basis is not normalized (at least approximately), it will fail the checks needed for slerp.
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// So we try to detect a scaled (but not sheared) basis, which we *can* slerp by normalizing first,
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// and lerping the scales separately.
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// if any of the axes are really small, it is unlikely to be a valid rotation, or is scaled too small to deal with float error
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const real_t sl_epsilon = 0.00001f;
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if ((al.x < sl_epsilon) ||
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(al.y < sl_epsilon) ||
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(al.z < sl_epsilon)) {
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return INTERP_LERP;
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}
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// normalize the basis
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Basis norm_basis = p_basis;
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al.x = Math::sqrt(al.x);
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al.y = Math::sqrt(al.y);
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al.z = Math::sqrt(al.z);
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norm_basis.set_axis(0, norm_basis.get_axis(0) / al.x);
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norm_basis.set_axis(1, norm_basis.get_axis(1) / al.y);
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norm_basis.set_axis(2, norm_basis.get_axis(2) / al.z);
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// This doesn't appear necessary, as the later checks will catch it
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// if (!_basis_is_orthogonal_any_scale(norm_basis)) {
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// return INTERP_LERP;
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// }
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p_basis = norm_basis;
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// Orthonormalize not necessary as normal normalization(!) works if the
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// axes are orthonormal.
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// p_basis.orthonormalize();
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// if we needed to normalize one of the two basis, we will need to normalize both,
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// regardless of whether the 2nd needs it, just to make sure it takes the path to return
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// INTERP_SCALED_LERP on the 2nd call of _test_basis.
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r_needed_normalize = true;
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}
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// Apply less stringent tests than the built in slerp, the standard Godot slerp
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// is too susceptible to float error to be useful
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real_t det = p_basis.determinant();
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if (!Math::is_equal_approx(det, 1, (real_t)0.01f)) {
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return INTERP_LERP;
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}
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if (!_basis_is_orthogonal(p_basis)) {
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return INTERP_LERP;
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}
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// This could possibly be less stringent too, check this.
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r_quat = _basis_to_quat_unchecked(p_basis);
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if (!r_quat.is_normalized()) {
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return INTERP_LERP;
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}
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return r_needed_normalize ? INTERP_SCALED_SLERP : INTERP_SLERP;
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}
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// This check doesn't seem to be needed but is preserved in case of bugs.
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bool TransformInterpolator::_basis_is_orthogonal_any_scale(const Basis &p_basis) {
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Vector3 cross = p_basis.get_axis(0).cross(p_basis.get_axis(1));
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real_t l = _vec3_normalize(cross);
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// too small numbers, revert to lerp
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if (l < 0.001f) {
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return false;
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}
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const real_t epsilon = 0.9995f;
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real_t dot = cross.dot(p_basis.get_axis(2));
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if (dot < epsilon) {
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return false;
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}
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cross = p_basis.get_axis(1).cross(p_basis.get_axis(2));
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l = _vec3_normalize(cross);
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// too small numbers, revert to lerp
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if (l < 0.001f) {
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return false;
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}
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dot = cross.dot(p_basis.get_axis(0));
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if (dot < epsilon) {
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return false;
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}
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return true;
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}
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bool TransformInterpolator::_basis_is_orthogonal(const Basis &p_basis, real_t p_epsilon) {
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Basis identity;
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Basis m = p_basis * p_basis.transposed();
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// Less stringent tests than the standard Godot slerp
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if (!m[0].is_equal_approx(identity[0], p_epsilon) || !m[1].is_equal_approx(identity[1], p_epsilon) || !m[2].is_equal_approx(identity[2], p_epsilon)) {
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return false;
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}
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return true;
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}
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TransformInterpolator::Method TransformInterpolator::find_method(const Basis &p_a, const Basis &p_b) {
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bool needed_normalize = false;
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Quat q0;
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Method method = _test_basis(p_a, needed_normalize, q0);
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if (method == INTERP_LERP) {
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return method;
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}
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Quat q1;
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method = _test_basis(p_b, needed_normalize, q1);
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if (method == INTERP_LERP) {
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return method;
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}
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// Are they close together?
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// Apply the same test that will revert to lerp as
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// is present in the slerp routine.
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// Calc cosine
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real_t cosom = Math::abs(q0.dot(q1));
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if ((1.0f - cosom) <= (real_t)CMP_EPSILON) {
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return INTERP_LERP;
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}
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return method;
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}
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