#include "animator.h" #include "../base/interpolation.h" #include "../base/log.h" #include "animatable.h" using namespace base; namespace eng { void Animator::Attach(Animatable* animatable) { elements_.push_back({animatable, {0, 0}, 0, animatable->GetColor(), (int)animatable->GetFrame()}); } void Animator::Play(int animation, bool loop) { play_flags_ |= animation; loop_flags_ |= loop ? animation : 0; } void Animator::Pause(int animation) { play_flags_ &= ~animation; } void Animator::Stop(int animation) { if ((animation & kMovement) != 0) movement_time_ = 0; if ((animation & kRotation) != 0) rotation_time_ = 0; if ((animation & kBlending) != 0) blending_time_ = 0; if ((animation & kFrames) != 0) frame_time_ = 0; if ((animation & kTimer) != 0) timer_time_ = 0; play_flags_ |= animation; Update(0); play_flags_ &= ~animation; loop_flags_ &= ~animation; } void Animator::SetEndCallback(int animation, base::Closure cb) { if ((inside_cb_ & animation) != 0) { has_pending_cb_ = true; pending_cb_ = std::move(cb); } if ((animation & kMovement) != 0 && inside_cb_ != kMovement) movement_cb_ = std::move(cb); if ((animation & kRotation) != 0 && inside_cb_ != kRotation) rotation_cb_ = std::move(cb); if ((animation & kBlending) != 0 && inside_cb_ != kBlending) blending_cb_ = std::move(cb); if ((animation & kFrames) != 0 && inside_cb_ != kFrames) frame_cb_ = std::move(cb); if ((animation & kTimer) != 0 && inside_cb_ != kTimer) timer_cb_ = std::move(cb); } void Animator::SetMovement(Vector2 direction, float duration, Interpolator interpolator) { movement_direction_ = direction; movement_speed_ = 1.0f / duration; movement_interpolator_ = std::move(interpolator); for (auto& a : elements_) a.movement_last_offset = {0, 0}; } void Animator::SetRotation(float trget, float duration, Interpolator interpolator) { rotation_target_ = trget; rotation_speed_ = 1.0f / duration; rotation_interpolator_ = std::move(interpolator); for (auto& a : elements_) a.rotation_last_theta = 0; } void Animator::SetBlending(Vector4 target, float duration, Interpolator interpolator) { blending_target_ = target; blending_speed_ = 1.0f / duration; for (auto& a : elements_) a.blending_start = a.animatable->GetColor(); blending_interpolator_ = std::move(interpolator); } void Animator::SetFrames(int count, int frames_per_second, Interpolator interpolator) { frame_count_ = count; frame_speed_ = (float)frames_per_second / (float)count; for (auto& a : elements_) a.frame_start_ = a.animatable->GetFrame(); frame_interpolator_ = std::move(interpolator); } void Animator::SetTimer(float duration) { timer_speed_ = 1.0f / duration; } void Animator::SetVisible(bool visible) { for (auto& a : elements_) a.animatable->SetVisible(visible); } void Animator::Update(float delta_time) { if (play_flags_ & kMovement) UpdateMovement(delta_time); if (play_flags_ & kRotation) UpdateRotation(delta_time); if (play_flags_ & kBlending) UpdateBlending(delta_time); if (play_flags_ & kFrames) UpdateFrame(delta_time); if (play_flags_ & kTimer) UpdateTimer(delta_time); for (auto& a : elements_) { if (play_flags_ & kMovement) { float interpolated_time = movement_interpolator_ ? movement_interpolator_(movement_time_) : movement_time_; Vector2 offset = base::Lerp({0, 0}, movement_direction_, interpolated_time); a.animatable->Translate(offset - a.movement_last_offset); a.movement_last_offset = offset; } if (play_flags_ & kRotation) { float interpolated_time = rotation_interpolator_ ? rotation_interpolator_(rotation_time_) : rotation_time_; float theta = base::Lerp(0.0f, rotation_target_, interpolated_time); a.animatable->Rotate(theta - a.rotation_last_theta); a.rotation_last_theta = theta; } if (play_flags_ & kBlending) { float interpolated_time = blending_interpolator_ ? blending_interpolator_(blending_time_) : blending_time_; Vector4 r = base::Lerp(a.blending_start, blending_target_, interpolated_time); a.animatable->SetColor(r); } if (play_flags_ & kFrames) { float interpolated_time = frame_interpolator_ ? frame_interpolator_(frame_time_) : frame_time_; int target = a.frame_start_ + frame_count_; int r = base::Lerp(a.frame_start_, target, interpolated_time); if (r < target) a.animatable->SetFrame(r); } } } void Animator::UpdateMovement(float delta_time) { if ((loop_flags_ & kMovement) == 0 && movement_time_ == 1.0f) { movement_time_ = 0; play_flags_ &= ~kMovement; if (movement_cb_) { inside_cb_ = kMovement; movement_cb_(); inside_cb_ = kNone; if (has_pending_cb_) { has_pending_cb_ = false; movement_cb_ = std::move(pending_cb_); } } return; } movement_time_ += movement_speed_ * delta_time; if (movement_time_ > 1) movement_time_ = (loop_flags_ & kMovement) == 0 ? 1 : fmod(movement_time_, 1.0f); } void Animator::UpdateRotation(float delta_time) { if ((loop_flags_ & kRotation) == 0 && rotation_time_ == 1.0f) { rotation_time_ = 0; play_flags_ &= ~kRotation; if (rotation_cb_) { inside_cb_ = kRotation; rotation_cb_(); inside_cb_ = kNone; if (has_pending_cb_) { has_pending_cb_ = false; rotation_cb_ = std::move(pending_cb_); } } return; } rotation_time_ += rotation_speed_ * delta_time; if (rotation_time_ > 1) rotation_time_ = (loop_flags_ & kRotation) == 0 ? 1 : fmod(rotation_time_, 1.0f); } void Animator::UpdateBlending(float delta_time) { if ((loop_flags_ & kBlending) == 0 && blending_time_ == 1.0f) { blending_time_ = 0; play_flags_ &= ~kBlending; if (blending_cb_) { inside_cb_ = kBlending; blending_cb_(); inside_cb_ = kNone; if (has_pending_cb_) { has_pending_cb_ = false; blending_cb_ = std::move(pending_cb_); } } return; } blending_time_ += blending_speed_ * delta_time; if (blending_time_ > 1) blending_time_ = (loop_flags_ & kBlending) == 0 ? 1 : fmod(blending_time_, 1.0f); } void Animator::UpdateFrame(float delta_time) { if ((loop_flags_ & kFrames) == 0 && frame_time_ == 1.0f) { frame_time_ = 0; play_flags_ &= ~kFrames; if (frame_cb_) { inside_cb_ = kFrames; frame_cb_(); inside_cb_ = kNone; if (has_pending_cb_) { has_pending_cb_ = false; frame_cb_ = std::move(pending_cb_); } } return; } else if ((loop_flags_ & kFrames) != 0 && frame_time_ == 1.0f) { frame_time_ = 0; } frame_time_ += frame_speed_ * delta_time; if (frame_time_ > 1) frame_time_ = 1; } void Animator::UpdateTimer(float delta_time) { if (timer_time_ == 1.0f) { timer_time_ = 0; play_flags_ &= ~kTimer; if (timer_cb_) { inside_cb_ = kTimer; timer_cb_(); inside_cb_ = kNone; if (has_pending_cb_) { has_pending_cb_ = false; timer_cb_ = std::move(pending_cb_); } } return; } timer_time_ += timer_speed_ * delta_time; if (timer_time_ > 1) timer_time_ = 1; } } // namespace eng