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esengine/packages/framework/network/src/sync/IInterpolator.ts

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/**
* @zh
* @en Interpolator Interface
*
* @zh
* @en Provides abstraction for state interpolation
*/
// =============================================================================
// 插值器接口 | Interpolator Interface
// =============================================================================
/**
* @zh
* @en Interpolator interface
*/
export interface IInterpolator<T> {
/**
* @zh
* @en Interpolate between two states
*
* @param from - @zh @en Start state
* @param to - @zh @en Target state
* @param t - @zh (0-1) @en Interpolation factor (0-1)
* @returns @zh @en Interpolated state
*/
interpolate(from: T, to: T, t: number): T;
}
/**
* @zh
* @en Extrapolator interface
*/
export interface IExtrapolator<T> {
/**
* @zh
* @en Extrapolate based on current state
*
* @param state - @zh @en Current state
* @param deltaTime - @zh @en Extrapolation time in seconds
* @returns @zh @en Extrapolated state
*/
extrapolate(state: T, deltaTime: number): T;
}
// =============================================================================
// 内置插值器 | Built-in Interpolators
// =============================================================================
/**
* @zh 线
* @en Linear interpolation function
*/
export function lerp(a: number, b: number, t: number): number {
return a + (b - a) * t;
}
/**
* @zh
* @en Angle interpolation function (handles wrap-around)
*/
export function lerpAngle(a: number, b: number, t: number): number {
let diff = b - a;
while (diff > Math.PI) diff -= Math.PI * 2;
while (diff < -Math.PI) diff += Math.PI * 2;
return a + diff * t;
}
/**
* @zh
* @en Smooth damp interpolation
*
* @param current - @zh @en Current value
* @param target - @zh @en Target value
* @param velocity - @zh @en Current velocity (will be modified)
* @param smoothTime - @zh @en Smooth time
* @param deltaTime - @zh @en Delta time
* @param maxSpeed - @zh @en Maximum speed
* @returns @zh [, ] @en [new value, new velocity]
*/
export function smoothDamp(
current: number,
target: number,
velocity: number,
smoothTime: number,
deltaTime: number,
maxSpeed: number = Infinity
): [number, number] {
smoothTime = Math.max(0.0001, smoothTime);
const omega = 2 / smoothTime;
const x = omega * deltaTime;
const exp = 1 / (1 + x + 0.48 * x * x + 0.235 * x * x * x);
let change = current - target;
const maxChange = maxSpeed * smoothTime;
change = Math.max(-maxChange, Math.min(maxChange, change));
const temp = (velocity + omega * change) * deltaTime;
let newVelocity = (velocity - omega * temp) * exp;
let newValue = target + (change + temp) * exp;
// Prevent overshoot
if ((target - current > 0) === (newValue > target)) {
newValue = target;
newVelocity = (newValue - target) / deltaTime;
}
return [newValue, newVelocity];
}