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author | Yaohua Xiong <xiongyaohua@gmail.com> | 2022-11-23 11:11:58 +0800 |
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committer | Yaohua Xiong <xiongyaohua@gmail.com> | 2022-11-24 10:52:06 +0800 |
commit | f9fa182abc5209671cb4fbadc2dc173157d6f939 (patch) | |
tree | e7c3eac0ac1bed62fcaacd680f4f266f51df71b8 /core/math/vector3.h | |
parent | fa270c2456df5ad12f51584c4ff891e2cf728cec (diff) |
Refactor Curve3D::_bake() method
The main change is to caculate tangent directly from bezier curve, without going
through discretized polyline, avoiding pitfalls of discretization.
Other changes are:
1. Add an bezier_derivative() method for Vector3, Vector2, and Math;
2. Add an tesselate_even_length() method to Curve3D, which tesselate bezier curve to even length segments adaptively;
3. Cache the tangent vectors in baked_tangent_vector_cache;
Diffstat (limited to 'core/math/vector3.h')
-rw-r--r-- | core/math/vector3.h | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h index 19771eb312..f5fe76a92c 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -100,6 +100,7 @@ struct _NO_DISCARD_ Vector3 { _FORCE_INLINE_ Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const; _FORCE_INLINE_ Vector3 cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const; _FORCE_INLINE_ Vector3 bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const; + _FORCE_INLINE_ Vector3 bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const; Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const; @@ -265,6 +266,18 @@ Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3; } +Vector3 Vector3::bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const { + Vector3 res = *this; + + /* Formula from Wikipedia article on Bezier curves. */ + real_t omt = (1.0 - p_t); + real_t omt2 = omt * omt; + real_t t2 = p_t * p_t; + + Vector3 d = (p_control_1 - res) * 3.0 * omt2 + (p_control_2 - p_control_1) * 6.0 * omt * p_t + (p_end - p_control_2) * 3.0 * t2; + return d; +} + real_t Vector3::distance_to(const Vector3 &p_to) const { return (p_to - *this).length(); } |