VoxelEngine/src/util/Interpolation.hpp

61 lines
1.7 KiB
C++

#pragma once
#include <limits>
#include <glm/glm.hpp>
namespace util {
template<int N, typename T, bool angular=false>
class VecInterpolation {
bool enabled;
glm::vec<N, T> prevPos {std::numeric_limits<T>::quiet_NaN()};
glm::vec<N, T> nextPos {};
T refreshInterval = 0.0;
T timer = 0.0;
T intervalUpdateFactor = 0.1;
public:
VecInterpolation(bool enabled) : enabled(enabled) {}
void refresh(const glm::vec<N, T>& position) {
auto current = getCurrent();
prevPos = current;
nextPos = position;
refreshInterval = timer * intervalUpdateFactor +
refreshInterval * (1.0 - intervalUpdateFactor);
timer = 0.0;
if constexpr (angular) {
for (int i = 0; i < N; i++) {
T diff = nextPos[i] - prevPos[i];
if (glm::abs(diff) > 180.0f) {
nextPos[i] += (diff > 0.0f ? -360.0f : 360.0f);
}
}
}
}
void updateTimer(T delta) {
timer += delta;
}
glm::vec<N, T> getCurrent() const {
if (refreshInterval < 0.001 || std::isnan(prevPos.x)) {
return nextPos;
}
T t = timer / refreshInterval;
return nextPos * t + prevPos * (1.0f - t);
}
T getRefreshInterval() const {
return refreshInterval;
}
bool isEnabled() const {
return enabled;
}
void setEnabled(bool enabled) {
this->enabled = enabled;
}
};
}