Files
RobustToolbox/Robust.Client/Animations/AnimationTrackProperty.cs
Paul Ritter 80f9f24243 Serialization v3 aka constant suffering (#1606)
* 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>
2021-03-04 15:59:14 -08:00

157 lines
6.1 KiB
C#

using System;
using System.Collections.Generic;
using Robust.Shared.Animations;
using Robust.Shared.Maths;
namespace Robust.Client.Animations
{
/// <summary>
/// Animation that changes the value of a property based on keyframes.
/// </summary>
public abstract class AnimationTrackProperty : AnimationTrack
{
public List<KeyFrame> KeyFrames { get; protected set; } = new();
/// <summary>
/// How to interpolate values when between two keyframes.
/// </summary>
public AnimationInterpolationMode InterpolationMode { get; set; } = AnimationInterpolationMode.Linear;
public override (int KeyFrameIndex, float FramePlayingTime) InitPlayback()
{
return (-1, 0);
}
public override (int KeyFrameIndex, float FramePlayingTime) AdvancePlayback(object context,
int prevKeyFrameIndex,
float prevPlayingTime, float frameTime)
{
var playingTime = prevPlayingTime + frameTime;
var keyFrameIndex = prevKeyFrameIndex;
// Advance to the correct key frame.
while (keyFrameIndex != KeyFrames.Count - 1 && KeyFrames[keyFrameIndex + 1].KeyTime < playingTime)
{
playingTime -= KeyFrames[keyFrameIndex + 1].KeyTime;
keyFrameIndex += 1;
}
// Find the value we've interpolated to.
object value;
var nextKeyFrame = keyFrameIndex + 1;
if (nextKeyFrame == 0)
{
// Still before the first keyframe, do nothing.
return (keyFrameIndex, playingTime);
}
if (nextKeyFrame == KeyFrames.Count || InterpolationMode == AnimationInterpolationMode.Previous)
{
// After the last keyframe, or doing previous interpolation.
value = KeyFrames[keyFrameIndex].Value;
}
else
{
// Get us a scale 0 -> 1 here.
var t = playingTime / KeyFrames[nextKeyFrame].KeyTime;
switch (InterpolationMode)
{
case AnimationInterpolationMode.Linear:
value = InterpolateLinear(KeyFrames[keyFrameIndex].Value, KeyFrames[nextKeyFrame].Value, t);
break;
case AnimationInterpolationMode.Cubic:
var pre = keyFrameIndex > 0 ? keyFrameIndex - 1 : keyFrameIndex;
var post = nextKeyFrame < KeyFrames.Count - 1 ? nextKeyFrame + 1 : nextKeyFrame;
value = InterpolateCubic(KeyFrames[pre].Value, KeyFrames[keyFrameIndex].Value,
KeyFrames[nextKeyFrame].Value, KeyFrames[post].Value, t);
break;
case AnimationInterpolationMode.Nearest:
value = t < 0.5f ? KeyFrames[keyFrameIndex].Value : KeyFrames[nextKeyFrame].Value;
break;
default:
throw new ArgumentOutOfRangeException();
}
}
// Set the value.
ApplyProperty(context, value);
return (keyFrameIndex, playingTime);
}
protected abstract void ApplyProperty(object context, object value);
protected static object InterpolateLinear(object a, object b, float t)
{
switch (a)
{
case Vector2 vector2:
return Vector2.Lerp(vector2, (Vector2) b, t);
case Vector3 vector3:
return Vector3.Lerp(vector3, (Vector3) b, t);
case Vector4 vector4:
return Vector4.Lerp(vector4, (Vector4) b, t);
case float f:
return MathHelper.Lerp(f, (float) b, t);
case double d:
return MathHelper.Lerp(d, (double) b, t);
case Angle angle:
return (Angle) MathHelper.Lerp(angle, (Angle) b, t);
case Color color:
return Color.InterpolateBetween(color, (Color) b, t);
case int i:
return (int) MathHelper.Lerp((double) i, (int) b, t);
default:
// Fall back to "previous" interpolation, treating this as a discrete value.
return a;
}
}
protected static object InterpolateCubic(object preA, object a, object b, object postB, float t)
{
switch (a)
{
case Vector2 vector2:
return Vector2.InterpolateCubic((Vector2) preA, vector2, (Vector2) b, (Vector2) postB, t);
case Vector3 vector3:
return Vector3.InterpolateCubic((Vector3) preA, vector3, (Vector3) b, (Vector3) postB, t);
case Vector4 vector4:
return Vector4.InterpolateCubic((Vector4) preA, vector4, (Vector4) b, (Vector4) postB, t);
case float f:
return MathHelper.InterpolateCubic((float) preA, f, (float) b, (float) postB, t);
case double d:
return MathHelper.InterpolateCubic((double) preA, d, (double) b, (double) postB, t);
case int i:
return (int) MathHelper.InterpolateCubic((int) preA, (double) i, (int) b, (int) postB, t);
default:
// Fall back to "previous" interpolation, treating this as a discrete value.
return a;
}
}
public struct KeyFrame
{
/// <summary>
/// The value of the property at this keyframe.
/// </summary>
public readonly object Value;
/// <summary>
/// The time between this keyframe and the previous.
/// </summary>
public readonly float KeyTime;
public KeyFrame(object value, float keyTime)
{
Value = value;
KeyTime = keyTime;
}
}
}
}