Extra2D/include/animation/interpolation_engine.h

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#pragma once
#include <cmath>
#include <animation/animation_frame.h>
#include <core/color.h>
#include <core/math_types.h>
#include <core/types.h>
namespace extra2d {
// ============================================================================
// 插值结果 - 两帧之间的插值后属性
// ============================================================================
struct InterpolatedProperties {
Vec2 position;
Vec2 scale = Vec2::One();
float rotation = 0.0f;
Color color = Colors::White;
};
// ============================================================================
// 插值曲线类型
// ============================================================================
enum class InterpolationCurve : uint8 {
Linear, // 线性(原始系统的 uniform velocity
EaseIn, // 缓入
EaseOut, // 缓出
EaseInOut, // 缓入缓出
};
// ============================================================================
// InterpolationEngine - 帧间属性插值计算(静态方法,无状态)
// 独立于 AnimationController可复用于其他系统
// ============================================================================
class InterpolationEngine {
public:
/// 核心插值计算:根据 t 因子 (0~1) 计算两帧之间的插值属性
static InterpolatedProperties
interpolate(const AnimationFrame &from, const AnimationFrame &to, float t,
InterpolationCurve curve = InterpolationCurve::Linear) {
float curvedT = applyCurve(t, curve);
InterpolatedProperties result;
result.position = lerpPosition(from, to, curvedT);
result.scale = lerpScale(from, to, curvedT);
result.rotation = lerpRotation(from, to, curvedT);
result.color = lerpColor(from, to, curvedT);
return result;
}
/// 位置插值
static Vec2 lerpPosition(const AnimationFrame &from, const AnimationFrame &to,
float t) {
return Vec2::lerp(from.offset, to.offset, t);
}
/// 缩放插值
static Vec2 lerpScale(const AnimationFrame &from, const AnimationFrame &to,
float t) {
Vec2 fromScale = from.getEffectiveScale();
Vec2 toScale = to.getEffectiveScale();
return Vec2::lerp(fromScale, toScale, t);
}
/// 旋转插值
static float lerpRotation(const AnimationFrame &from,
const AnimationFrame &to, float t) {
float fromRot = from.getEffectiveRotation();
float toRot = to.getEffectiveRotation();
return math::lerp(fromRot, toRot, t);
}
/// 颜色插值
static Color lerpColor(const AnimationFrame &from, const AnimationFrame &to,
float t) {
Color fromColor = from.getEffectiveColor();
Color toColor = to.getEffectiveColor();
return Color::lerp(fromColor, toColor, t);
}
/// 应用曲线函数
static float applyCurve(float t, InterpolationCurve curve) {
t = math::clamp(t, 0.0f, 1.0f);
switch (curve) {
case InterpolationCurve::Linear:
return t;
case InterpolationCurve::EaseIn:
return t * t;
case InterpolationCurve::EaseOut:
return t * (2.0f - t);
case InterpolationCurve::EaseInOut:
if (t < 0.5f)
return 2.0f * t * t;
else
return -1.0f + (4.0f - 2.0f * t) * t;
}
return t;
}
};
} // namespace extra2d