voxelcore/res/modules/internal/animation_codegen.lua
2026-09-10 19:09:49 +03:00

298 lines
9.2 KiB
Lua

local internals = __vc_internals
local INT_CONST = animation.INT_CONST
local INT_BEZIER = animation.INT_BEZIER
local bezier_interpolation = animation.maths.bezier_interpolation
local patterns = {}
local exclude_patters = {
"end",
(string.pattern_safe("'")),
(string.pattern_safe('"')),
(string.pattern_safe("--")),
(string.pattern_safe("..")),
}
-- TODO: replace with actual expression -> lua translator
local function process_expression(src, memoised)
for i, pattern in ipairs(exclude_patters) do
if src:find(pattern) then
debug.print(exclude_patters)
error("invalid syntax "..string.escape(src))
end
end
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,
e = math.exp(1),
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]
if left == nil then
return right.value
end
local t = (frame - left.frame) / (right.frame - left.frame)
if interp == INT_BEZIER then
return bezier_interpolation(left, right, t)
elseif type(interp) == "function" then
return interp(left.value, right.value, t)
end
return left.value * (1.0 - t) + right.value * t
end,
value_at_custom = function(keys, frame, func)
local left, right = key_neighbors(keys, frame)
if left == right then
return keys[left].value
end
left = keys[left]
right = keys[right]
if left == nil then
return right.value
end
local t = (frame - left.frame) / (right.frame - left.frame)
return func(left, right, t)
end,
set_matrix = function(target, matrix)
local info = mat4.decompose(matrix)
if info then
local pos = info.translation
local rot = info.rotation
local scale = info.scale
if target.set_pos then
target:set_pos(pos)
end
if target.set_rot then
target:set_rot(rot)
end
if target.set_scale then
target:set_scale(scale)
end
end
end,
dump = debug.print
}
local math_funcs = {
"sqrt", "min", "max", "deg", "rad", "log", "log10", "floor", "ceil", "sin",
"tan", "noise", "noise2", "sign", "round", "exp", "pi", "e"
}
for _, name in ipairs(math_funcs) do
env[name] = math[name]
end
local function codegen_track(raw_track, lineset, memoised, keysets, use_tsf)
local lines = lineset.lines
local code = ""
local has_tsf = false
local translation = {false, false, false}
local rotation = {false, false, false}
local scale = {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
local target_keysets = keysets[lineset.target_name]
if not target_keysets then
target_keysets = {}
keysets[lineset.target_name] = target_keysets
end
target_keysets[i] = line.keys
if line.curve_func then
local valueat = string.format("curves[%s]", string.escape(line.curve_func))
code = code .. string.format(
"\n local l%d = value_at_custom(keysets['%s'][%d], t * %s, %s)",
i, lineset.target_name, i, raw_track.fps, valueat)
else
code = code .. string.format(
"\n local l%d = value_at(keysets['%s'][%d], t * %s, %s)",
i, lineset.target_name, i, raw_track.fps, line.interp)
end
end
if line.channel == animation.CH_TRANSLATE then
translation[line.axis] = i
has_tsf = true
elseif line.channel == animation.CH_ROTATE then
rotation[line.axis] = i
has_tsf = true
elseif line.channel == animation.CH_SCALE then
scale[line.axis] = i
has_tsf = true
elseif line.channel == animation.CH_ZOOM then
code = code .. "\n zoom = l" .. i
end
end
if not has_tsf or not use_tsf then
return code
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"}
local axis_indices = {X=1, Y=2, Z=3}
local rotation_order = raw_track.rotation_order or "XYZ"
for i=1,3 do
local axis = axis_indices[rotation_order[i]]
local var = rotation[axis]
if var then
code = code .. "\n mat4.rotate(dst, " .. axis_names[axis] ..
", l" .. var .. ", dst)"
end
end
if scale[1] or scale[2] or scale[3] then
code = code .. "\n mat4.scale(dst, {" ..
(scale[1] and ("l" .. scale[1]) or '1').. ", " ..
(scale[2] and ("l" .. scale[2]) or '1').. ", " ..
(scale[3] and ("l" .. scale[3]) or '1').. "}, dst)"
end
return code
end
local function codegen_rig_target(raw_track, context)
local code = "\n if target.set_matrix and target.index then\n"
code = code .. " local dst = DST\n"
for bone, lineset in pairs(raw_track.linesets) do
if lineset.target_type ~= "bone" then
goto continue
end
local lineset_code = codegen_track(
raw_track, lineset, context.memoised, context.keysets, true)
code = code .. "\n do" .. lineset_code .. "\n end\n" ..
" target:set_matrix(target:index(" .. string.escape(bone) .. "), dst)\n"
::continue::
end
return code .. " end"
end
local function codegen_object_target(raw_track, context)
local code = "\n if target.set_pos then\n"
code = code .. " local dst = DST\n"
local lineset = raw_track.linesets[""]
if not lineset then
return ""
end
local lineset_code = codegen_track(
raw_track, lineset, context.memoised, context.keysets, true)
code = code .. "\n do" .. lineset_code .. "\n end\n"
.. " set_matrix(target, dst)\n"
return code .. " end"
end
local function codegen_camera_target(raw_track, context)
local code = "\n if target.set_zoom then\n"
code = code .. " local zoom = 1.0\n"
local lineset = raw_track.linesets[""]
if not lineset then
return ""
end
local lineset_code = codegen_track(
raw_track, lineset, context.memoised, context.keysets, false)
code = code .. "\n do" .. lineset_code .. "\n end\n"
.. " target:set_zoom(zoom)\n"
return code .. " end"
end
function internals.compile_animation_track(raw_track, track_name)
local code = ""
local context = {
memoised = {},
keysets = {},
curves = {},
}
for name, curve in pairs(raw_track.curves) do
context.curves[name] = load(string.format(
"return function(kl, kr, t) return %s end",
process_expression(curve.func, context.memoised)
), "<curve>", "t", env)()
end
code = code .. codegen_rig_target(raw_track, context)
code = code .. codegen_object_target(raw_track, context)
code = code .. codegen_camera_target(raw_track, context)
local memoised_code = ""
for name, expression in pairs(context.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(target, t, m)\n"
.. code .. "\nend"
if animation.TRACE_CODEGEN then
debug.log("["..
string.escape(track_name or "nil").." codegen trace]:\n"..src)
end
local generator, err = load(
src, "<expr>", "bt", table.extend({
keysets = context.keysets, curves = context.curves
}, env))
if not generator then
error(err)
end
return {
duration = raw_track.duration,
func = generator(),
}
end