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https://github.com/MihailRis/voxelcore.git
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move common functions to core:animation module
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parent
87310dd38f
commit
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3 changed files with 197 additions and 310 deletions
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@ -1,5 +1,16 @@
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local this = {}
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local CH_TRANSLATE = 1
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local CH_ROTATE = 2
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local AX_X = 1
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local AX_Y = 2
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local AX_Z = 3
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local INT_CONST = 1
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local INT_LINEAR = 2
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local INT_BEZIER = 3
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local function bezier(a, b, c, d, u)
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local s = 1 - u
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return s * s * s * a +
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@ -16,9 +27,8 @@ local function bezier_derivative(a, b, c, d, u)
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3 * u * u * (d - c)
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end
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function this.bezier_interpolation(k0, k1, t)
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local function bezier_interpolation(k0, k1, t)
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local frame = k0.frame + t * (k1.frame - k0.frame)
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local u = t
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for i=1,8 do
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@ -29,7 +39,6 @@ function this.bezier_interpolation(k0, k1, t)
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k1.frame,
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u
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)
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local dx = bezier_derivative(
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k0.frame,
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k0.rx,
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@ -50,4 +59,135 @@ function this.bezier_interpolation(k0, k1, t)
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return bezier(k0.value, k0.ry, k1.ly, k1.value, u)
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end
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local patterns = {
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{name="sint", pattern="sin(t)"},
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{name="sint2", pattern="sin(t * 2)"},
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}
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local function process_expression(src, memoised)
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for i, pattern in ipairs(patterns) do
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local pattern_safe = string.pattern_safe(pattern.pattern)
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if src:find(pattern_safe) then
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memoised[pattern.name] = pattern.pattern
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src = src:gsub(pattern_safe, pattern.name)
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end
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end
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return src
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end
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local function key_neighbors(keys, frame)
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local left = 1
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local right = #keys
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while left <= right do
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local mid = math.floor((left + right) / 2)
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if keys[mid].frame < frame then
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left = mid + 1
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elseif keys[mid].frame > frame then
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right = mid - 1
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else
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return mid, mid
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end
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end
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if left > #keys then
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left = #keys
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end
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return right, left
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end
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local env = {
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mat4 = mat4,
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X = {1, 0, 0},
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Y = {0, 1, 0},
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Z = {0, 0, 1},
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DST = mat4.idt(),
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value_at = function(keys, frame, interp)
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local left, right = key_neighbors(keys, frame)
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if left == right then
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return keys[left].value
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end
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left = keys[left]
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if interp == INT_CONST then
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return left.value
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end
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right = keys[right]
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local t = (frame - left.frame) / (right.frame - left.frame)
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if interp == INT_BEZIER then
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return bezier_interpolation(left, right, t)
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end
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return left.value * (1.0 - t) + right.value * t
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end,
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}
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table.extend(env, math)
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local function codegen_track(lines, memoised, keysets)
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local code = ""
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local translation = {false, false, false}
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local rotation = {false, false, false}
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for i, line in ipairs(lines) do
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if line.expression then
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code = code .. "\n local l" .. i .. " = (" ..
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process_expression(line.expression, memoised) .. ")"
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elseif line.keys then
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keysets[i] = line.keys
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code = code .. string.format(
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"\n local l%d = value_at(keysets[%d], t * 3 %% 60, %s)",
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i, i, line.interp)
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end
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if line.channel == CH_TRANSLATE then
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translation[line.axis] = i
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elseif line.channel == CH_ROTATE then
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rotation[line.axis] = i
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end
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end
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code = code .. "\n mat4.idt(dst)"
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if translation[1] or translation[2] or translation[3] then
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code = code .. "\n mat4.translate(dst, {" ..
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(translation[1] and ("l" .. translation[1]) or '0').. ", " ..
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(translation[2] and ("l" .. translation[2]) or '0').. ", " ..
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(translation[3] and ("l" .. translation[3]) or '0').. "}, dst)"
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end
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local axis_names = {"X", "Y", "Z"}
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for axis, var in ipairs(rotation) do
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if var then
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code = code .. "\n mat4.rotate(dst, " .. axis_names[axis] ..
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",l" .. var .. ", dst)"
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end
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end
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return code
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end
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function this.compile_track(linesets)
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local code = ""
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local memoised = {}
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local keysets = {}
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for i, lineset in ipairs(linesets) do
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local lineset_code = codegen_track(lineset.lines, memoised, keysets)
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code = code .. "\n do" .. lineset_code .. "\n end\n" ..
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" rig:set_matrix(" .. lineset.bone_index .. ", dst)\n"
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end
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local memoised_code = ""
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for name, expression in pairs(memoised) do
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memoised_code = memoised_code .. "\n local " .. name .. " = " .. expression
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end
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if #memoised_code > 0 then
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code = memoised_code .. "\n" .. code
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end
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local src = "return function(rig, t, m)\n local dst = DST\n" .. code .. "\nend"
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local generator, err = load(src, "<expr>", "bt", table.extend({keysets = keysets}, env))
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if not generator then
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error(err)
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end
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return generator()
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end
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return this
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