C#: Fix `Transform3D` interpolation and add spherical interpolation

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Raul Santos 2022-08-24 11:46:38 +02:00
parent b35fcf3620
commit 961a086d20
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2 changed files with 40 additions and 17 deletions

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@ -498,6 +498,15 @@ namespace Godot
); );
} }
internal Basis Lerp(Basis to, real_t weight)
{
Basis b = this;
b.Row0 = Row0.Lerp(to.Row0, weight);
b.Row1 = Row1.Lerp(to.Row1, weight);
b.Row2 = Row2.Lerp(to.Row2, weight);
return b;
}
/// <summary> /// <summary>
/// Returns the orthonormalized version of the basis matrix (useful to /// Returns the orthonormalized version of the basis matrix (useful to
/// call occasionally to avoid rounding errors for orthogonal matrices). /// call occasionally to avoid rounding errors for orthogonal matrices).

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@ -119,23 +119,9 @@ namespace Godot
/// <returns>The interpolated transform.</returns> /// <returns>The interpolated transform.</returns>
public Transform3D InterpolateWith(Transform3D transform, real_t weight) public Transform3D InterpolateWith(Transform3D transform, real_t weight)
{ {
/* not sure if very "efficient" but good enough? */ Basis retBasis = basis.Lerp(transform.basis, weight);
Vector3 retOrigin = origin.Lerp(transform.origin, weight);
Vector3 sourceScale = basis.Scale; return new Transform3D(retBasis, retOrigin);
Quaternion sourceRotation = basis.GetRotationQuaternion();
Vector3 sourceLocation = origin;
Vector3 destinationScale = transform.basis.Scale;
Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
Vector3 destinationLocation = transform.origin;
var interpolated = new Transform3D();
Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
Vector3 scale = sourceScale.Lerp(destinationScale, weight);
interpolated.basis.SetQuaternionScale(quaternion, scale);
interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
return interpolated;
} }
/// <summary> /// <summary>
@ -234,6 +220,34 @@ namespace Godot
return new Transform3D(basis * tmpBasis, origin); return new Transform3D(basis * tmpBasis, origin);
} }
/// <summary>
/// Returns a transform spherically interpolated between this transform and
/// another <paramref name="transform"/> by <paramref name="weight"/>.
/// </summary>
/// <param name="transform">The other transform.</param>
/// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
/// <returns>The interpolated transform.</returns>
public Transform3D SphericalInterpolateWith(Transform3D transform, real_t weight)
{
/* not sure if very "efficient" but good enough? */
Vector3 sourceScale = basis.Scale;
Quaternion sourceRotation = basis.GetRotationQuaternion();
Vector3 sourceLocation = origin;
Vector3 destinationScale = transform.basis.Scale;
Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
Vector3 destinationLocation = transform.origin;
var interpolated = new Transform3D();
Quaternion quaternion = sourceRotation.Slerp(destinationRotation, weight).Normalized();
Vector3 scale = sourceScale.Lerp(destinationScale, weight);
interpolated.basis.SetQuaternionScale(quaternion, scale);
interpolated.origin = sourceLocation.Lerp(destinationLocation, weight);
return interpolated;
}
private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up) private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
{ {
// Make rotation matrix // Make rotation matrix