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smooth_2d.h
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// Copyright (c) 2019 Lawnjelly
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#ifndef SMOOTH2D_H
#define SMOOTH2D_H
/**
@author lawnjelly <[email protected]>
*/
#include "scene/2d/node_2d.h"
// Smooth node allows fixed timestep interpolation without having to write any code.
// It requires a proxy node (which is moved on physics tick), e.g. a rigid body or manually moved node2d..
// and instead of having MeshInstance as a child of this, you add Smooth node to another part of the scene graph,
// make the MeshInstance a child of the smooth node, then choose the proxy as the target for the smooth node.
// Note that in the special case of manually moving the proxy to a completely new location, you should call
// 'teleport' on the smooth node after setting the proxy node transform. This will ensure that the current AND
// previous transform records are reset, so it moves instantaneously.
class Smooth2D : public Node2D {
GDCLASS(Smooth2D, Node2D);
// custom
class STransform {
public:
Point2 pos;
float angle;
Size2 scale;
};
Point2 m_ptTranslateDiff;
#define SMOOTHNODE Node2D
#include "smooth_header.inl"
#undef SMOOTHNODE
// specific
public:
Smooth2D();
private:
float LerpAngle(float from, float to, float weight) const;
float ShortAngleDist(float from, float to) const;
};
VARIANT_ENUM_CAST(Smooth2D::eMode);
#endif