mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* oops
* fixes serialization il
* copytest
* typo & misc fixes
* 139 moment
* boxing
* mesa dum
* stuff
* goodbye bad friend
* last commit before the big (4) rewrite
* adds datanodes
* kills yamlobjserializer in favor of the new system
* adds more serializers, actually implements them & removes most of the last of the old system
* changed yamlfieldattribute namespace
* adds back iselfserialize
* refactors consts&flags
* renames everything to data(field/definition)
* adds afterserialization
* help
* dataclassgen
* fuggen help me mannen
* Fix most errors on content
* Fix engine errors except map loader
* maploader & misc fix
* misc fixes
* thing
* help
* refactors datanodes
* help me mannen
* Separate ITypeSerializer into reader and writer
* Convert all type serializers
* priority
* adds alot
* il fixes
* adds robustgen
* argh
* adds array & enum serialization
* fixes dataclasses
* adds vec2i / misc fixes
* fixes inheritance
* a very notcursed todo
* fixes some custom dataclasses
* push dis
* Remove data classes
* boutta box
* yes
* Add angle and regex serializer tests
* Make TypeSerializerTest abstract
* sets up ioc etc
* remove pushinheritance
* fixes
* Merge fixes, fix yaml hot reloading
* General fixes2
* Make enum serialization ignore case
* Fix the tag not being copied in data nodes
* Fix not properly serializing flag enums
* Fix component serialization on startup
* Implement ValueDataNode ToString
* Serialization IL fixes, fix return and string equality
* Remove async from prototype manager
* Make serializing unsupported node as enum exception more descriptive
* Fix serv3 tryread casting to serializer instead of reader
* Add constructor for invalid node type exception
* Temporary fix for SERV3: Turn populate delegate into regular code
* Fix not copying the data of non primitive types
* Fix not using the data definition found in copying
* Make ISerializationHooks require explicit implementations
* Add test for serialization inheritance
* Improve IsOverridenIn method
* Fix error message when a data definition is null
* Add method to cast a read value in Serv3Manager
* Rename IServ3Manager to ISerializationManager
* Rename usages of serv3manager, add generic copy method
* Fix IL copy method lookup
* Rename old usages of serv3manager
* Add ITypeCopier
* resistance is futile
* we will conquer this codebase
* Add copy method to all serializers
* Make primitive mismatch error message more descriptive
* bing bong im going to freacking heck
* oopsie moment
* hello are you interested in my wares
* does generic serializers under new architecture
* Convert every non generic serializer to the new format, general fixes
* Update usgaes of generic serializers, cleanup
* does some pushinheritance logic
* finishes pushinheritance FRAMEWORK
* shed
* Add box2, color and component registry serializer tests
* Create more deserialized types and store prototypes with their deserialized results
* Fixes and serializer updates
* Add serialization manager extensions
* adds pushinheritance
* Update all prototypes to have a parent and have consistent id/parent properties
* Fix grammar component serialization
* Add generic serializer tests
* thonk
* Add array serializer test
* Replace logger warning calls with exceptions
* fixes
* Move redundant methods to serialization manager extensions, cleanup
* Add array serialization
* fixes context
* more fixes
* argh
* inheritance
* this should do it
* fixes
* adds copiers & fixes some stuff
* copiers use context v1
* finishing copy context
* more context fixes
* Test fixes
* funky maps
* Fix server user interface component serialization
* Fix value tuple serialization
* Add copying for value types and arrays. Fix copy internal for primitives, enums and strings
* fixes
* fixes more stuff
* yes
* Make abstract/interface skips debugs instead of warnings
* Fix typo
* Make some dictionaries readonly
* Add checks for the serialization manager initializing and already being initialized
* Add base type required and usage for MeansDataDefinition and ImplicitDataDefinitionForInheritorsAttribute
* copy by ref
* Fix exception wording
* Update data field required summary with the new forbidden docs
* Use extension in map loader
* wanna erp
* Change serializing to not use il temporarily
* Make writing work with nullable types
* pushing
* check
* cuddling slaps HARD
* Add serialization priority test
* important fix
* a serialization thing
* serializer moment
* Add validation for some type serializers
* adds context
* moar context
* fixes
* Do the thing for appearance
* yoo lmao
* push haha pp
* Temporarily make copy delegate regular c# code
* Create deserialized component registry to handle not inheriting conflicting references
* YAML LINTER BABY
* ayes
* Fix sprite component norot not being default true like in latest master
* Remove redundant todos
* Add summary doc to every ISerializationManager method
* icon fixes
* Add skip hook argument to readers and copiers
* Merge fixes
* Fix ordering of arguments in read and copy reflection call
* Fix user interface components deserialization
* pew pew
* i am going to HECK
* Add MustUseReturnValue to copy-over methods
* Make serialization log calls use the same sawmill
* gamin
* Fix doc errors in ISerializationManager.cs
* goodbye brave soldier
* fixes
* WIP merge fixes and entity serialization
* aaaaaaaaaaaaaaa
* aaaaaaaaaaaaaaa
* adds inheritancebehaviour
* test/datafield fixes
* forgot that one
* adds more verbose validation
* This fixes the YAML hot reloading
* Replace yield break with Enumerable.Empty
* adds copiers
* aaaaaaaaaaaaa
* array fix
priority fix
misc fixes
* fix(?)
* fix.
* funny map serialization (wip)
* funny map serialization (wip)
* Add TODO
* adds proper info the validation
* Make yaml linter 5 times faster (~80% less execution time)
* Improves the error message for missing fields in the linter
* Include component name in unknown component type error node
* adds alwaysrelevant usa
* fixes mapsaving
* moved surpressor to analyzers proj
* warning cleanup & moves surpressor
* removes old msbuild targets
* Revert "Make yaml linter 5 times faster (~80% less execution time)"
This reverts commit 2ee4cc2c26.
* Add serialization to RobustServerSimulation and mock reflection methods
Fixes container tests
* Fix nullability warnings
* Improve yaml linter message feedback
* oops moment
* Add IEquatable, IComparable, ToString and operators to DataPosition
Rename it to NodeMark
Make it a readonly struct
* Remove try catch from enum parsing
* Make dependency management in serialization less bad
* Make dependencies an argument instead of a property on the serialization manager
* Clean up type serializers
* Improve validation messages and resourc epath checking
* Fix sprite error message
* reached perfection
Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
157 lines
6.1 KiB
C#
157 lines
6.1 KiB
C#
using System;
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using System.Collections.Generic;
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using Robust.Shared.Animations;
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using Robust.Shared.Maths;
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namespace Robust.Client.Animations
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{
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/// <summary>
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/// Animation that changes the value of a property based on keyframes.
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/// </summary>
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public abstract class AnimationTrackProperty : AnimationTrack
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{
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public List<KeyFrame> KeyFrames { get; protected set; } = new();
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/// <summary>
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/// How to interpolate values when between two keyframes.
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/// </summary>
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public AnimationInterpolationMode InterpolationMode { get; set; } = AnimationInterpolationMode.Linear;
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public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
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{
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return (-1, 0);
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}
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public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(object context,
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int prevKeyFrameIndex,
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float prevPlayingTime, float frameTime)
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{
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var playingTime = prevPlayingTime + frameTime;
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var keyFrameIndex = prevKeyFrameIndex;
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// Advance to the correct key frame.
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while (keyFrameIndex != KeyFrames.Count - 1 && KeyFrames[keyFrameIndex + 1].KeyTime < playingTime)
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{
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playingTime -= KeyFrames[keyFrameIndex + 1].KeyTime;
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keyFrameIndex += 1;
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}
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// Find the value we've interpolated to.
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object value;
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var nextKeyFrame = keyFrameIndex + 1;
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if (nextKeyFrame == 0)
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{
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// Still before the first keyframe, do nothing.
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return (keyFrameIndex, playingTime);
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}
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if (nextKeyFrame == KeyFrames.Count || InterpolationMode == AnimationInterpolationMode.Previous)
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{
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// After the last keyframe, or doing previous interpolation.
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value = KeyFrames[keyFrameIndex].Value;
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}
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else
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{
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// Get us a scale 0 -> 1 here.
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var t = playingTime / KeyFrames[nextKeyFrame].KeyTime;
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switch (InterpolationMode)
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{
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case AnimationInterpolationMode.Linear:
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value = InterpolateLinear(KeyFrames[keyFrameIndex].Value, KeyFrames[nextKeyFrame].Value, t);
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break;
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case AnimationInterpolationMode.Cubic:
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var pre = keyFrameIndex > 0 ? keyFrameIndex - 1 : keyFrameIndex;
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var post = nextKeyFrame < KeyFrames.Count - 1 ? nextKeyFrame + 1 : nextKeyFrame;
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value = InterpolateCubic(KeyFrames[pre].Value, KeyFrames[keyFrameIndex].Value,
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KeyFrames[nextKeyFrame].Value, KeyFrames[post].Value, t);
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break;
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case AnimationInterpolationMode.Nearest:
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value = t < 0.5f ? KeyFrames[keyFrameIndex].Value : KeyFrames[nextKeyFrame].Value;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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// Set the value.
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ApplyProperty(context, value);
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return (keyFrameIndex, playingTime);
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}
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protected abstract void ApplyProperty(object context, object value);
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protected static object InterpolateLinear(object a, object b, float t)
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{
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switch (a)
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{
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case Vector2 vector2:
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return Vector2.Lerp(vector2, (Vector2) b, t);
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case Vector3 vector3:
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return Vector3.Lerp(vector3, (Vector3) b, t);
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case Vector4 vector4:
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return Vector4.Lerp(vector4, (Vector4) b, t);
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case float f:
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return MathHelper.Lerp(f, (float) b, t);
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case double d:
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return MathHelper.Lerp(d, (double) b, t);
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case Angle angle:
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return (Angle) MathHelper.Lerp(angle, (Angle) b, t);
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case Color color:
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return Color.InterpolateBetween(color, (Color) b, t);
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case int i:
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return (int) MathHelper.Lerp((double) i, (int) b, t);
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default:
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// Fall back to "previous" interpolation, treating this as a discrete value.
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return a;
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}
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}
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protected static object InterpolateCubic(object preA, object a, object b, object postB, float t)
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{
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switch (a)
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{
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case Vector2 vector2:
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return Vector2.InterpolateCubic((Vector2) preA, vector2, (Vector2) b, (Vector2) postB, t);
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case Vector3 vector3:
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return Vector3.InterpolateCubic((Vector3) preA, vector3, (Vector3) b, (Vector3) postB, t);
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case Vector4 vector4:
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return Vector4.InterpolateCubic((Vector4) preA, vector4, (Vector4) b, (Vector4) postB, t);
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case float f:
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return MathHelper.InterpolateCubic((float) preA, f, (float) b, (float) postB, t);
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case double d:
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return MathHelper.InterpolateCubic((double) preA, d, (double) b, (double) postB, t);
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case int i:
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return (int) MathHelper.InterpolateCubic((int) preA, (double) i, (int) b, (int) postB, t);
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default:
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// Fall back to "previous" interpolation, treating this as a discrete value.
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return a;
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}
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}
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public struct KeyFrame
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{
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/// <summary>
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/// The value of the property at this keyframe.
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/// </summary>
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public readonly object Value;
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/// <summary>
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/// The time between this keyframe and the previous.
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/// </summary>
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public readonly float KeyTime;
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public KeyFrame(object value, float keyTime)
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{
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Value = value;
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KeyTime = keyTime;
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}
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}
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}
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}
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