mirror of
https://github.com/Relintai/pandemonium_engine_docs.git
synced 2025-01-08 15:09:50 +01:00
102 lines
2.8 KiB
Markdown
102 lines
2.8 KiB
Markdown
|
|
|
|
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 `Bezier ( doc_beziers_and_curves )` page.
|
|
|
|
Vector interpolation
|
|
--------------------
|
|
|
|
Vector types (`Vector2`) can also be interpolated, they come with handy functions to do it
|
|
`Vector2.linear_interpolate()`.
|
|
|
|
For cubic interpolation, there are also `Vector2.cubic_interpolate()` style interpolation.
|
|
|
|
Here is simple pseudo-code for going from point A to B using interpolation:
|
|
|
|
gdscript GDScript
|
|
|
|
```
|
|
var t = 0.0
|
|
|
|
func _physics_process(delta):
|
|
t += delta * 0.4
|
|
|
|
$Sprite.position = $A.position.linear_interpolate($B.position, t)
|
|
```
|
|
|
|
It will produce the following motion:
|
|
|
|
![](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 `Transform.interpolate_with()` can be used.
|
|
|
|
Here is an example of transforming a monkey from Position1 to Position2:
|
|
|
|
![](img/interpolation_positions.png)
|
|
|
|
Using the following pseudocode:
|
|
|
|
gdscript GDScript
|
|
|
|
```
|
|
var t = 0.0
|
|
|
|
func _physics_process(delta):
|
|
t += delta
|
|
|
|
$Monkey.transform = $Position1.transform.interpolate_with($Position2.transform, t)
|
|
```
|
|
|
|
And again, it will produce the following motion:
|
|
|
|
![](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:
|
|
|
|
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)
|
|
```
|
|
|
|
Here is how it looks:
|
|
|
|
![](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.
|