Game Development Reference
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movement in the x -axis with the six keyframes that will be created, rather
than using just two keys for the x movement.
Interpolating by frame and time
Every single one of our objects, whether they are in motion or not, will
need a keyframe defining for all motion channels at time zero. We will
define a key channel as
typedef struct stKEYCHANNEL{
float time;
float value; //Actual magnitude
float tn, bs, ct; //Tension, bias and continuity
int linear;
//Flag to indicate that the key is linear
}KEYCHANNEL
If we can consider each channel independently then the code problem
becomes how to interpolate a single channel. Suppose a particular
channel has five key positions. We have five values for time and five
floating-point values. Figure 8.2 shows a plot of these five points; the
points are joined using straight lines. This method of linear interpolation is
extremely easy to do. Between any two keyframes, K 1 and K 2, the value
of a point P at time t is given by
P = K 1.value + (( t - K 1.time)/( K 2.time - K 1.time)) * ( K 2.value - K 1.value)
Figure 8.2 Linear interpolation of five key values against time.
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