voxelcore/res/modules/animation.lua
2026-09-05 17:12:32 +03:00

341 lines
9.5 KiB
Lua

local internals = __vc_internals
local this = {
CH_TRANSLATE = 1,
CH_ROTATE = 2,
CH_SCALE = 3,
CH_ZOOM = 4,
INT_CONST = 1,
INT_LINEAR = 2,
INT_BEZIER = 3,
TRACE_CODEGEN = true,
}
local INT_CONST = this.INT_CONST
local INT_BEZIER = this.INT_BEZIER
local function bezier(a, b, c, d, u)
local s = 1 - u
return s * s * s * a +
3 * s * s * u * b +
3 * s * u * u * c +
u * u * u * d
end
local function bezier_derivative(a, b, c, d, u)
local s = 1 - u
return
3 * s * s * (b - a) +
6 * s * u * (c - b) +
3 * u * u * (d - c)
end
local function bezier_interpolation(k0, k1, t)
local frame = k0.frame + t * (k1.frame - k0.frame)
local u = t
for i=1,8 do
local x = bezier(k0.frame, k0.rx, k1.lx, k1.frame, u)
local dx = bezier_derivative(k0.frame, k0.rx, k1.lx, k1.frame, u)
if math.abs(dx) < 1e-8 then
break
end
u = u - (x - frame) / dx
if u < 0 then u = 0 end
if u > 1 then u = 1 end
end
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,
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
}
table.extend(env, math)
local function codegen_track(raw_track, lines, memoised, keysets, transforms)
local code = ""
local hastsf = 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
keysets[i] = line.keys
code = code .. string.format(
"\n local l%d = value_at(keysets[%d], t * %s, %s)",
i, i, raw_track.fps, line.interp)
end
if line.channel == this.CH_TRANSLATE then
translation[line.axis] = i
hastsf = true
elseif line.channel == this.CH_ROTATE then
rotation[line.axis] = i
hastsf = true
elseif line.channel == this.CH_SCALE then
scale[line.axis] = i
hastsf = true
elseif line.channel == this.CH_ZOOM then
code = code .. "\n zoom = l" .. i
end
end
if not hastsf or not transforms 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"}
for axis, var in ipairs(rotation) do
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, memoised, keysets)
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.lines, memoised, 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, memoised, keysets)
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.lines, memoised, 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, memoised, keysets)
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.lines, memoised, keysets, false)
code = code .. "\n do" .. lineset_code .. "\n end\n"
.. " target:set_zoom(zoom)\n"
return code .. " end"
end
function this.compile_track(raw_track, track_name)
local code = ""
local memoised = {}
local keysets = {}
code = code .. codegen_rig_target(raw_track, memoised, keysets)
code = code .. codegen_object_target(raw_track, memoised, keysets)
code = code .. codegen_camera_target(raw_track, memoised, keysets)
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(target, t, m)\n"
.. code .. "\nend"
if this.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 = keysets}, env))
if not generator then
error(err)
end
return {
duration = raw_track.duration,
func = generator(),
}
end
local loaded_tracks = {}
local backup_tracks = {}
function internals.store_animation(name, track)
loaded_tracks[name] = track
end
function this.get_track(identifier)
return loaded_tracks[identifier]
end
local running_actions = {}
local playing_tracks = {}
function this.action(func)
table.insert(running_actions, coroutine.create(func))
end
function this.play(name, target)
table.insert(playing_tracks, {name=name, target=target, timer=0.0})
end
function internals.on_animation_frame()
for i=1,#running_actions do
local co = running_actions[i]
local status, result = coroutine.resume(co)
if not status then
debug.error("error in animation action: "..result)
table.remove(running_actions, i)
elseif coroutine.status(co) == "dead" then
table.remove(running_actions, i)
end
end
for i=1,#playing_tracks do
local track_info = playing_tracks[i]
local track = loaded_tracks[track_info.name]
if not track then
debug.error("animation track not found: "..track_info.name)
table.remove(playing_tracks, i)
else
track_info.timer = track_info.timer + time.delta()
if track_info.timer > track.duration then
table.remove(playing_tracks, i)
else
track.func(track_info.target, track_info.timer)
end
end
end
end
function internals.stop_animation_actions()
running_actions = {}
end
function internals.backup_and_clear_animation()
loaded_tracks, backup_tracks = backup_tracks, {}
end
function internals.restore_animation_backup()
loaded_tracks, backup_tracks = backup_tracks, {}
end
return this