pandemonium_engine_docs/tutorials/math/interpolation.rst

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.. _doc_interpolation:
Interpolation
=============
Interpolation is a very basic operation in graphics programming. It's good to become familiar with it in order to expand your horizons as a graphics developer.
The basic idea is that you want to transition from A to B. A value ``t``, represents the states in-between.
As an example if ``t`` is 0, then the state is A. If ``t`` is 1, then the state is B. Anything in-between is an *interpolation*.
Between two real (floating-point) numbers, a simple interpolation is usually described as:
::
interpolation = A * (1 - t) + B * t
And often simplified to:
::
interpolation = A + (B - A) * t
The name of this type of interpolation, which transforms a value into another at *constant speed* is *"linear"*. So, when you hear about *Linear Interpolation*, you know they are referring to this simple formula.
There are other types of interpolations, which will not be covered here. A recommended read afterwards is the :ref:`Bezier <doc_beziers_and_curves>` page.
Vector interpolation
--------------------
Vector types (:ref:`Vector2 <class_Vector2>` and :ref:`Vector3 <class_Vector3>`) can also be interpolated, they come with handy functions to do it
:ref:`Vector2.linear_interpolate() <class_Vector2_method_linear_interpolate>` and :ref:`Vector3.linear_interpolate() <class_Vector3_method_linear_interpolate>`.
For cubic interpolation, there are also :ref:`Vector2.cubic_interpolate() <class_Vector2_method_cubic_interpolate>` and :ref:`Vector3.cubic_interpolate() <class_Vector3_method_cubic_interpolate>`, which do a :ref:`Bezier <doc_beziers_and_curves>` style interpolation.
Here is simple pseudo-code for going from point A to B using interpolation:
.. tabs::
.. code-tab:: gdscript GDScript
var t = 0.0
func _physics_process(delta):
t += delta * 0.4
$Sprite.position = $A.position.linear_interpolate($B.position, t)
.. code-tab:: csharp
private float _t = 0.0f;
public override void _PhysicsProcess(float delta)
{
_t += delta * 0.4f;
Position2D a = GetNode<Position2D>("A");
Position2D b = GetNode<Position2D>("B");
Sprite sprite = GetNode<Sprite>("Sprite");
sprite.Position = a.Position.LinearInterpolate(b.Position, _t);
}
It will produce the following motion:
.. image:: img/interpolation_vector.gif
Transform interpolation
-----------------------
It is also possible to interpolate whole transforms (make sure they have either uniform scale or, at least, the same non-uniform scale).
For this, the function :ref:`Transform.interpolate_with() <class_Transform_method_interpolate_with>` can be used.
Here is an example of transforming a monkey from Position1 to Position2:
.. image:: img/interpolation_positions.png
Using the following pseudocode:
.. tabs::
.. code-tab:: gdscript GDScript
var t = 0.0
func _physics_process(delta):
t += delta
$Monkey.transform = $Position1.transform.interpolate_with($Position2.transform, t)
.. code-tab:: csharp
private float _t = 0.0f;
public override void _PhysicsProcess(float delta)
{
_t += delta;
Position3D p1 = GetNode<Position3D>("Position1");
Position3D p2 = GetNode<Position3D>("Position2");
CSGMesh monkey = GetNode<CSGMesh>("Monkey");
monkey.Transform = p1.Transform.InterpolateWith(p2.Transform, _t);
}
And again, it will produce the following motion:
.. image:: img/interpolation_monkey.gif
Smoothing motion
----------------
Interpolation can be used to smooth movement, rotation, etc. Here is an example of a circle following the mouse using smoothed motion:
.. tabs::
.. code-tab:: gdscript GDScript
const FOLLOW_SPEED = 4.0
func _physics_process(delta):
var mouse_pos = get_local_mouse_position()
$Sprite.position = $Sprite.position.linear_interpolate(mouse_pos, delta * FOLLOW_SPEED)
.. code-tab:: csharp
private const float FollowSpeed = 4.0f;
public override void _PhysicsProcess(float delta)
{
Vector2 mousePos = GetLocalMousePosition();
Sprite sprite = GetNode<Sprite>("Sprite");
sprite.Position = sprite.Position.LinearInterpolate(mousePos, delta * FollowSpeed);
}
Here is how it looks:
.. image:: img/interpolation_follow.gif
This useful for smoothing camera movement, allies following you (ensuring they stay within a certain range), and many other common game patterns.