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authorHendrik Brucker <hendrik.brucker@mail.de>2022-06-27 19:41:32 +0200
committerHendrik Brucker <hendrik.brucker@mail.de>2022-06-27 19:42:43 +0200
commit99ce0df3b1fedf2c83e90664bd426e71440f923c (patch)
tree82f80bda30c34ae9bdcd49d5cb816a741411a13b /editor
parentc41e4b10c3317f837d4b3ece2fb725a8067d884b (diff)
Refactor bezier interpolation functions
Diffstat (limited to 'editor')
-rw-r--r--editor/animation_bezier_editor.cpp17
1 files changed, 3 insertions, 14 deletions
diff --git a/editor/animation_bezier_editor.cpp b/editor/animation_bezier_editor.cpp
index f0650ee446..391cd009f1 100644
--- a/editor/animation_bezier_editor.cpp
+++ b/editor/animation_bezier_editor.cpp
@@ -44,17 +44,6 @@ float AnimationBezierTrackEdit::_bezier_h_to_pixel(float p_h) {
return h;
}
-static _FORCE_INLINE_ Vector2 _bezier_interp(real_t t, const Vector2 &start, const Vector2 &control_1, const Vector2 &control_2, const Vector2 &end) {
- /* Formula from Wikipedia article on Bezier curves. */
- real_t omt = (1.0 - t);
- real_t omt2 = omt * omt;
- real_t omt3 = omt2 * omt;
- real_t t2 = t * t;
- real_t t3 = t2 * t;
-
- return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
-}
-
void AnimationBezierTrackEdit::_draw_track(int p_track, const Color &p_color) {
float scale = timeline->get_zoom_scale();
@@ -151,7 +140,7 @@ void AnimationBezierTrackEdit::_draw_track(int p_track, const Color &p_color) {
for (int k = 0; k < iterations; k++) {
float middle = (low + high) / 2;
- Vector2 interp = _bezier_interp(middle, start, out_handle, in_handle, end);
+ Vector2 interp = start.bezier_interpolate(out_handle, in_handle, end, middle);
if (interp.x < t) {
low = middle;
@@ -161,8 +150,8 @@ void AnimationBezierTrackEdit::_draw_track(int p_track, const Color &p_color) {
}
//interpolate the result:
- Vector2 low_pos = _bezier_interp(low, start, out_handle, in_handle, end);
- Vector2 high_pos = _bezier_interp(high, start, out_handle, in_handle, end);
+ Vector2 low_pos = start.bezier_interpolate(out_handle, in_handle, end, low);
+ Vector2 high_pos = start.bezier_interpolate(out_handle, in_handle, end, high);
float c = (t - low_pos.x) / (high_pos.x - low_pos.x);