Mercurial > games > semicongine
changeset 446:139b929f5866
did: improve animation system, fix a few small things
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 02 Mar 2024 18:46:45 +0700 |
parents | 58478c5873f1 |
children | 7ebcf22ec87f |
files | semicongine/animation.nim semicongine/mesh.nim semicongine/platform/windows/window.nim |
diffstat | 3 files changed, 49 insertions(+), 45 deletions(-) [+] |
line wrap: on
line diff
--- a/semicongine/animation.nim Sat Feb 24 17:08:58 2024 +0700 +++ b/semicongine/animation.nim Sat Mar 02 18:46:45 2024 +0700 @@ -1,3 +1,5 @@ +{.experimental: "notnil".} + import std/sugar import std/tables import std/math @@ -28,11 +30,11 @@ easeIn: Ease easeOut: Ease Animation*[T] = object - animationFunction: (t: AnimationTime) -> T + animationFunction: (state: AnimationState[T], dt: float32) -> T duration: float32 direction: Direction iterations: int - AnimationPlayer*[T] = object + AnimationState*[T] = object animation*: Animation[T] currentTime*: float32 playing*: bool @@ -95,16 +97,16 @@ let theKeyframes = keyframes.toSeq - proc animationFunc(t: AnimationTime): T = + proc animationFunc(state: AnimationState[T], dt: float32): T = var i = 0 while i < theKeyframes.len - 1: - if theKeyframes[i].timestamp > t: + if theKeyframes[i].timestamp > state.t: break inc i let keyFrameDist = theKeyframes[i].timestamp - theKeyframes[i - 1].timestamp - timestampDist = t - theKeyframes[i - 1].timestamp + timestampDist = state.t - theKeyframes[i - 1].timestamp x = timestampDist / keyFrameDist let value = theKeyframes[i - 1].interpol(x) @@ -117,7 +119,8 @@ iterations: iterations ) -func newAnimation*[T](fun: (t: AnimationTime) -> T, duration: float32, direction = Forward, iterations = 1): Animation[T] = +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, @@ -125,47 +128,48 @@ iterations: iterations ) -proc reset*(player: var AnimationPlayer) = - player.currentValue = player.animation.animationFunction(0) - player.currentTime = 0 - player.currentDirection = if player.animation.direction == Backward: -1 else: 1 - player.currentIteration = player.animation.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 newAnimationPlayer*[T](animation: Animation[T]): AnimationPlayer[T] = - result = AnimationPlayer[T](animation: animation, playing: false) - result.reset() +proc t*(state: AnimationState): AnimationTime = + max(low(AnimationTime), min(state.currentTime / state.animation.duration, high(AnimationTime))) -proc newAnimationPlayer*[T](value: T = default(T)): AnimationPlayer[T] = - newAnimationPlayer[T](newAnimation[T]((t: AnimationTime) => value, 0)) +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*(player: var AnimationPlayer) = - player.playing = true +func start*(state: var AnimationState) = + state.playing = true -func stop*(player: var AnimationPlayer) = - player.playing = false +func stop*(state: var AnimationState) = + state.playing = false -proc advance*[T](player: var AnimationPlayer[T], dt: float32): T = +proc advance*[T](state: var AnimationState[T], dt: float32): T = # TODO: check this function, not 100% correct I think - if player.playing: - player.currentTime += float32(player.currentDirection) * dt - if not (0 <= player.currentTime and player.currentTime < player.animation.duration): - dec player.currentIteration + 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 player.currentIteration <= 0 and player.animation.iterations != 0: - player.stop() + if state.currentIteration <= 0 and state.animation.iterations != 0: + state.stop() # more iterations else: - case player.animation.direction: + case state.animation.direction: of Forward: - player.currentTime = player.currentTime - player.animation.duration + state.currentTime = state.currentTime - state.animation.duration of Backward: - player.currentTime = player.currentTime + player.animation.duration + state.currentTime = state.currentTime + state.animation.duration of Alternate: - player.currentDirection = -player.currentDirection - player.currentTime += float32(player.currentDirection) * dt * 2'f32 + state.currentDirection = -state.currentDirection + state.currentTime += float32(state.currentDirection) * dt * 2'f32 - player.currentValue = player.animation.animationFunction( - max(low(AnimationTime), min(player.currentTime / player.animation.duration, high(AnimationTime))) - ) - return player.currentValue + assert state.animation.animationFunction != nil, "Animation func cannot be nil" + state.currentValue = state.animation.animationFunction(state, dt) + return state.currentValue
--- a/semicongine/mesh.nim Sat Feb 24 17:08:58 2024 +0700 +++ b/semicongine/mesh.nim Sat Mar 02 18:46:45 2024 +0700 @@ -322,7 +322,7 @@ proc `[]=`*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, data: seq[T]) = updateAttributeData[T](mesh, attribute, data) proc `[]=`*[T: GPUType|int|uint|float](mesh: Mesh, attribute: string, data: seq[T]) = - updateAttributeData[t](mesh[], attribute, data) + updateAttributeData[T](mesh[], attribute, data) proc `[]=`*[T: GPUType|int|uint|float](mesh: var MeshObject, attribute: string, value: T) = updateAttributeData[T](mesh, attribute, newSeqWith(mesh.vertexCount, value))
--- a/semicongine/platform/windows/window.nim Sat Feb 24 17:08:58 2024 +0700 +++ b/semicongine/platform/windows/window.nim Sat Mar 02 18:46:45 2024 +0700 @@ -64,12 +64,12 @@ proc createWindow*(title: string): NativeWindow = - when DEBUG: - AllocConsole() - discard stdin.reopen("conIN$", fmRead) - discard stdout.reopen("conOUT$", fmWrite) - discard stderr.reopen("conOUT$", fmWrite) - + # when DEBUG: + # AllocConsole() + # discard stdin.reopen("conIN$", fmRead) + # discard stdout.reopen("conOUT$", fmWrite) + # discard stderr.reopen("conOUT$", fmWrite) + result.hInstance = HINSTANCE(GetModuleHandle(nil)) var windowClassName = T"EngineWindowClass" @@ -81,7 +81,7 @@ lpszClassName: windowClassName, hcursor: LoadCursor(HINSTANCE(0), IDC_ARROW), ) - + if(RegisterClassEx(addr(windowClass)) == 0): raise newException(Exception, "Unable to register window class")