interpolation.rst 3.4 KB

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  1. .. _doc_interpolation:
  2. Interpolation
  3. =============
  4. Interpolation is a very basic operation in graphics programming. It's good to become familiar with it in order to expand your horizons as a graphics developer.
  5. The basic idea is that you want to transition from A to B. A value ``t``, represents the states in-between.
  6. As an example if ``t`` is 0, then the state is A. If ``t`` is 1, then the state is B. Anything in-between is an *interpolation*.
  7. Between two real (floating point) numbers, a simple interpolation is usually described as:
  8. .. tabs::
  9. .. code-tab:: gdscript GDScript
  10. interpolation = A * (1 - t) + B * t
  11. And often simplified to:
  12. .. tabs::
  13. .. code-tab:: gdscript GDScript
  14. interpolation = A + (B - A) * t
  15. which is exactly the same.
  16. The name of this type of interpolation, which transforms a value into another at *constant speed* is *"linear"*. So, when you hear about *Linear Interpolation*, you know they are referring to this simple formula.
  17. There are other types of interpolations, which will not be covered here. A recommended read afterwards is the :ref:`Bezier <doc_beziers_and_curves>` page.
  18. Vector interpolation
  19. --------------------
  20. Vector types (:ref:`Vector2 <class_Vector2>` and :ref:`Vector3 <class_Vector3>`) can also be interpolated, they come with handy functions to do it
  21. :ref:`Vector2.linear_interpolate() <class_Vector2_method_linear_interpolate>` and :ref:`Vector3.linear_interpolate() <class_Vector3_method_linear_interpolate>`.
  22. For cubic interpolation, there are also :ref:`Vector2.cubic_interpolate() <class_Vector2_method_linear_interpolate>` and :ref:`Vector3.cubic_interpolate() <class_Vector3_method_linear_interpolate>`, which do a :ref:`Bezier <doc_beziers_and_curves>` style interpolation.
  23. Here is simple pseudo-code for going from point A to B using interpolation:
  24. .. tabs::
  25. .. code-tab:: gdscript GDScript
  26. func _physics_process(delta):
  27. t += delta * 0.4
  28. $Sprite.position = $A.position.linear_interpolate($B.position, t)
  29. It will produce the following motion:
  30. .. image:: img/interpolation_vector.gif
  31. Transform interpolation
  32. -----------------------
  33. It is also possible to interpolate whole transforms (make sure they have either uniform scale or, at least, the same non-uniform scale).
  34. For this, the function :ref:`Transform.interpolate_with() <class_Transform_method_interpolate_with>` can be used.
  35. Here is an example of transforming a monkey from Position1 to Position2:
  36. .. image:: img/interpolation_positions.png
  37. Using the following pseudocode:
  38. .. tabs::
  39. .. code-tab:: gdscript GDScript
  40. var t = 0.0
  41. func _physics_process(delta):
  42. t += delta
  43. $Monkey.transform = $Position1.transform.interpolate_with($Position2.transform, t)
  44. And again, it will produce the following motion:
  45. .. image:: img/interpolation_monkey.gif
  46. Smoothing motion
  47. ----------------
  48. Interpolation can be used to smooth movement, rotation, etc. Here is an example of a circle following the mouse using smoothed motion:
  49. .. tabs::
  50. .. code-tab:: gdscript GDScript
  51. const FOLLOW_SPEED = 4.0
  52. func _physics_process(delta):
  53. var mouse_pos = get_local_mouse_position()
  54. $Sprite.position = $Sprite.position.linear_interpolate(mouse_pos, delta * FOLLOW_SPEED)
  55. Here is how it looks:
  56. .. image:: img/interpolation_follow.gif
  57. This useful for smoothing camera movement, allies following you (ensuring they stay within a certain range), and many other common game patterns.