diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
index 00e775e6adc..124410a1c2d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs
@@ -175,7 +175,8 @@ namespace Godot
}
///
- /// Cubic interpolates between two values by a normalized value with pre and post values.
+ /// Cubic interpolates between two values by the factor defined in
+ /// with pre and post values.
///
/// The start value for interpolation.
/// The destination value for interpolation.
@@ -192,6 +193,33 @@ namespace Godot
(-pre + 3.0f * from - 3.0f * to + post) * (weight * weight * weight));
}
+ ///
+ /// Cubic interpolates between two values by the factor defined in
+ /// with pre and post values.
+ /// It can perform smoother interpolation than
+ /// by the time values.
+ ///
+ /// The start value for interpolation.
+ /// The destination value for interpolation.
+ /// The value which before "from" value for interpolation.
+ /// The value which after "to" value for interpolation.
+ /// A value on the range of 0.0 to 1.0, representing the amount of interpolation.
+ ///
+ ///
+ ///
+ /// The resulting value of the interpolation.
+ public static real_t CubicInterpolateInTime(real_t from, real_t to, real_t pre, real_t post, real_t weight, real_t toT, real_t preT, real_t postT)
+ {
+ /* Barry-Goldman method */
+ real_t t = Lerp(0.0f, toT, weight);
+ real_t a1 = Lerp(pre, from, preT == 0 ? 0.0f : (t - preT) / -preT);
+ real_t a2 = Lerp(from, to, toT == 0 ? 0.5f : t / toT);
+ real_t a3 = Lerp(to, post, postT - toT == 0 ? 1.0f : (t - toT) / (postT - toT));
+ real_t b1 = Lerp(a1, a2, toT - preT == 0 ? 0.0f : (t - preT) / (toT - preT));
+ real_t b2 = Lerp(a2, a3, postT == 0 ? 1.0f : t / postT);
+ return Lerp(b1, b2, toT == 0 ? 0.5f : t / toT);
+ }
+
///
/// Returns the point at the given on a one-dimensional Bezier curve defined by
/// the given , and points.
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
index 8568ecf2998..5cc478ca710 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
@@ -195,6 +195,75 @@ namespace Godot
return q1.Slerp(q2, weight);
}
+ ///
+ /// Performs a spherical cubic interpolation between quaternions , this quaternion,
+ /// , and , by the given amount .
+ /// It can perform smoother interpolation than
+ /// by the time values.
+ ///
+ /// The destination quaternion.
+ /// A quaternion before this quaternion.
+ /// A quaternion after .
+ /// A value on the range of 0.0 to 1.0, representing the amount of interpolation.
+ ///
+ ///
+ ///
+ /// The interpolated quaternion.
+ public Quaternion SphericalCubicInterpolateInTime(Quaternion b, Quaternion preA, Quaternion postB, real_t weight, real_t bT, real_t preAT, real_t postBT)
+ {
+#if DEBUG
+ if (!IsNormalized())
+ {
+ throw new InvalidOperationException("Quaternion is not normalized");
+ }
+ if (!b.IsNormalized())
+ {
+ throw new ArgumentException("Argument is not normalized", nameof(b));
+ }
+#endif
+
+ // Align flip phases.
+ Quaternion fromQ = new Basis(this).GetRotationQuaternion();
+ Quaternion preQ = new Basis(preA).GetRotationQuaternion();
+ Quaternion toQ = new Basis(b).GetRotationQuaternion();
+ Quaternion postQ = new Basis(postB).GetRotationQuaternion();
+
+ // Flip quaternions to shortest path if necessary.
+ bool flip1 = Math.Sign(fromQ.Dot(preQ)) < 0;
+ preQ = flip1 ? -preQ : preQ;
+ bool flip2 = Math.Sign(fromQ.Dot(toQ)) < 0;
+ toQ = flip2 ? -toQ : toQ;
+ bool flip3 = flip2 ? toQ.Dot(postQ) <= 0 : Math.Sign(toQ.Dot(postQ)) < 0;
+ postQ = flip3 ? -postQ : postQ;
+
+ // Calc by Expmap in fromQ space.
+ Quaternion lnFrom = new Quaternion(0, 0, 0, 0);
+ Quaternion lnTo = (fromQ.Inverse() * toQ).Log();
+ Quaternion lnPre = (fromQ.Inverse() * preQ).Log();
+ Quaternion lnPost = (fromQ.Inverse() * postQ).Log();
+ Quaternion ln = new Quaternion(
+ Mathf.CubicInterpolateInTime(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight, bT, preAT, postBT),
+ 0);
+ Quaternion q1 = fromQ * ln.Exp();
+
+ // Calc by Expmap in toQ space.
+ lnFrom = (toQ.Inverse() * fromQ).Log();
+ lnTo = new Quaternion(0, 0, 0, 0);
+ lnPre = (toQ.Inverse() * preQ).Log();
+ lnPost = (toQ.Inverse() * postQ).Log();
+ ln = new Quaternion(
+ Mathf.CubicInterpolateInTime(lnFrom.x, lnTo.x, lnPre.x, lnPost.x, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.y, lnTo.y, lnPre.y, lnPost.y, weight, bT, preAT, postBT),
+ Mathf.CubicInterpolateInTime(lnFrom.z, lnTo.z, lnPre.z, lnPost.z, weight, bT, preAT, postBT),
+ 0);
+ Quaternion q2 = toQ * ln.Exp();
+
+ // To cancel error made by Expmap ambiguity, do blends.
+ return q1.Slerp(q2, weight);
+ }
+
///
/// Returns the dot product of two quaternions.
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
index 03ee12884b3..b2964db8cd6 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
@@ -215,6 +215,29 @@ namespace Godot
);
}
+ ///
+ /// Performs a cubic interpolation between vectors , this vector,
+ /// , and , by the given amount .
+ /// It can perform smoother interpolation than
+ /// by the time values.
+ ///
+ /// The destination vector.
+ /// A vector before this vector.
+ /// A vector after .
+ /// A value on the range of 0.0 to 1.0, representing the amount of interpolation.
+ ///
+ ///
+ ///
+ /// The interpolated vector.
+ public Vector2 CubicInterpolateInTime(Vector2 b, Vector2 preA, Vector2 postB, real_t weight, real_t t, real_t preAT, real_t postBT)
+ {
+ return new Vector2
+ (
+ Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT)
+ );
+ }
+
///
/// Returns the point at the given on a one-dimensional Bezier curve defined by this vector
/// and the given , and points.
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index cdba06c0892..b53ca5e45a2 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -208,6 +208,30 @@ namespace Godot
);
}
+ ///
+ /// Performs a cubic interpolation between vectors , this vector,
+ /// , and , by the given amount .
+ /// It can perform smoother interpolation than
+ /// by the time values.
+ ///
+ /// The destination vector.
+ /// A vector before this vector.
+ /// A vector after .
+ /// A value on the range of 0.0 to 1.0, representing the amount of interpolation.
+ ///
+ ///
+ ///
+ /// The interpolated vector.
+ public Vector3 CubicInterpolateInTime(Vector3 b, Vector3 preA, Vector3 postB, real_t weight, real_t t, real_t preAT, real_t postBT)
+ {
+ return new Vector3
+ (
+ Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(z, b.z, preA.z, postB.z, weight, t, preAT, postBT)
+ );
+ }
+
///
/// Returns the point at the given on a one-dimensional Bezier curve defined by this vector
/// and the given , and points.
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
index 705da046929..b6f243dfb40 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
@@ -192,6 +192,31 @@ namespace Godot
);
}
+ ///
+ /// Performs a cubic interpolation between vectors , this vector,
+ /// , and , by the given amount .
+ /// It can perform smoother interpolation than
+ /// by the time values.
+ ///
+ /// The destination vector.
+ /// A vector before this vector.
+ /// A vector after .
+ /// A value on the range of 0.0 to 1.0, representing the amount of interpolation.
+ ///
+ ///
+ ///
+ /// The interpolated vector.
+ public Vector4 CubicInterpolateInTime(Vector4 b, Vector4 preA, Vector4 postB, real_t weight, real_t t, real_t preAT, real_t postBT)
+ {
+ return new Vector4
+ (
+ Mathf.CubicInterpolateInTime(x, b.x, preA.x, postB.x, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(y, b.y, preA.y, postB.y, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(y, b.z, preA.z, postB.z, weight, t, preAT, postBT),
+ Mathf.CubicInterpolateInTime(w, b.w, preA.w, postB.w, weight, t, preAT, postBT)
+ );
+ }
+
///
/// Returns the normalized vector pointing from this vector to .
///