Trait veloren_voxygen_anim::vek::Lerp
source · pub trait Lerp<Factor = f32>: Sized {
type Output;
// Required method
fn lerp_unclamped(from: Self, to: Self, factor: Factor) -> Self::Output;
// Provided methods
fn lerp_unclamped_inclusive_range(
range: RangeInclusive<Self>,
factor: Factor,
) -> Self::Output { ... }
fn lerp_unclamped_precise(
from: Self,
to: Self,
factor: Factor,
) -> Self::Output { ... }
fn lerp_unclamped_precise_inclusive_range(
range: RangeInclusive<Self>,
factor: Factor,
) -> Self::Output { ... }
fn lerp(from: Self, to: Self, factor: Factor) -> Self::Output
where Factor: Clamp + Zero + One { ... }
fn lerp_inclusive_range(
range: RangeInclusive<Self>,
factor: Factor,
) -> Self::Output
where Factor: Clamp + Zero + One { ... }
fn lerp_precise(from: Self, to: Self, factor: Factor) -> Self::Output
where Factor: Clamp + Zero + One { ... }
fn lerp_precise_inclusive_range(
range: RangeInclusive<Self>,
factor: Factor,
) -> Self::Output
where Factor: Clamp + Zero + One { ... }
}
Expand description
A value that can be linearly interpolated.
Note that, like standard operators, this can be implement for T
and &T
.
You would make the difference like so:
use vek::ops::Lerp;
let a = Lerp::lerp(0, 10, 0.5_f32);
let b = Lerp::lerp(&0, &10, 0.5_f32);
let c = i32::lerp(0, 10, 0.5_f32);
let d = <&i32>::lerp(&0, &10, 0.5_f32);
assert_eq!(a, b);
assert_eq!(a, c);
assert_eq!(a, d);
This is made possible thanks to the explicit Output
type.
Therefore, it’s also convenient for GameState
structures, which you might
prefer to interpolate by reference instead of consuming them.
The interpolation of two &GameState
s would produce a new GameState
value.
use vek::{Lerp, Vec3};
/// A data-heavy structure that represents a current game state.
/// It's neither Copy and nor even Clone!
struct GameState {
pub camera_position: Vec3<f32>,
// ... obviously a lot of other members following ...
}
// We can select the Progress type. I chose f64; the default is f32.
impl<'a> Lerp<f64> for &'a GameState {
type Output = GameState;
fn lerp_unclamped(a: Self, b: Self, t: f64) -> GameState {
GameState {
camera_position: Lerp::lerp(a.camera_position, b.camera_position, t as f32),
// ... etc for all relevant members...
}
}
}
let a = GameState { camera_position: Vec3::zero() };
let b = GameState { camera_position: Vec3::unit_x() };
let c = Lerp::lerp(&a, &b, 0.5);
// Hurray! We've got an interpolated state without consuming the two previous ones.
Required Associated Types§
Required Methods§
sourcefn lerp_unclamped(from: Self, to: Self, factor: Factor) -> Self::Output
fn lerp_unclamped(from: Self, to: Self, factor: Factor) -> Self::Output
Returns the linear interpolation of from
to to
with factor
unconstrained,
using the supposedly fastest but less precise implementation.
A possible implementation is from + factor * (to - from)
, a.k.a
factor.mul_add(to - from, from)
.
use vek::ops::Lerp;
assert_eq!(Lerp::lerp_unclamped(10, 20, -1.0_f32), 0);
assert_eq!(Lerp::lerp_unclamped(10, 20, -0.5_f32), 5);
assert_eq!(Lerp::lerp_unclamped(10, 20, 0.0_f32), 10);
assert_eq!(Lerp::lerp_unclamped(10, 20, 0.5_f32), 15);
assert_eq!(Lerp::lerp_unclamped(10, 20, 1.0_f32), 20);
assert_eq!(Lerp::lerp_unclamped(10, 20, 1.5_f32), 25);
Provided Methods§
sourcefn lerp_unclamped_inclusive_range(
range: RangeInclusive<Self>,
factor: Factor,
) -> Self::Output
fn lerp_unclamped_inclusive_range( range: RangeInclusive<Self>, factor: Factor, ) -> Self::Output
Version of lerp_unclamped()
that used a single RangeInclusive
parameter instead of two values.
sourcefn lerp_unclamped_precise(from: Self, to: Self, factor: Factor) -> Self::Output
fn lerp_unclamped_precise(from: Self, to: Self, factor: Factor) -> Self::Output
Returns the linear interpolation of from
to to
with factor
unconstrained,
using a possibly slower but more precise operation.
A possible implementation is from*(1-factor) + to*factor
, a.k.a
from.mul_add(1-factor, to*factor)
.
use vek::ops::Lerp;
assert_eq!(Lerp::lerp_unclamped_precise(10, 20, -1.0_f32), 0);
assert_eq!(Lerp::lerp_unclamped_precise(10, 20, -0.5_f32), 5);
assert_eq!(Lerp::lerp_unclamped_precise(10, 20, 0.0_f32), 10);
assert_eq!(Lerp::lerp_unclamped_precise(10, 20, 0.5_f32), 15);
assert_eq!(Lerp::lerp_unclamped_precise(10, 20, 1.0_f32), 20);
assert_eq!(Lerp::lerp_unclamped_precise(10, 20, 1.5_f32), 25);
sourcefn lerp_unclamped_precise_inclusive_range(
range: RangeInclusive<Self>,
factor: Factor,
) -> Self::Output
fn lerp_unclamped_precise_inclusive_range( range: RangeInclusive<Self>, factor: Factor, ) -> Self::Output
Version of lerp_unclamped_precise()
that used a single RangeInclusive
parameter instead of two values.
sourcefn lerp(from: Self, to: Self, factor: Factor) -> Self::Output
fn lerp(from: Self, to: Self, factor: Factor) -> Self::Output
Alias to lerp_unclamped
which constrains factor
to be between 0 and 1
(inclusive).
use vek::ops::Lerp;
assert_eq!(Lerp::lerp(10, 20, -1.0_f32), 10);
assert_eq!(Lerp::lerp(10, 20, -0.5_f32), 10);
assert_eq!(Lerp::lerp(10, 20, 0.0_f32), 10);
assert_eq!(Lerp::lerp(10, 20, 0.5_f32), 15);
assert_eq!(Lerp::lerp(10, 20, 1.0_f32), 20);
assert_eq!(Lerp::lerp(10, 20, 1.5_f32), 20);
sourcefn lerp_inclusive_range(
range: RangeInclusive<Self>,
factor: Factor,
) -> Self::Output
fn lerp_inclusive_range( range: RangeInclusive<Self>, factor: Factor, ) -> Self::Output
Version of lerp()
that used a single RangeInclusive
parameter instead of two values.
sourcefn lerp_precise(from: Self, to: Self, factor: Factor) -> Self::Output
fn lerp_precise(from: Self, to: Self, factor: Factor) -> Self::Output
Alias to lerp_unclamped_precise
which constrains factor
to be between 0 and 1
(inclusive).
use vek::ops::Lerp;
assert_eq!(Lerp::lerp_precise(10, 20, -1.0_f32), 10);
assert_eq!(Lerp::lerp_precise(10, 20, -0.5_f32), 10);
assert_eq!(Lerp::lerp_precise(10, 20, 0.0_f32), 10);
assert_eq!(Lerp::lerp_precise(10, 20, 0.5_f32), 15);
assert_eq!(Lerp::lerp_precise(10, 20, 1.0_f32), 20);
assert_eq!(Lerp::lerp_precise(10, 20, 1.5_f32), 20);
sourcefn lerp_precise_inclusive_range(
range: RangeInclusive<Self>,
factor: Factor,
) -> Self::Output
fn lerp_precise_inclusive_range( range: RangeInclusive<Self>, factor: Factor, ) -> Self::Output
Version of lerp_precise()
that used a single RangeInclusive
parameter instead of two values.
Object Safety§
Implementations on Foreign Types§
Implementors§
source§impl<'a, Factor> Lerp<Factor> for &'a ArthropodSkeleton
impl<'a, Factor> Lerp<Factor> for &'a ArthropodSkeleton
type Output = ArthropodSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a BipedLargeSkeleton
impl<'a, Factor> Lerp<Factor> for &'a BipedLargeSkeleton
type Output = BipedLargeSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a BipedSmallSkeleton
impl<'a, Factor> Lerp<Factor> for &'a BipedSmallSkeleton
type Output = BipedSmallSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a BirdLargeSkeleton
impl<'a, Factor> Lerp<Factor> for &'a BirdLargeSkeleton
type Output = BirdLargeSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a BirdMediumSkeleton
impl<'a, Factor> Lerp<Factor> for &'a BirdMediumSkeleton
type Output = BirdMediumSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a CharacterSkeleton
impl<'a, Factor> Lerp<Factor> for &'a CharacterSkeleton
type Output = CharacterSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a CrustaceanSkeleton
impl<'a, Factor> Lerp<Factor> for &'a CrustaceanSkeleton
type Output = CrustaceanSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a DragonSkeleton
impl<'a, Factor> Lerp<Factor> for &'a DragonSkeleton
type Output = DragonSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a FishMediumSkeleton
impl<'a, Factor> Lerp<Factor> for &'a FishMediumSkeleton
type Output = FishMediumSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a FishSmallSkeleton
impl<'a, Factor> Lerp<Factor> for &'a FishSmallSkeleton
type Output = FishSmallSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a FixtureSkeleton
impl<'a, Factor> Lerp<Factor> for &'a FixtureSkeleton
type Output = FixtureSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a GolemSkeleton
impl<'a, Factor> Lerp<Factor> for &'a GolemSkeleton
type Output = GolemSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a ItemDropSkeleton
impl<'a, Factor> Lerp<Factor> for &'a ItemDropSkeleton
type Output = ItemDropSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a ObjectSkeleton
impl<'a, Factor> Lerp<Factor> for &'a ObjectSkeleton
type Output = ObjectSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a PluginSkeleton
impl<'a, Factor> Lerp<Factor> for &'a PluginSkeleton
type Output = PluginSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a QuadrupedLowSkeleton
impl<'a, Factor> Lerp<Factor> for &'a QuadrupedLowSkeleton
type Output = QuadrupedLowSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a QuadrupedMediumSkeleton
impl<'a, Factor> Lerp<Factor> for &'a QuadrupedMediumSkeleton
type Output = QuadrupedMediumSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a QuadrupedSmallSkeleton
impl<'a, Factor> Lerp<Factor> for &'a QuadrupedSmallSkeleton
type Output = QuadrupedSmallSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a ShipSkeleton
impl<'a, Factor> Lerp<Factor> for &'a ShipSkeleton
type Output = ShipSkeleton
source§impl<'a, Factor> Lerp<Factor> for &'a TheropodSkeleton
impl<'a, Factor> Lerp<Factor> for &'a TheropodSkeleton
type Output = TheropodSkeleton
source§impl<'a, P, O, S, Factor> Lerp<Factor> for &'a vek::transform::repr_c::Transform<P, O, S>
impl<'a, P, O, S, Factor> Lerp<Factor> for &'a vek::transform::repr_c::Transform<P, O, S>
LERP on a Transform
is defined as LERP-ing between the positions and scales,
and performing SLERP between the orientations.
source§impl<'a, P, O, S, Factor> Lerp<Factor> for &'a veloren_voxygen_anim::vek::Transform<P, O, S>
impl<'a, P, O, S, Factor> Lerp<Factor> for &'a veloren_voxygen_anim::vek::Transform<P, O, S>
LERP on a Transform
is defined as LERP-ing between the positions and scales,
and performing SLERP between the orientations.
source§impl<'a, T, Factor> Lerp<Factor> for &'a vek::quaternion::repr_c::Quaternion<T>
impl<'a, T, Factor> Lerp<Factor> for &'a vek::quaternion::repr_c::Quaternion<T>
The Lerp
implementation for quaternion is the “Normalized LERP”.
type Output = Quaternion<T>
source§impl<'a, T, Factor> Lerp<Factor> for &'a veloren_voxygen_anim::vek::Quaternion<T>
impl<'a, T, Factor> Lerp<Factor> for &'a veloren_voxygen_anim::vek::Quaternion<T>
The Lerp
implementation for quaternion is the “Normalized LERP”.
type Output = Quaternion<T>
source§impl<P, O, S, Factor> Lerp<Factor> for vek::transform::repr_c::Transform<P, O, S>
impl<P, O, S, Factor> Lerp<Factor> for vek::transform::repr_c::Transform<P, O, S>
LERP on a Transform
is defined as LERP-ing between the positions and scales,
and performing SLERP between the orientations.
source§impl<P, O, S, Factor> Lerp<Factor> for veloren_voxygen_anim::vek::Transform<P, O, S>
impl<P, O, S, Factor> Lerp<Factor> for veloren_voxygen_anim::vek::Transform<P, O, S>
LERP on a Transform
is defined as LERP-ing between the positions and scales,
and performing SLERP between the orientations.
source§impl<T, Factor> Lerp<Factor> for vek::quaternion::repr_c::Quaternion<T>
impl<T, Factor> Lerp<Factor> for vek::quaternion::repr_c::Quaternion<T>
The Lerp
implementation for quaternion is the “Normalized LERP”.
type Output = Quaternion<T>
source§impl<T, Factor> Lerp<Factor> for veloren_voxygen_anim::vek::Quaternion<T>
impl<T, Factor> Lerp<Factor> for veloren_voxygen_anim::vek::Quaternion<T>
The Lerp
implementation for quaternion is the “Normalized LERP”.