Files
RobustToolbox/Robust.Client/Animations/AnimationTrackProperty.cs
2020-08-20 19:21:07 +02:00

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 readonly List<KeyFrame> KeyFrames = new List<KeyFrame>();
/// <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);
private 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;
}
}
private 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;
}
}
}
}