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authorBenji <[email protected]>2024-04-15 17:08:09 -0400
committerGitHub <[email protected]>2024-04-15 23:08:09 +0200
commit4e37c8e370f9c3846dc1136047809ed5d8886a90 (patch)
tree0b96b26c737ea9a1059b40c49e41a8480d071c41 /src/raymath.h
parent289e7d3a6c5b9ee05ff9e4f77db6de7f897e49ec (diff)
downloadraylib-4e37c8e370f9c3846dc1136047809ed5d8886a90.tar.gz
raylib-4e37c8e370f9c3846dc1136047809ed5d8886a90.zip
Added missing interpolation types for GLTF animation channels (#3919)
Diffstat (limited to 'src/raymath.h')
-rw-r--r--src/raymath.h28
1 files changed, 28 insertions, 0 deletions
diff --git a/src/raymath.h b/src/raymath.h
index 3bafab51..8b2bbed5 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -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)
{