immersive-home/addons/godot-xr-tools/misc/velocity_averager.gd
2023-10-16 19:10:20 +02:00

131 lines
3.8 KiB
GDScript

class_name XRToolsVelocityAverager
## XR Tools Velocity Averager class
##
## This class assists in calculating the velocity (both linear and angular)
## of an object. It accepts the following types of input:
## - Periodic distances
## - Periodic transforms (for the origin position)
##
## It provides the average velocity calculated from the total distance
## divided by the total time.
# Count of averages to perform
var _count: int
# Array of time deltas (in float seconds)
var _time_deltas := Array()
# Array of linear distances (Vector3 Castesian Distances)
var _linear_distances := Array()
# Array of angular distances (Vector3 Euler Distances)
var _angular_distances := Array()
# Last transform
var _last_transform := Transform3D()
# Has last transform flag
var _has_last_transform := false
## Initialize the XRToolsVelocityAverager with an averaging count
func _init(count: int):
_count = count
## Clear the averages
func clear():
_time_deltas.clear()
_linear_distances.clear()
_angular_distances.clear()
_has_last_transform = false
## Add linear and angular distances to the averager
func add_distance(delta: float, linear_distance: Vector3, angular_distance: Vector3):
# Sanity check
assert(delta > 0, "Velocity averager requires positive time-deltas")
# Add data averaging arrays
_time_deltas.push_back(delta)
_linear_distances.push_back(linear_distance)
_angular_distances.push_back(angular_distance)
# Keep the number of samples down to the requested count
if _time_deltas.size() > _count:
_time_deltas.pop_front()
_linear_distances.pop_front()
_angular_distances.pop_front()
## Add a transform to the averager
func add_transform(delta: float, transform: Transform3D):
# Handle saving the first transform
if !_has_last_transform:
_last_transform = transform
_has_last_transform = true
return
# Calculate the linear cartesian distance
var linear_distance := transform.origin - _last_transform.origin
# Calculate the euler angular distance
var angular_distance := (transform.basis * _last_transform.basis.inverse()).get_euler()
# Update the last transform
_last_transform = transform
# Add distances
add_distance(delta, linear_distance, angular_distance)
## Calculate the average linear velocity
func linear_velocity() -> Vector3:
# Skip if no averages
if _time_deltas.size() == 0:
return Vector3.ZERO
# Calculate the total time in the average window
var total_time := 0.0
for dt in _time_deltas:
total_time += dt
# Sum the cartesian distances in the average window
var total_linear := Vector3.ZERO
for dd in _linear_distances:
total_linear += dd
# Return the average cartesian-velocity
return total_linear / total_time
## Calculate the average angular velocity as a Vector3 euler-velocity
func angular_velocity() -> Vector3:
# Skip if no averages
if _time_deltas.size() == 0:
return Vector3.ZERO
# Calculate the total time in the average window
var total_time := 0.0
for dt in _time_deltas:
total_time += dt
# At first glance the following operations may look incorrect as they appear
# to involve scaling of euler angles which isn't a valid operation.
#
# They are actually correct due to the value being a euler-velocity rather
# than a euler-angle. The difference is that physics engines process euler
# velocities by converting them to axis-angle form by:
# - Angle-velocity: euler-velocity vector magnitude
# - Axis: euler-velocity normalized and axis evaluated on 1-radian rotation
#
# The result of this interpretation is that scaling the euler-velocity
# by arbitrary amounts only results in the angle-velocity changing without
# impacting the axis of rotation.
# Sum the euler-velocities in the average window
var total_angular := Vector3.ZERO
for dd in _angular_distances:
total_angular += dd
# Calculate the average euler-velocity
return total_angular / total_time