Mercurial > games > semicongine
view 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 |
children |
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{.experimental: "notnil".} import std/sugar import std/tables import std/math import std/sequtils import std/algorithm import ./core/matrix type Ease* = enum None Linear Pow2 Pow3 Pow4 Pow5 Expo Sine Circ AnimationTime* = 0'f32 .. 1'f32 Direction* = enum Forward Backward Alternate Keyframe[T] = object timestamp: AnimationTime value: T easeIn: Ease easeOut: Ease Animation*[T] = object animationFunction: (state: AnimationState[T], dt: float32) -> T duration: float32 direction: Direction iterations: int AnimationState*[T] = object animation*: Animation[T] currentTime*: float32 playing*: bool currentDirection: int currentIteration: int currentValue*: T func easeConst(x: float32): float32 = 0 func easeLinear(x: float32): float32 = x func easePow2(x: float32): float32 = x * x func easePow3(x: float32): float32 = x * x * x func easePow4(x: float32): float32 = x * x * x * x func easePow5(x: float32): float32 = x * x * x * x * x func easeExpo(x: float32): float32 = (if x == 0: 0'f32 else: pow(2'f32, 10'f32 * x - 10'f32)) func easeSine(x: float32): float32 = 1'f32 - cos((x * PI) / 2'f32) func easeCirc(x: float32): float32 = 1'f32 - sqrt(1'f32 - pow(x, 2'f32)) const EASEFUNC_MAP = { None: easeConst, Linear: easeLinear, Pow2: easePow2, Pow3: easePow3, Pow4: easePow4, Pow5: easePow5, Expo: easeExpo, Sine: easeSine, Circ: easeCirc, }.toTable() func makeEaseOut(f: proc(x: float32): float32 {.noSideEffect.}): auto = func wrapper(x: float32): float32 = 1 - f(1 - x) return wrapper func combine(f1: proc(x: float32): float32 {.noSideEffect.}, f2: proc(x: float32): float32 {.noSideEffect.}): auto = func wrapper(x: float32): float32 = if x < 0.5: f1(x * 2) * 0.5 else: f2((x - 0.5) * 2) * 0.5 + 0.5 return wrapper func interpol(keyframe: Keyframe, t: float32): float32 = if keyframe.easeOut == None: return EASEFUNC_MAP[keyframe.easeIn](t) elif keyframe.easeIn == None: return EASEFUNC_MAP[keyframe.easeOut](t) else: return combine(EASEFUNC_MAP[keyframe.easeIn], makeEaseOut(EASEFUNC_MAP[keyframe.easeOut]))(t) func InitKeyframe*[T](timestamp: AnimationTime, value: T, easeIn = Linear, easeOut = None): Keyframe[T] = Keyframe[T](timestamp: timestamp, value: value, easeIn: easeIn, easeOut: easeOut) func NewAnimation*[T](keyframes: openArray[Keyframe[T]], duration: float32, direction = Forward, iterations = 1): Animation[T] = assert keyframes.len >= 2, "An animation needs at least 2 keyframes" assert keyframes[0].timestamp == 0, "An animation's first keyframe needs to have timestamp=0" assert keyframes[^1].timestamp == 1, "An animation's last keyframe needs to have timestamp=1" var last = keyframes[0].timestamp for kf in keyframes[1 .. ^1]: assert kf.timestamp > last, "Succeding keyframes must have increasing timestamps" last = kf.timestamp let theKeyframes = keyframes.toSeq proc animationFunc(state: AnimationState[T], dt: float32): T = var i = 0 while i < theKeyframes.len - 1: if theKeyframes[i].timestamp > state.t: break inc i let keyFrameDist = theKeyframes[i].timestamp - theKeyframes[i - 1].timestamp timestampDist = state.t - theKeyframes[i - 1].timestamp x = timestampDist / keyFrameDist let value = theKeyframes[i - 1].interpol(x) return theKeyframes[i].value * value + theKeyframes[i - 1].value * (1 - value) Animation[T]( animationFunction: animationFunc, duration: duration, direction: direction, iterations: iterations ) func NewAnimation*[T](fun: (state: AnimationState[T], dt: float32) -> T, duration: float32, direction = Forward, iterations = 1): Animation[T] = assert fun != nil, "Animation function cannot be nil" Animation[T]( animationFunction: fun, duration: duration, direction: direction, iterations: iterations ) proc ResetState*[T](state: var AnimationState[T], initial: T) = state.currentValue = initial state.currentTime = 0 state.currentDirection = if state.animation.direction == Backward: -1 else: 1 state.currentIteration = state.animation.iterations proc t*(state: AnimationState): AnimationTime = max(low(AnimationTime), min(state.currentTime / state.animation.duration, high(AnimationTime))) proc NewAnimationState*[T](animation: Animation[T], initial = default(T)): AnimationState[T] = result = AnimationState[T](animation: animation, playing: false) result.ResetState(initial) proc NewAnimationState*[T](value: T = default(T)): AnimationState[T] = NewAnimationState[T](NewAnimation[T]((state: AnimationState[T], dt: float32) => value, 0), initial = value) func Start*(state: var AnimationState) = state.playing = true func Stop*(state: var AnimationState) = state.playing = false proc Advance*[T](state: var AnimationState[T], dt: float32): T = # TODO: check this function, not 100% correct I think if state.playing: state.currentTime += float32(state.currentDirection) * dt if not (0 <= state.currentTime and state.currentTime < state.animation.duration): dec state.currentIteration # last iteration reached if state.currentIteration <= 0 and state.animation.iterations != 0: state.Stop() # more iterations else: case state.animation.direction: of Forward: state.currentTime = state.currentTime - state.animation.duration of Backward: state.currentTime = state.currentTime + state.animation.duration of Alternate: state.currentDirection = -state.currentDirection state.currentTime += float32(state.currentDirection) * dt * 2'f32 assert state.animation.animationFunction != nil, "Animation func cannot be nil" state.currentValue = state.animation.animationFunction(state, dt) return state.currentValue