ae67e51ceb
Adds fixed timestep interpolation to the visual server. Switchable on and off with project setting. This version does not add new API for set_transform etc, when nodes have the interpolated flag set they will always use interpolation.
88 lines
3.9 KiB
C++
88 lines
3.9 KiB
C++
/*************************************************************************/
|
|
/* interpolator.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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 "interpolator.h"
|
|
|
|
#include "core/math/transform.h"
|
|
|
|
void Interpolator::interpolate_transform(const Transform &p_prev, const Transform &p_curr, Transform &r_result, real_t p_fraction, Method p_method) {
|
|
switch (p_method) {
|
|
default: {
|
|
interpolate_transform_linear(p_prev, p_curr, r_result, p_fraction);
|
|
} break;
|
|
case INTERP_SLERP: {
|
|
r_result.origin = p_prev.origin + ((p_curr.origin - p_prev.origin) * p_fraction);
|
|
r_result.basis = p_prev.basis.slerp(p_curr.basis, p_fraction);
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void Interpolator::interpolate_transform_linear(const Transform &p_prev, const Transform &p_curr, Transform &r_result, real_t p_fraction) {
|
|
// interpolate translate
|
|
r_result.origin = p_prev.origin + ((p_curr.origin - p_prev.origin) * p_fraction);
|
|
|
|
// interpolate basis
|
|
for (int n = 0; n < 3; n++) {
|
|
r_result.basis.elements[n] = p_prev.basis.elements[n].linear_interpolate(p_curr.basis.elements[n], p_fraction);
|
|
}
|
|
}
|
|
|
|
real_t Interpolator::checksum_transform(const Transform &p_transform) {
|
|
// just a really basic checksum, this can probably be improved
|
|
real_t sum = vec3_sum(p_transform.origin);
|
|
sum -= vec3_sum(p_transform.basis.elements[0]);
|
|
sum += vec3_sum(p_transform.basis.elements[1]);
|
|
sum -= vec3_sum(p_transform.basis.elements[2]);
|
|
return sum;
|
|
}
|
|
|
|
bool Interpolator::should_slerp(const Basis &p_a, const Basis &p_b) {
|
|
// the two basis should be suitable, and also if they are close enough,
|
|
// no need for a slerp anyway.
|
|
bool slerp = false;
|
|
if (p_a.is_rotation()) {
|
|
Quat from(p_a);
|
|
|
|
if (from.is_normalized() && p_b.is_rotation()) {
|
|
Quat to(p_b);
|
|
if (to.is_normalized()) {
|
|
// are they close together?
|
|
// calc cosine
|
|
real_t cosom = Math::abs(from.dot(to));
|
|
if ((1.0 - cosom) > CMP_EPSILON) {
|
|
slerp = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return slerp;
|
|
}
|