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