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| 1 | +use crate::util; |
| 2 | +use bevy_ecs::world::World; |
| 3 | +use bevy_math::*; |
| 4 | +use bevy_reflect::Reflect; |
| 5 | +use bevy_transform::prelude::Transform; |
| 6 | +use bevy_utils::FloatOrd; |
| 7 | + |
| 8 | +/// An individual input for [`Animatable::blend`]. |
| 9 | +pub struct BlendInput<T> { |
| 10 | + /// The individual item's weight. This may not be bound to the range `[0.0, 1.0]`. |
| 11 | + pub weight: f32, |
| 12 | + /// The input value to be blended. |
| 13 | + pub value: T, |
| 14 | + /// Whether or not to additively blend this input into the final result. |
| 15 | + pub additive: bool, |
| 16 | +} |
| 17 | + |
| 18 | +/// An animatable value type. |
| 19 | +pub trait Animatable: Reflect + Sized + Send + Sync + 'static { |
| 20 | + /// Interpolates between `a` and `b` with a interpolation factor of `time`. |
| 21 | + /// |
| 22 | + /// The `time` parameter here may not be clamped to the range `[0.0, 1.0]`. |
| 23 | + fn interpolate(a: &Self, b: &Self, time: f32) -> Self; |
| 24 | + |
| 25 | + /// Blends one or more values together. |
| 26 | + /// |
| 27 | + /// Implementors should return a default value when no inputs are provided here. |
| 28 | + fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self; |
| 29 | + |
| 30 | + /// Post-processes the value using resources in the [`World`]. |
| 31 | + /// Most animatable types do not need to implement this. |
| 32 | + fn post_process(&mut self, _world: &World) {} |
| 33 | +} |
| 34 | + |
| 35 | +macro_rules! impl_float_animatable { |
| 36 | + ($ty: ty, $base: ty) => { |
| 37 | + impl Animatable for $ty { |
| 38 | + #[inline] |
| 39 | + fn interpolate(a: &Self, b: &Self, t: f32) -> Self { |
| 40 | + let t = <$base>::from(t); |
| 41 | + (*a) * (1.0 - t) + (*b) * t |
| 42 | + } |
| 43 | + |
| 44 | + #[inline] |
| 45 | + fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { |
| 46 | + let mut value = Default::default(); |
| 47 | + for input in inputs { |
| 48 | + if input.additive { |
| 49 | + value += <$base>::from(input.weight) * input.value; |
| 50 | + } else { |
| 51 | + value = Self::interpolate(&value, &input.value, input.weight); |
| 52 | + } |
| 53 | + } |
| 54 | + value |
| 55 | + } |
| 56 | + } |
| 57 | + }; |
| 58 | +} |
| 59 | + |
| 60 | +impl_float_animatable!(f32, f32); |
| 61 | +impl_float_animatable!(Vec2, f32); |
| 62 | +impl_float_animatable!(Vec3A, f32); |
| 63 | +impl_float_animatable!(Vec4, f32); |
| 64 | + |
| 65 | +impl_float_animatable!(f64, f64); |
| 66 | +impl_float_animatable!(DVec2, f64); |
| 67 | +impl_float_animatable!(DVec3, f64); |
| 68 | +impl_float_animatable!(DVec4, f64); |
| 69 | + |
| 70 | +// Vec3 is special cased to use Vec3A internally for blending |
| 71 | +impl Animatable for Vec3 { |
| 72 | + #[inline] |
| 73 | + fn interpolate(a: &Self, b: &Self, t: f32) -> Self { |
| 74 | + (*a) * (1.0 - t) + (*b) * t |
| 75 | + } |
| 76 | + |
| 77 | + #[inline] |
| 78 | + fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { |
| 79 | + let mut value = Vec3A::ZERO; |
| 80 | + for input in inputs { |
| 81 | + if input.additive { |
| 82 | + value += input.weight * Vec3A::from(input.value); |
| 83 | + } else { |
| 84 | + value = Vec3A::interpolate(&value, &Vec3A::from(input.value), input.weight); |
| 85 | + } |
| 86 | + } |
| 87 | + Self::from(value) |
| 88 | + } |
| 89 | +} |
| 90 | + |
| 91 | +impl Animatable for bool { |
| 92 | + #[inline] |
| 93 | + fn interpolate(a: &Self, b: &Self, t: f32) -> Self { |
| 94 | + util::step_unclamped(*a, *b, t) |
| 95 | + } |
| 96 | + |
| 97 | + #[inline] |
| 98 | + fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { |
| 99 | + inputs |
| 100 | + .max_by(|a, b| FloatOrd(a.weight).cmp(&FloatOrd(b.weight))) |
| 101 | + .map(|input| input.value) |
| 102 | + .unwrap_or(false) |
| 103 | + } |
| 104 | +} |
| 105 | + |
| 106 | +impl Animatable for Transform { |
| 107 | + fn interpolate(a: &Self, b: &Self, t: f32) -> Self { |
| 108 | + Self { |
| 109 | + translation: Vec3::interpolate(&a.translation, &b.translation, t), |
| 110 | + rotation: Quat::interpolate(&a.rotation, &b.rotation, t), |
| 111 | + scale: Vec3::interpolate(&a.scale, &b.scale, t), |
| 112 | + } |
| 113 | + } |
| 114 | + |
| 115 | + fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { |
| 116 | + let mut translation = Vec3A::ZERO; |
| 117 | + let mut scale = Vec3A::ZERO; |
| 118 | + let mut rotation = Quat::IDENTITY; |
| 119 | + |
| 120 | + for input in inputs { |
| 121 | + if input.additive { |
| 122 | + translation += input.weight * Vec3A::from(input.value.translation); |
| 123 | + scale += input.weight * Vec3A::from(input.value.scale); |
| 124 | + rotation = rotation.slerp(input.value.rotation, input.weight); |
| 125 | + } else { |
| 126 | + translation = Vec3A::interpolate( |
| 127 | + &translation, |
| 128 | + &Vec3A::from(input.value.translation), |
| 129 | + input.weight, |
| 130 | + ); |
| 131 | + scale = Vec3A::interpolate(&scale, &Vec3A::from(input.value.scale), input.weight); |
| 132 | + rotation = Quat::interpolate(&rotation, &input.value.rotation, input.weight); |
| 133 | + } |
| 134 | + } |
| 135 | + |
| 136 | + Self { |
| 137 | + translation: Vec3::from(translation), |
| 138 | + rotation, |
| 139 | + scale: Vec3::from(scale), |
| 140 | + } |
| 141 | + } |
| 142 | +} |
| 143 | + |
| 144 | +impl Animatable for Quat { |
| 145 | + /// Performs an nlerp, because it's cheaper and easier to combine with other animations, |
| 146 | + /// reference: <http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/> |
| 147 | + #[inline] |
| 148 | + fn interpolate(a: &Self, b: &Self, t: f32) -> Self { |
| 149 | + // We want to smoothly interpolate between the two quaternions by default, |
| 150 | + // rather than using a quicker but less correct linear interpolation. |
| 151 | + a.slerp(*b, t) |
| 152 | + } |
| 153 | + |
| 154 | + #[inline] |
| 155 | + fn blend(inputs: impl Iterator<Item = BlendInput<Self>>) -> Self { |
| 156 | + let mut value = Self::IDENTITY; |
| 157 | + for input in inputs { |
| 158 | + value = Self::interpolate(&value, &input.value, input.weight); |
| 159 | + } |
| 160 | + value |
| 161 | + } |
| 162 | +} |
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