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Interpolation
Alan Jefferson edited this page Jan 23, 2020
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1 revision
Let's have a look at stepping through time inbetween values provided by your user or application.
Let's say your animation looks like this.
std::vector<vec3> positions {
{ 0.0f, 0.0f, 0.0f }, // frame 1
{ 0.0f, 1.0f, 0.0f }, // frame 2
{ 0.0f, 2.0f, 0.0f }, // ..
{ 0.0f, 2.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }, // frame n
};
And you'd like for a simulated sphere to follow that animation with a force proportional to the distance between the target and simulated positions.
Easy.
WIP
rigid->
EnTT - Fast and Reliable ECS (Entity Component System)
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