Mercurial > games > semicongine
annotate semiconginev2/old/animation.nim @ 1221:000befd9479f compiletime-tests
did: remove support for git, for now
author | sam <sam@basx.dev> |
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date | Wed, 17 Jul 2024 21:05:47 +0700 |
parents | 56781cc0fc7c |
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1 {.experimental: "notnil".} |
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2 |
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3 import std/sugar |
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4 import std/tables |
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5 import std/math |
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6 import std/sequtils |
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7 import std/algorithm |
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8 |
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9 import ./core/matrix |
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10 |
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11 type |
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12 Ease* = enum |
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13 None |
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14 Linear |
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15 Pow2 |
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16 Pow3 |
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17 Pow4 |
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18 Pow5 |
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19 Expo |
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20 Sine |
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21 Circ |
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22 AnimationTime* = 0'f32 .. 1'f32 |
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23 Direction* = enum |
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24 Forward |
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25 Backward |
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26 Alternate |
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27 Keyframe[T] = object |
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28 timestamp: AnimationTime |
902 | 29 value: T |
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30 easeIn: Ease |
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31 easeOut: Ease |
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32 Animation*[T] = object |
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33 animationFunction: (state: AnimationState[T], dt: float32) -> T |
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34 duration: float32 |
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35 direction: Direction |
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36 iterations: int |
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37 AnimationState*[T] = object |
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38 animation*: Animation[T] |
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39 currentTime*: float32 |
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40 playing*: bool |
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41 currentDirection: int |
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42 currentIteration: int |
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43 currentValue*: T |
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44 |
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45 func easeConst(x: float32): float32 = 0 |
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46 func easeLinear(x: float32): float32 = x |
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47 func easePow2(x: float32): float32 = x * x |
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48 func easePow3(x: float32): float32 = x * x * x |
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49 func easePow4(x: float32): float32 = x * x * x * x |
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50 func easePow5(x: float32): float32 = x * x * x * x * x |
902 | 51 func easeExpo(x: float32): float32 = (if x == 0: 0'f32 else: pow(2'f32, 10'f32 * x - 10'f32)) |
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52 func easeSine(x: float32): float32 = 1'f32 - cos((x * PI) / 2'f32) |
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53 func easeCirc(x: float32): float32 = 1'f32 - sqrt(1'f32 - pow(x, 2'f32)) |
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54 |
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55 const EASEFUNC_MAP = { |
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56 None: easeConst, |
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57 Linear: easeLinear, |
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58 Pow2: easePow2, |
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59 Pow3: easePow3, |
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60 Pow4: easePow4, |
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61 Pow5: easePow5, |
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62 Expo: easeExpo, |
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63 Sine: easeSine, |
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64 Circ: easeCirc, |
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65 }.toTable() |
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66 |
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67 func makeEaseOut(f: proc(x: float32): float32 {.noSideEffect.}): auto = |
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68 func wrapper(x: float32): float32 = |
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69 1 - f(1 - x) |
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70 return wrapper |
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71 |
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72 func combine(f1: proc(x: float32): float32 {.noSideEffect.}, f2: proc(x: float32): float32 {.noSideEffect.}): auto = |
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73 func wrapper(x: float32): float32 = |
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74 if x < 0.5: f1(x * 2) * 0.5 |
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75 else: f2((x - 0.5) * 2) * 0.5 + 0.5 |
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76 return wrapper |
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77 |
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78 func interpol(keyframe: Keyframe, t: float32): float32 = |
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79 if keyframe.easeOut == None: |
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80 return EASEFUNC_MAP[keyframe.easeIn](t) |
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81 elif keyframe.easeIn == None: |
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82 return EASEFUNC_MAP[keyframe.easeOut](t) |
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83 else: |
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84 return combine(EASEFUNC_MAP[keyframe.easeIn], makeEaseOut(EASEFUNC_MAP[keyframe.easeOut]))(t) |
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85 |
1138 | 86 func InitKeyframe*[T](timestamp: AnimationTime, value: T, easeIn = Linear, easeOut = None): Keyframe[T] = |
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87 Keyframe[T](timestamp: timestamp, value: value, easeIn: easeIn, easeOut: easeOut) |
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88 |
1138 | 89 func NewAnimation*[T](keyframes: openArray[Keyframe[T]], duration: float32, direction = Forward, iterations = 1): Animation[T] = |
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90 assert keyframes.len >= 2, "An animation needs at least 2 keyframes" |
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91 assert keyframes[0].timestamp == 0, "An animation's first keyframe needs to have timestamp=0" |
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92 assert keyframes[^1].timestamp == 1, "An animation's last keyframe needs to have timestamp=1" |
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93 var last = keyframes[0].timestamp |
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94 for kf in keyframes[1 .. ^1]: |
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95 assert kf.timestamp > last, "Succeding keyframes must have increasing timestamps" |
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96 last = kf.timestamp |
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97 |
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98 let theKeyframes = keyframes.toSeq |
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99 |
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100 proc animationFunc(state: AnimationState[T], dt: float32): T = |
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101 var i = 0 |
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102 while i < theKeyframes.len - 1: |
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103 if theKeyframes[i].timestamp > state.t: |
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104 break |
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105 inc i |
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106 |
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107 let |
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108 keyFrameDist = theKeyframes[i].timestamp - theKeyframes[i - 1].timestamp |
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109 timestampDist = state.t - theKeyframes[i - 1].timestamp |
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110 x = timestampDist / keyFrameDist |
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111 |
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112 let value = theKeyframes[i - 1].interpol(x) |
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113 return theKeyframes[i].value * value + theKeyframes[i - 1].value * (1 - value) |
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114 |
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115 Animation[T]( |
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116 animationFunction: animationFunc, |
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117 duration: duration, |
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118 direction: direction, |
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119 iterations: iterations |
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120 ) |
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121 |
1138 | 122 func NewAnimation*[T](fun: (state: AnimationState[T], dt: float32) -> T, duration: float32, direction = Forward, iterations = 1): Animation[T] = |
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123 assert fun != nil, "Animation function cannot be nil" |
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124 Animation[T]( |
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125 animationFunction: fun, |
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126 duration: duration, |
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127 direction: direction, |
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128 iterations: iterations |
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129 ) |
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130 |
1138 | 131 proc ResetState*[T](state: var AnimationState[T], initial: T) = |
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132 state.currentValue = initial |
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133 state.currentTime = 0 |
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134 state.currentDirection = if state.animation.direction == Backward: -1 else: 1 |
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135 state.currentIteration = state.animation.iterations |
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136 |
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137 proc t*(state: AnimationState): AnimationTime = |
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138 max(low(AnimationTime), min(state.currentTime / state.animation.duration, high(AnimationTime))) |
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139 |
1138 | 140 proc NewAnimationState*[T](animation: Animation[T], initial = default(T)): AnimationState[T] = |
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141 result = AnimationState[T](animation: animation, playing: false) |
1142 | 142 result.ResetState(initial) |
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143 |
1138 | 144 proc NewAnimationState*[T](value: T = default(T)): AnimationState[T] = |
145 NewAnimationState[T](NewAnimation[T]((state: AnimationState[T], dt: float32) => value, 0), initial = value) | |
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146 |
1138 | 147 func Start*(state: var AnimationState) = |
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148 state.playing = true |
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149 |
1138 | 150 func Stop*(state: var AnimationState) = |
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151 state.playing = false |
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152 |
1138 | 153 proc Advance*[T](state: var AnimationState[T], dt: float32): T = |
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154 # TODO: check this function, not 100% correct I think |
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155 if state.playing: |
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156 state.currentTime += float32(state.currentDirection) * dt |
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157 if not (0 <= state.currentTime and state.currentTime < state.animation.duration): |
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158 dec state.currentIteration |
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159 # last iteration reached |
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160 if state.currentIteration <= 0 and state.animation.iterations != 0: |
1142 | 161 state.Stop() |
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162 # more iterations |
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163 else: |
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164 case state.animation.direction: |
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165 of Forward: |
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166 state.currentTime = state.currentTime - state.animation.duration |
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167 of Backward: |
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168 state.currentTime = state.currentTime + state.animation.duration |
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169 of Alternate: |
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170 state.currentDirection = -state.currentDirection |
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171 state.currentTime += float32(state.currentDirection) * dt * 2'f32 |
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172 |
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173 assert state.animation.animationFunction != nil, "Animation func cannot be nil" |
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174 state.currentValue = state.animation.animationFunction(state, dt) |
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175 return state.currentValue |