/**************************************************************************/ /* interpolated_property.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #pragma once struct Vector2; namespace InterpolatedPropertyFuncs { float lerp(float p_a, float p_b, float p_fraction); double lerp(double p_a, double p_b, float p_fraction); Vector2 lerp(const Vector2 &p_a, const Vector2 &p_b, float p_fraction); } //namespace InterpolatedPropertyFuncs // This class is intended to reduce the boiler plate involved to // support custom properties to be physics interpolated. template class InterpolatedProperty { // Only needs interpolating / updating the servers when // curr and prev are different. bool _needs_interpolating = false; T _interpolated; T curr; T prev; public: // FTI depends on the constant flow between current values // (on the current tick) and stored previous values (on the previous tick). // These should be updated both on each tick, and also on resets. void pump() { prev = curr; _needs_interpolating = false; } void reset() { pump(); } void set_interpolated_value(const T &p_val) { _interpolated = p_val; } const T &interpolated() const { return _interpolated; } bool needs_interpolating() const { return _needs_interpolating; } bool interpolate(float p_interpolation_fraction) { if (_needs_interpolating) { _interpolated = InterpolatedPropertyFuncs::lerp(prev, curr, p_interpolation_fraction); return true; } return false; } operator T() const { return curr; } bool operator==(const T &p_o) const { return p_o == curr; } bool operator!=(const T &p_o) const { return p_o != curr; } InterpolatedProperty &operator=(T p_val) { curr = p_val; _interpolated = p_val; _needs_interpolating = true; return *this; } InterpolatedProperty(T p_val) { curr = p_val; _interpolated = p_val; pump(); } InterpolatedProperty() { // Ensure either the constructor is run, // or the memory is zeroed if using a fundamental type. _interpolated = T{}; curr = T{}; prev = T{}; } };