godot/core/math/transform_interpolator.h

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/*  transform_interpolator.h                                              */
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#ifndef TRANSFORM_INTERPOLATOR_H
#define TRANSFORM_INTERPOLATOR_H

#include "core/math/math_defs.h"
#include "core/math/vector3.h"

// Keep all the functions for fixed timestep interpolation together.
// There are two stages involved:
// Finding a method, for determining the interpolation method between two
// keyframes (which are physics ticks).
// And applying that pre-determined method.

// Pre-determining the method makes sense because it is expensive and often
// several frames may occur between each physics tick, which will make it cheaper
// than performing every frame.

struct Transform2D;
struct Transform3D;
struct Basis;
struct Quaternion;

class TransformInterpolator {};

#endif // TRANSFORM_INTERPOLATOR_H