-
Notifications
You must be signed in to change notification settings - Fork 7
/
smooth.h
78 lines (60 loc) · 2.49 KB
/
smooth.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
// Copyright (c) 2019 Lawnjelly
// 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.
/* smooth.h */
#ifndef SMOOTH_H
#define SMOOTH_H
/**
@author lawnjelly <[email protected]>
*/
#include "scene/3d/spatial.h"
// Smooth node allows fixed timestep interpolation without having to write any code.
// It requires a proxy node (which is moved on physics tick), e.g. a rigid body or manually moved spatial..
// and instead of having MeshInstance as a child of this, you add Smooth node to another part of the scene graph,
// make the MeshInstance a child of the smooth node, then choose the proxy as the target for the smooth node.
// Note that in the special case of manually moving the proxy to a completely new location, you should call
// 'teleport' on the smooth node after setting the proxy node transform. This will ensure that the current AND
// previous transform records are reset, so it moves instantaneously.
class Smooth : public Spatial {
GDCLASS(Smooth, Spatial);
// custom
private:
class STransform {
public:
Transform m_Transform;
Quat m_qtRotate;
Vector3 m_ptScale;
};
Vector3 m_ptTranslateDiff;
public:
enum eMethod {
METHOD_SLERP,
METHOD_LERP,
};
#define SMOOTHNODE Spatial
#include "smooth_header.inl"
#undef SMOOTHNODE
// specific
public:
Smooth();
void set_method(eMethod p_method);
eMethod get_method() const;
private:
void LerpBasis(const Basis &from, const Basis &to, Basis &res, float f) const;
};
VARIANT_ENUM_CAST(Smooth::eMode);
VARIANT_ENUM_CAST(Smooth::eMethod);
#endif