move common functions to core:animation module

This commit is contained in:
MihailRis 2026-07-05 22:12:28 +03:00
parent 87310dd38f
commit 2bd587451c
3 changed files with 197 additions and 310 deletions

View file

@ -1,5 +1,16 @@
local this = {}
local CH_TRANSLATE = 1
local CH_ROTATE = 2
local AX_X = 1
local AX_Y = 2
local AX_Z = 3
local INT_CONST = 1
local INT_LINEAR = 2
local INT_BEZIER = 3
local function bezier(a, b, c, d, u)
local s = 1 - u
return s * s * s * a +
@ -16,9 +27,8 @@ local function bezier_derivative(a, b, c, d, u)
3 * u * u * (d - c)
end
function this.bezier_interpolation(k0, k1, t)
local function bezier_interpolation(k0, k1, t)
local frame = k0.frame + t * (k1.frame - k0.frame)
local u = t
for i=1,8 do
@ -29,7 +39,6 @@ function this.bezier_interpolation(k0, k1, t)
k1.frame,
u
)
local dx = bezier_derivative(
k0.frame,
k0.rx,
@ -50,4 +59,135 @@ function this.bezier_interpolation(k0, k1, t)
return bezier(k0.value, k0.ry, k1.ly, k1.value, u)
end
local patterns = {
{name="sint", pattern="sin(t)"},
{name="sint2", pattern="sin(t * 2)"},
}
local function process_expression(src, memoised)
for i, pattern in ipairs(patterns) do
local pattern_safe = string.pattern_safe(pattern.pattern)
if src:find(pattern_safe) then
memoised[pattern.name] = pattern.pattern
src = src:gsub(pattern_safe, pattern.name)
end
end
return src
end
local function key_neighbors(keys, frame)
local left = 1
local right = #keys
while left <= right do
local mid = math.floor((left + right) / 2)
if keys[mid].frame < frame then
left = mid + 1
elseif keys[mid].frame > frame then
right = mid - 1
else
return mid, mid
end
end
if left > #keys then
left = #keys
end
return right, left
end
local env = {
mat4 = mat4,
X = {1, 0, 0},
Y = {0, 1, 0},
Z = {0, 0, 1},
DST = mat4.idt(),
value_at = function(keys, frame, interp)
local left, right = key_neighbors(keys, frame)
if left == right then
return keys[left].value
end
left = keys[left]
if interp == INT_CONST then
return left.value
end
right = keys[right]
local t = (frame - left.frame) / (right.frame - left.frame)
if interp == INT_BEZIER then
return bezier_interpolation(left, right, t)
end
return left.value * (1.0 - t) + right.value * t
end,
}
table.extend(env, math)
local function codegen_track(lines, memoised, keysets)
local code = ""
local translation = {false, false, false}
local rotation = {false, false, false}
for i, line in ipairs(lines) do
if line.expression then
code = code .. "\n local l" .. i .. " = (" ..
process_expression(line.expression, memoised) .. ")"
elseif line.keys then
keysets[i] = line.keys
code = code .. string.format(
"\n local l%d = value_at(keysets[%d], t * 3 %% 60, %s)",
i, i, line.interp)
end
if line.channel == CH_TRANSLATE then
translation[line.axis] = i
elseif line.channel == CH_ROTATE then
rotation[line.axis] = i
end
end
code = code .. "\n mat4.idt(dst)"
if translation[1] or translation[2] or translation[3] then
code = code .. "\n mat4.translate(dst, {" ..
(translation[1] and ("l" .. translation[1]) or '0').. ", " ..
(translation[2] and ("l" .. translation[2]) or '0').. ", " ..
(translation[3] and ("l" .. translation[3]) or '0').. "}, dst)"
end
local axis_names = {"X", "Y", "Z"}
for axis, var in ipairs(rotation) do
if var then
code = code .. "\n mat4.rotate(dst, " .. axis_names[axis] ..
",l" .. var .. ", dst)"
end
end
return code
end
function this.compile_track(linesets)
local code = ""
local memoised = {}
local keysets = {}
for i, lineset in ipairs(linesets) do
local lineset_code = codegen_track(lineset.lines, memoised, keysets)
code = code .. "\n do" .. lineset_code .. "\n end\n" ..
" rig:set_matrix(" .. lineset.bone_index .. ", dst)\n"
end
local memoised_code = ""
for name, expression in pairs(memoised) do
memoised_code = memoised_code .. "\n local " .. name .. " = " .. expression
end
if #memoised_code > 0 then
code = memoised_code .. "\n" .. code
end
local src = "return function(rig, t, m)\n local dst = DST\n" .. code .. "\nend"
local generator, err = load(src, "<expr>", "bt", table.extend({keysets = keysets}, env))
if not generator then
error(err)
end
return generator()
end
return this

View file

@ -1,310 +1,60 @@
local animation_util = require "core:animation"
local tsf = entity.transform
local rig = entity.skeleton
local body = entity.rigidbody
local head_idx = rig:index("head")
local body_idx = rig:index("body")
local states = {}
local leg_left = rig:index("leg_left")
local leg_right = rig:index("leg_right")
local leg_left_btm = rig:index("leg_left_btm")
local leg_right_btm = rig:index("leg_right_btm")
local hand_left = rig:index("hand_left")
local hand_right = rig:index("hand_right")
local hand_left_btm = rig:index("hand_left_btm")
local hand_right_btm = rig:index("hand_right_btm")
local tm_offset = random.random(10)
local prev_speed = 0.0
local CH_TRANSLATE = 1
local CH_ROTATE = 2
local AX_X = 1
local AX_Y = 2
local AX_Z = 3
local INT_CONST = 1
local INT_LINEAR = 2
local INT_BEZIER = 3
local patterns = {
{name="sint", pattern="sin(t)"},
{name="sint2", pattern="sin(t * 2)"},
}
local function process_expression(src, memoised)
for i, pattern in ipairs(patterns) do
local pattern_safe = string.pattern_safe(pattern.pattern)
if src:find(pattern_safe) then
memoised[pattern.name] = pattern.pattern
src = src:gsub(pattern_safe, pattern.name)
end
end
return src
function create_state(name, track, max_intencity)
states[name] = {
track = track,
timer = 0.0,
fade_time = 0.0,
fade_timer = 0.0,
fade_in = false,
max_intencity = max_intencity,
}
end
local function key_neighbors(keys, frame)
local left = 1
local right = #keys
local current_state = nil
while left <= right do
local mid = math.floor((left + right) / 2)
if keys[mid].frame < frame then
left = mid + 1
elseif keys[mid].frame > frame then
right = mid - 1
else
return mid, mid
end
function set_state(name, fade_time)
local state = states[name]
if state == current_state then
return
end
if left > #keys then
left = #keys
if current_state then
current_state.fade_in = false
current_state.fade_time = fade_time
current_state.fade_timer = 0.0
end
current_state = state
if state then
state.timer = 0.0
state.fade_in = true
state.fade_time = fade_time
state.fade_timer = 0.0
end
return right, left
end
local env = {
mat4 = mat4,
X = {1, 0, 0},
Y = {0, 1, 0},
Z = {0, 0, 1},
DST = mat4.idt(),
value_at = function(keys, frame, interp)
local left, right = key_neighbors(keys, frame)
if left == right then
return keys[left].value
end
left = keys[left]
if interp == INT_CONST then
return left.value
end
right = keys[right]
local t = (frame - left.frame) / (right.frame - left.frame)
if interp == INT_BEZIER then
return animation_util.bezier_interpolation(left, right, t)
end
return left.value * (1.0 - t) + right.value * t
end,
}
table.extend(env, math)
local function update(delta)
for key, state in pairs(states) do
state.timer = state.timer + delta
local function codegen_track(lines, memoised, keysets)
local code = ""
local translation = {false, false, false}
local rotation = {false, false, false}
for i, line in ipairs(lines) do
if line.expression then
code = code .. "\n local l" .. i .. " = (" .. process_expression(line.expression, memoised) .. ")"
elseif line.keys then
keysets[i] = line.keys
code = code .. "\n local l" .. i .. " = value_at(keysets["..i.."], t * 3 % 60, " .. line.interp .. ")"
local intensity = state.fade_in and 1.0 or 0.0
if state.fade_timer < state.fade_time then
state.fade_timer = state.fade_timer + delta
intensity = math.min(1.0, state.fade_timer / state.fade_time)
if not state.fade_in then
intensity = 1.0 - intensity
end
end
if line.channel == CH_TRANSLATE then
translation[line.axis] = i
elseif line.channel == CH_ROTATE then
rotation[line.axis] = i
if state.track and intensity > 0.0 then
state.track(rig, state.timer, intensity * state.max_intencity)
end
end
code = code .. "\n mat4.idt(dst)"
if translation[1] or translation[2] or translation[3] then
code = code .. "\n mat4.translate(dst, {" ..
(translation[1] and ("l" .. translation[1]) or '0').. ", " ..
(translation[2] and ("l" .. translation[2]) or '0').. ", " ..
(translation[3] and ("l" .. translation[3]) or '0').. "}, dst)"
end
local axis_names = {"X", "Y", "Z"}
for axis, var in ipairs(rotation) do
if var then
code = code .. "\n mat4.rotate(dst, " .. axis_names[axis] .. ", l" .. var .. ", dst)"
end
end
return code
end
local function compile_track(linesets)
local code = ""
local memoised = {}
local keysets = {}
for i, lineset in ipairs(linesets) do
local lineset_code = codegen_track(lineset.lines, memoised, keysets)
code = code .. "\n do" .. lineset_code .. "\n end\n" ..
" rig:set_matrix(" .. lineset.bone_index .. ", dst)\n"
-- " blank(" .. lineset.bone_index .. ", dst)\n"
end
local memoised_code = ""
for name, expression in pairs(memoised) do
memoised_code = memoised_code .. "\n local " .. name .. " = " .. expression
end
if #memoised_code > 0 then
code = memoised_code .. "\n" .. code
end
local src = "return function(rig, t, m)\n local dst = DST\n" .. code .. "\nend"
print(src)
local generator, err = load(src, "<expr>", "bt", table.extend({keysets = keysets}, env))
if not generator then
error(err)
end
return generator()
end
local linesets = {
{bone_index=body_idx, lines={{
channel = CH_TRANSLATE,
axis = AX_Y,
expression = "sin(t * 2) * 0.1 * m"
}}},
{bone_index=leg_left, lines={{
channel = CH_ROTATE,
axis = AX_X,
expression = "sin(t) * 45 * m"
}}},
{bone_index=leg_right, lines={{
channel = CH_ROTATE,
axis = AX_X,
expression = "-sin(t) * 45 * m"
}}},
{bone_index=leg_left_btm, lines={{
channel = CH_ROTATE,
axis = AX_X,
expression = "(-sin(t * 2) * 45 - 45) * m"
}}},
{bone_index=leg_right_btm, lines={{
channel = CH_ROTATE,
axis = AX_X,
expression = "(-sin(t * 2) * 45 - 45) * m"
}}},
{bone_index=hand_left, lines={{
channel = CH_ROTATE,
axis = AX_X,
expression = "-sin(t) * 45 * m"
}}},
{bone_index=hand_right, lines={{
channel = CH_ROTATE,
axis = AX_X,
expression = "sin(t) * 45 * m"
}}},
{bone_index=hand_left_btm, lines={{
channel = CH_ROTATE,
axis = AX_X,
expression = "(sin(t * 2) * 45 + 45) * m"
}}},
{bone_index=hand_right_btm, lines={{
channel = CH_ROTATE,
axis = AX_X,
expression = "(sin(t * 2) * 45 + 45) * m"
}}},
{bone_index=head_idx, lines={{
channel = CH_TRANSLATE,
axis = AX_X,
interp = INT_BEZIER,
keys = {
{
frame = 0,
value = 2.37319803237915,
lx = -18.666540145874,
ly = 2.3008770942688,
rx = 57.5497436523438,
ry = 2.58115172386169,
}, {
frame = 60,
value = -2.95866346359253,
lx = 38.4764099121094,
ly = 9.56476593017578,
rx = 76.9985656738281,
ry = -12.8492240905762,
}
}
},{
channel = CH_TRANSLATE,
axis = AX_Z,
interp = INT_BEZIER,
keys = {
{
frame = 0,
value = -0.65947163105011,
lx = -18.6666660308838,
ly = -0.65947163105011,
rx = 20.6666660308838,
ry = -0.65947163105011,
}, {
frame = 60,
value = 1.03530943393707,
lx = 38.4764099121094,
ly = 13.5587406158447,
rx = 76.9985809326172,
ry = -8.85525798797607,
}
}
},{
channel = CH_TRANSLATE,
axis = AX_Y,
interp = INT_BEZIER,
keys = {
{
frame = 0,
value = 0.697231292724609,
lx = -18.6666660308838,
ly = 0.697231292724609,
rx = 20.6666660308838,
ry = 0.697231292724609,
}, {
frame = 60,
value = -0.432764053344727,
lx = 38.4764099121094,
ly = 12.0906667709351,
rx = 76.9985809326172,
ry = -10.3233318328857,
}
}
}}},
}
local track = compile_track(linesets)
function on_render()
local tm = time.uptime() * 10 + tm_offset
local speed = vec3.length(body:get_vel()) / 7.0
local delta = time.delta()
prev_speed = prev_speed * (1.0 - delta * 10) + speed * delta * 10
speed = prev_speed
-- local ttm = time.precise_time()
-- local matrix = mat4.idt()
track(rig, tm, speed)
-- for i, track in ipairs(tracks) do
-- rig:set_matrix(track.bone_index, track.generator(matrix, tm, speed))
-- end
-- rig:set_matrix(body_idx, mat4.translate({0, math.sin(tm * 2) * 0.1 * speed, 0}))
-- rig:set_matrix(leg_left, mat4.rotate({1, 0, 0}, (math.sin(tm) * 45) * speed))
-- rig:set_matrix(leg_right, mat4.rotate({1, 0, 0}, (-math.sin(tm) * 45) * speed))
-- rig:set_matrix(leg_left_btm, mat4.rotate({1, 0, 0}, (-math.sin(tm * 2) * 45 - 45) * speed))
-- rig:set_matrix(leg_right_btm, mat4.rotate({1, 0, 0}, (-math.sin(tm * 2) * 45 - 45) * speed))
-- rig:set_matrix(hand_left, mat4.rotate({1, 0, 0}, (-math.sin(tm) * 45) * speed))
-- rig:set_matrix(hand_right, mat4.rotate({1, 0, 0}, (math.sin(tm) * 45) * speed))
-- rig:set_matrix(hand_left_btm, mat4.rotate({1, 0, 0}, (math.sin(tm * 2) * 45 + 45) * speed))
-- rig:set_matrix(hand_right_btm, mat4.rotate({1, 0, 0}, (math.sin(tm * 2) * 45 + 45) * speed))
-- print(math.floor((time.precise_time() - ttm) * 1e6), "mcs")
update(time.delta())
end

View file

@ -40,7 +40,7 @@ local function angle_delta(a, b)
return normalize_angle(a - b)
end
local dir = mat4.mul(tsf:get_rot(), {0, 0, -1})
local mob_dir = mat4.mul(tsf:get_rot(), {0, 0, -1})
local flight = false
function jump(multiplier)
@ -87,12 +87,12 @@ function look_at(point, change_dir)
local pos = tsf:get_pos()
local viewdir = vec3.normalize(vec3.sub(point, pos))
local dot = vec3.dot(viewdir, dir)
local dot = vec3.dot(viewdir, mob_dir)
if dot < 0.0 and not change_dir then
viewdir = mat4.mul(tsf:get_rot(), {0, 0, -1})
else
dir[1] = dir[1] * 0.8 + viewdir[1] * 0.13
dir[3] = dir[3] * 0.8 + viewdir[3] * 0.13
mob_dir[1] = mob_dir[1] * 0.8 + viewdir[1] * 0.13
mob_dir[3] = mob_dir[3] * 0.8 + viewdir[3] * 0.13
end
if not headIndex then
@ -112,39 +112,36 @@ end
function follow_waypoints(pathfinding)
pathfinding = pathfinding or entity:require_component("core:pathfinding")
local pos = tsf:get_pos()
local pos = tsf:get_pos()
local waypoint = pathfinding.next_waypoint()
if not waypoint then
return
end
local speed = props.movement_speed
local vel = body:get_vel()
dir = vec3.sub(
mob_dir = vec3.sub(
vec3.add(waypoint, {0.5, 0, 0.5}),
{pos[1], math.floor(pos[2]), pos[3]}
)
local upper = dir[2] > 0
dir[2] = 0.0
vec3.normalize(dir, dir)
move_horizontal(speed, {dir[1], dir[3]}, vel)
local upper = mob_dir[2] > 0
mob_dir[2] = 0.0
vec3.normalize(mob_dir, mob_dir)
move_horizontal(speed, {mob_dir[1], mob_dir[3]}, vel)
if upper and body:is_grounded() then
jump(1.0)
end
end
function set_dir(new_dir)
dir = new_dir
end
function set_dir(new_dir) mob_dir = new_dir end
function get_dir()
return dir
end
function get_dir() return mob_dir end
function is_flight() return flight end
function set_flight(flag) flight = flag end
local prev_angle = (vec2.angle({dir[3], dir[1]})) % 360
local prev_angle = (vec2.angle({mob_dir[3], mob_dir[1]})) % 360
function on_physics_update(delta)
local grounded = body:is_grounded()
@ -154,7 +151,7 @@ function on_physics_update(delta)
(flight or not grounded) and props.air_damping or props.ground_damping
)
local new_angle = (vec2.angle({dir[3], dir[1]})) % 360
local new_angle = (vec2.angle({mob_dir[3], mob_dir[1]})) % 360
local angle = prev_angle
local adelta = angle_delta(