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godot/thirdparty/jolt_physics/Jolt/Core/LinearCurve.cpp
Mikael Hermansson d470c2ac6a Add Jolt Physics as an alternative 3D physics engine
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2024-12-11 13:57:25 +01:00

52 lines
1.2 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Core/LinearCurve.h>
#include <Jolt/Core/StreamIn.h>
#include <Jolt/Core/StreamOut.h>
#include <Jolt/ObjectStream/TypeDeclarations.h>
JPH_NAMESPACE_BEGIN
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(LinearCurve::Point)
{
JPH_ADD_ATTRIBUTE(Point, mX)
JPH_ADD_ATTRIBUTE(Point, mY)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(LinearCurve)
{
JPH_ADD_ATTRIBUTE(LinearCurve, mPoints)
}
float LinearCurve::GetValue(float inX) const
{
if (mPoints.empty())
return 0.0f;
Points::const_iterator i2 = std::lower_bound(mPoints.begin(), mPoints.end(), inX, [](const Point &inPoint, float inValue) { return inPoint.mX < inValue; });
if (i2 == mPoints.begin())
return mPoints.front().mY;
else if (i2 == mPoints.end())
return mPoints.back().mY;
Points::const_iterator i1 = i2 - 1;
return i1->mY + (inX - i1->mX) * (i2->mY - i1->mY) / (i2->mX - i1->mX);
}
void LinearCurve::SaveBinaryState(StreamOut &inStream) const
{
inStream.Write(mPoints);
}
void LinearCurve::RestoreBinaryState(StreamIn &inStream)
{
inStream.Read(mPoints);
}
JPH_NAMESPACE_END