90 lines
3.0 KiB
C#
90 lines
3.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Godot;
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namespace Rokojori
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{
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public class Smoother
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{
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float overflowDelta = 0;
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public float SmoothForDuration( float value, float nextValue, float duration, float delta, float processDelta = MathX.fps120Delta )
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{
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var coefficient = MathX.SmoothingCoefficient( duration * 1000f, processDelta );
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return SmoothWithCoefficient( value, nextValue, coefficient, delta, processDelta );
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}
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public float SmoothWithCoefficient( float value, float nextValue, float coefficient, float delta, float processDelta = MathX.fps120Delta )
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{
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overflowDelta += delta;
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while ( overflowDelta > processDelta )
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{
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value += coefficient * ( nextValue - value );
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overflowDelta -= processDelta;
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}
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return value;
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}
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public Quaternion SmoothForDuration( Quaternion value, Quaternion nextValue, float duration, float delta, float processDelta = MathX.fps120Delta )
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{
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var coefficient = MathX.SmoothingCoefficient( duration * 1000f, processDelta );
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return SmoothWithCoefficient( value, nextValue, coefficient, delta, processDelta );
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}
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public Quaternion SmoothWithCoefficient( Quaternion value, Quaternion nextValue, float coefficient, float delta, float processDelta = MathX.fps120Delta )
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{
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overflowDelta += delta;
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while ( overflowDelta > processDelta )
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{
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value = value.Slerp( nextValue, coefficient );
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overflowDelta -= processDelta;
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}
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return value;
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}
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public Vector3 SmoothForDuration( Vector3 value, Vector3 nextValue, float duration, float delta, float processDelta = MathX.fps120Delta )
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{
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var coefficient = MathX.SmoothingCoefficient( duration * 1000f, processDelta );
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return SmoothWithCoefficient( value, nextValue, coefficient, delta, processDelta );
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}
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public Vector3 SmoothWithCoefficient( Vector3 value, Vector3 nextValue, float coefficient, float delta, float processDelta = MathX.fps120Delta )
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{
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overflowDelta += delta;
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while ( overflowDelta > processDelta )
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{
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value = value.Lerp( nextValue, coefficient );
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overflowDelta -= processDelta;
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}
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return value;
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}
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public void CopyPosition( Node3D source, Node3D target, float duration, float delta )
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{
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target.GlobalPosition = SmoothForDuration( target.GlobalPosition, source.GlobalPosition, duration, delta );
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}
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public void CopyPosition( Node3D source, Node3D target, float duration, double delta )
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{
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CopyPosition( source, target, duration, (float) delta );
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}
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public void CopyRotation( Node3D source, Node3D target, float duration, float delta )
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{
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target.SetGlobalQuaternion( SmoothForDuration( target.GetGlobalQuaternion(), source.GetGlobalQuaternion(), duration, delta ) );
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}
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public void CopyRotation( Node3D source, Node3D target, float duration, double delta )
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{
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CopyRotation( source, target, duration, (float) delta );
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}
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}
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} |