and Animation
This outline describes the process of interpolation as used in oglr
’s animation implementation.
Interpolation is a technique used to generate smooth transitions between two points in space or time. In the context of oglr
, we primarily use interpolation to achieve smooth animation.
Interpolation
Interpolation involves calculating intermediate values between two known points. oglr
leverages several interpolation methods:
Linear Interpolation: The simplest form, linear interpolation calculates a value that is proportionally between two given points.
// Example: Linear interpolation between 0 and 10 float value = glm::mix(0.0f, 10.0f, 0.5f); // value = 5.0f
This example illustrates the usage of
glm::mix
inoglr
to perform linear interpolation. This function takes three arguments:- Start value: The initial point of interpolation.
- End value: The final point of interpolation.
- Interpolation factor: A value between 0.0 and 1.0, representing the position along the interpolation range.
Slerp (Spherical Linear Interpolation): This method is primarily used for interpolating rotations.
// Example: Slerp between two quaternions glm::quat q1 = glm::angleAxis(glm::radians(45.0f), glm::vec3(1.0f, 0.0f, 0.0f)); glm::quat q2 = glm::angleAxis(glm::radians(90.0f), glm::vec3(0.0f, 1.0f, 0.0f)); glm::quat result = glm::slerp(q1, q2, 0.5f); // result is a quaternion representing the halfway rotation between q1 and q2.
Slerp is crucial for ensuring smooth and consistent rotational interpolation in
oglr
.Cubic Hermite Interpolation: This method employs tangents at the start and end points to achieve smoother curves than linear interpolation.
// Example: Cubic Hermite interpolation between two points glm::vec3 p0 = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 p1 = glm::vec3(10.0f, 10.0f, 10.0f); glm::vec3 t0 = glm::vec3(1.0f, 0.0f, 0.0f); glm::vec3 t1 = glm::vec3(0.0f, 1.0f, 0.0f); glm::vec3 result = glm::hermite(p0, t0, p1, t1, 0.5f);
The
glm::hermite
function inoglr
allows for the calculation of smooth transitions using Cubic Hermite Interpolation.
Animations
Animations in oglr
are defined as sequences of keyframes. A keyframe represents a specific state of an object at a given time. The interpolation techniques described above are used to create smooth transitions between these keyframes.
Keyframes: Keyframes can contain various data, such as:
- Position: The location of the object in 3D space.
- Rotation: The orientation of the object.
- Scale: The size of the object.
Interpolation: Interpolation between keyframes is managed by a dedicated Animator
class within oglr
.
// Example: Create an Animator for a specific model
Animator animator = Animator(model);
// Example: Add a keyframe at time 0.0f
animator.addKeyframe(0.0f, glm::vec3(0.0f, 0.0f, 0.0f), glm::quat(1.0f, 0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
// Example: Add a keyframe at time 2.0f
animator.addKeyframe(2.0f, glm::vec3(10.0f, 0.0f, 0.0f), glm::quat(1.0f, 0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 2.0f, 2.0f));
// Example: Update the animation
animator.update(currentTime);
This example demonstrates the use of the Animator
class to create an animation with two keyframes.
Conclusion
Understanding interpolation techniques is fundamental to building smooth and visually appealing animations. oglr
provides a robust framework for creating and managing animations, utilizing interpolation methods like linear interpolation, slerp, and Cubic Hermite Interpolation for seamless transitions between keyframes.