Added missing interpolation types for GLTF animation channels (#3919)

This commit is contained in:
Benji
2024-04-15 17:08:09 -04:00
committed by GitHub
parent 289e7d3a6c
commit 4e37c8e370
2 changed files with 120 additions and 22 deletions

View File

@ -955,6 +955,22 @@ RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount)
return result;
}
// Calculate cubic hermite interpolation between two vectors and their tangents
// taken directly from: https://en.wikipedia.org/wiki/Cubic_Hermite_spline
RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount)
{
Vector3 result = { 0 };
float amountPow2 = amount * amount;
float amountPow3 = amount * amount * amount;
result.x = (2 * amountPow3 - 3 * amountPow2 + 1) * v1.x + (amountPow3 - 2 * amountPow2 + amount) * tangent1.x + (-2 * amountPow3 + 3 * amountPow2) * v2.x + (amountPow3 - amountPow2) * tangent2.x;
result.y = (2 * amountPow3 - 3 * amountPow2 + 1) * v1.y + (amountPow3 - 2 * amountPow2 + amount) * tangent1.y + (-2 * amountPow3 + 3 * amountPow2) * v2.y + (amountPow3 - amountPow2) * tangent2.y;
result.z = (2 * amountPow3 - 3 * amountPow2 + 1) * v1.z + (amountPow3 - 2 * amountPow2 + amount) * tangent1.z + (-2 * amountPow3 + 3 * amountPow2) * v2.z + (amountPow3 - amountPow2) * tangent2.z;
return result;
}
// Calculate reflected vector to normal
RMAPI Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
{
@ -2197,6 +2213,18 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
return result;
}
// Calculate quaternion cubic spline interpolation using the SQUAD algorithm
// roughly adapted from the SQUAD algorithm presented here: https://roboop.sourceforge.io/htmldoc/robotse9.html
RMAPI Quaternion QuaternionCubicSpline(Quaternion q1, Quaternion tangent1, Quaternion q2, Quaternion tangent2, float amount)
{
Quaternion slerp1 = QuaternionSlerp(q1, q2, amount);
Quaternion slerp2 = QuaternionSlerp(tangent1, tangent2, amount);
float t = 2 * amount * (1 - amount);
Quaternion result = QuaternionSlerp(slerp1, slerp2, t);
return result;
}
// Calculate quaternion based on the rotation from one vector to another
RMAPI Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
{