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109 lines
4.1 KiB
C++
109 lines
4.1 KiB
C++
/**************************************************************************/
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/* interpolated_property.h */
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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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#ifndef INTERPOLATED_PROPERTY_H
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#define INTERPOLATED_PROPERTY_H
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struct Vector2;
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namespace InterpolatedPropertyFuncs {
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float lerp(float p_a, float p_b, float p_fraction);
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Vector2 lerp(const Vector2 &p_a, const Vector2 &p_b, float p_fraction);
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} //namespace InterpolatedPropertyFuncs
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// This class is intended to reduce the boiler plate involved to
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// support custom properties to be physics interpolated.
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template <class T>
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class InterpolatedProperty {
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// Only needs interpolating / updating the servers when
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// curr and prev are different.
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bool _needs_interpolating = false;
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T _interpolated;
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T curr;
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T prev;
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public:
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// FTI depends on the constant flow between current values
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// (on the current tick) and stored previous values (on the previous tick).
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// These should be updated both on each tick, and also on resets.
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void pump() {
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prev = curr;
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_needs_interpolating = false;
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}
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void reset() { pump(); }
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void set_interpolated_value(const T &p_val) {
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_interpolated = p_val;
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}
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const T &interpolated() const { return _interpolated; }
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bool needs_interpolating() const { return _needs_interpolating; }
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bool interpolate(float p_interpolation_fraction) {
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if (_needs_interpolating) {
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_interpolated = InterpolatedPropertyFuncs::lerp(prev, curr, p_interpolation_fraction);
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return true;
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}
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return false;
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}
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operator T() const {
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return curr;
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}
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bool operator==(const T &p_o) const {
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return p_o == curr;
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}
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bool operator!=(const T &p_o) const {
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return p_o != curr;
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}
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InterpolatedProperty &operator=(T p_val) {
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curr = p_val;
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_interpolated = p_val;
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_needs_interpolating = true;
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return *this;
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}
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InterpolatedProperty(T p_val) {
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curr = p_val;
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_interpolated = p_val;
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pump();
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}
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InterpolatedProperty() {
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// Ensure either the constructor is run,
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// or the memory is zeroed if using a fundamental type.
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_interpolated = T{};
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curr = T{};
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prev = T{};
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}
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};
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#endif // INTERPOLATED_PROPERTY_H
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