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#![deny(missing_docs)] //! Interpolation algorithms. //! //! Interpolation is used in animation, //! to describe smooth shapes and to make transitions. //! Any object that fullfill certain mathematical //! properties can be interpolated. //! A common technique is using one ore more 'numbers' //! controlling the mixture of states. //! The choice of interpolation algorithm depends often //! on the circumstances where it used. pub use ease::{ Ease, EaseFunction }; pub use spatial::Spatial; mod ease; mod spatial; /// Performs linear interpolation. /// A linear interpolation consists of two states 'a' and 'b'. /// The 't' variable is a factor between 0 and 1 that /// gives weight to 'a' or 'b'. /// When 't' is zero then 'a' has full weight. /// When 't' is one then 'b' has full weight. #[inline(always)] pub fn lerp<T: Spatial>(a: &T, b: &T, t: &<T as Spatial>::Scalar) -> T { a.add(&b.sub(a).scale(t)) } /// Performs quadratic beziér interpolation. /// This is done by nesting linear interpolations. /// For more information, see: /// /// <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve">Beziér Curve at Wikipedia</a> #[inline(always)] pub fn quad_bez<T: Spatial>( x0: &T, x1: &T, x2: &T, t: &<T as Spatial>::Scalar ) -> T { let x_0_1 = lerp(x0, x1, t); let x_1_2 = lerp(x1, x2, t); lerp(&x_0_1, &x_1_2, t) } /// Performs cubic beziér interpolation. /// This is done by interpolation between two quadratic beziér. /// For more information, see: /// /// <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve">Beziér Curve at Wikipedia</a> #[inline(always)] pub fn cub_bez<T: Spatial>( x0: &T, x1: &T, x2: &T, x3: &T, t: &<T as Spatial>::Scalar ) -> T { let x_0_2 = quad_bez(x0, x1, x2, t); let x_1_3 = quad_bez(x1, x2, x3, t); lerp(&x_0_2, &x_1_3, t) }