twgpu 0.4.1

Render Teeworlds and DDNet maps
Documentation
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use crate::shared::Clock;
use crate::sprites::game_rendering::GenerateSprites;
use crate::sprites::{
    calc_angle, solid_at, AtlasSpriteBuilding, AtlasToken, GameSprite, Size, SpriteRenderContext,
    SpriteVertex, TeeSprite, TextureToken, Transformation,
};
use fixed::traits::{Fixed, FromFixed};
use fixed::types::I24F8;
use std::collections::HashMap;
use std::f32::consts;
use std::f32::consts::PI;
use std::ops;
use vek::{Lerp, Rgba, Vec2};

fn render_hand<F>(
    center_pos: Vec2<f32>,
    direction: Vec2<f32>,
    angle: f32,
    angle_offset: f32,
    mut post_rot_offset: Vec2<f32>,
    skin: AtlasToken<TeeSprite>,
    mut sprite_fn: F,
) where
    F: FnMut(&[SpriteVertex; 4], TextureToken),
{
    let rotation = angle + direction.x.signum() * angle_offset;
    post_rot_offset.y *= direction.x.signum();
    let offset = direction / 32. + post_rot_offset.rotated_z(angle);
    let transform = Transformation {
        offset,
        rotation,
        scale: 1.,
    };
    TeeSprite::HandOutline
        .transformed_sprite(center_pos, transform, skin)
        .pass_to(&mut sprite_fn);
    TeeSprite::Hand
        .transformed_sprite(center_pos, transform, skin)
        .pass_to(&mut sprite_fn);
}

impl<'a> GenerateSprites<twsnap::items::Player> for SpriteRenderContext<'a> {
    fn interpolate_sprites_fg<F>(
        &mut self,
        from: &twsnap::items::Player,
        _to: &twsnap::items::Player,
        snap_id: twsnap::SnapId,
        mut sprite_fn: F,
    ) where
        F: FnMut(&[SpriteVertex; 4], TextureToken),
    {
        if self.lerp_tee(snap_id).is_none() {
            return;
        }
        let tees = self.tees.lerped_tee(snap_id).unwrap();
        let tee1 = &tees.from;
        let tee2 = &tees.to;

        let frozen = tee1.freeze_end != twsnap::time::Instant::zero();
        let ninja_skin = tee1.weapon == twsnap::enums::ActiveWeapon::Ninja || frozen;
        let skin = match ninja_skin {
            true => self.textures.ninja_skin,
            false => self.textures.get_skin(&from.skin),
        };

        let game_skin = self.textures.game_skin;
        let position = self.clock.lerp_tee_vec(tees, |tee| tee.pos);
        let mut body_color = Rgba::white();
        let mut feet_color = Rgba::white();
        if from.use_custom_color && !frozen {
            body_color = (from.color_body.to_rgba() * 255.).az::<u8>();
            feet_color = (from.color_feet.to_rgba() * 255.).az::<u8>();
        }
        if tee1
            .jumped
            .contains(twsnap::flags::JumpFlags::ALL_AIR_JUMPS_USED)
        {
            feet_color /= Rgba::new(2, 2, 2, 1);
        }
        let pi = I24F8::PI;
        // If the weapon changes direction through the top, we must prevent interpolating through the bottom
        let angle = if tee1.angle.is_negative() && tee2.angle > pi {
            self.clock
                .lerp_tee_f32_offset(tees, |tee| tee.angle, 0., -consts::TAU)
        } else if tee1.angle > pi && tee2.angle.is_negative() {
            self.clock
                .lerp_tee_f32_offset(tees, |tee| tee.angle, 0., consts::TAU)
        } else {
            self.clock.lerp_tee_f32(tees, |tee| tee.angle)
        };

        let direction = Vec2::new(angle.cos(), angle.sin());
        let direction_sign = direction.x.signum();
        let mut hadoken = None;

        // wtf happened with this conditional?
        // maybe add option later to render tee without weapon?
        if !frozen {
            // Render weapon
            let weapon = tee1.weapon;
            let mirror_weapon = direction_sign < 0.;
            use twsnap::enums::ActiveWeapon::*;
            let mut offset = match weapon {
                Hammer => Vec2::new(4, -20),
                Pistol => Vec2::new(32, 4),
                Shotgun => Vec2::new(24, -2),
                Grenade => Vec2::new(24, -2),
                Rifle => Vec2::new(24, -2),
                Ninja => Vec2::new(0, 0),
            }
            .az::<f32>()
                / 32.;

            // In the client, the latter tee appears to be used.
            let rel_last_attack_ticks =
                self.clock.current_tick() as f32 - tee1.attack_tick.snap_tick() as f32;
            let rel_last_attack_time = rel_last_attack_ticks / self.clock.tick_rate() as f32;
            let recoil = if rel_last_attack_ticks > 5. {
                0.
            } else {
                (rel_last_attack_ticks / 5. * PI).sin() * 10. / 32.
            };
            let recoil_offset = recoil * direction;

            let weapon_transformation = match weapon {
                Pistol | Shotgun | Grenade | Rifle => {
                    offset = direction * offset.x + Vec2::new(0., offset.y) - recoil_offset;
                    let scale = if weapon == Ninja { 3. / 4. } else { 1. };
                    Transformation {
                        offset,
                        rotation: angle,
                        scale,
                    }
                }
                Hammer => {
                    offset = if direction_sign < 0. {
                        Vec2::new(-offset.x, offset.y)
                    } else {
                        Vec2::new(0., offset.y)
                    };
                    let time = (rel_last_attack_time * 5.).clamp(0., 1.);
                    let mut transformation = sample(HAMMER_SWING, time);
                    transformation.rotation = -PI / 2. + transformation.rotation * direction_sign;
                    transformation.offset += offset;
                    transformation
                }
                Ninja => {
                    if self.particles.effect_50hz {
                        self.particles.ninja_shine(
                            position - Vec2::new(direction_sign, 0.),
                            Vec2::new(1., 0.375),
                            self.textures,
                            self.rng,
                        )
                    }
                    // HADOKEN
                    if rel_last_attack_time < 1. / 6. {
                        let random = (tee1.pos.x.to_bits() + tee1.pos.y.to_bits()) as u32;
                        let sprite = match random % 3 {
                            0 => GameSprite::NinjaDash1,
                            1 => GameSprite::NinjaDash2,
                            2 => GameSprite::NinjaDash3,
                            _ => unreachable!(),
                        };
                        let move_direction = tee2.pos - tee1.pos;
                        let (hadoken_direction, hadoken_angle) = if move_direction != Vec2::zero() {
                            let dir_normalized = move_direction.az().normalized();
                            (dir_normalized, calc_angle(dir_normalized))
                        } else {
                            (Vec2::new(1., 0.), 0.)
                        };
                        let muzzle_offset = 1.25;
                        let hadoken_offset = -hadoken_direction * muzzle_offset;
                        hadoken = Some((
                            sprite,
                            Transformation {
                                offset: hadoken_offset,
                                rotation: hadoken_angle,
                                scale: 1.,
                            },
                        ));
                    }

                    let time = (rel_last_attack_time * 2.).clamp(0., 1.);
                    let Transformation { rotation, .. } = sample(NINJA_SWING, time);
                    Transformation {
                        offset,
                        rotation: -PI / 2. + direction_sign * rotation,
                        scale: 0.75,
                    }
                }
            };
            GameSprite::from(weapon)
                .transformed_sprite(position, weapon_transformation, game_skin)
                .mirror_y(mirror_weapon)
                .pass_to(&mut sprite_fn);
            if let Some((hadoken, hadoken_transform)) = hadoken {
                hadoken
                    .transformed_sprite(position, hadoken_transform, self.textures.game_skin)
                    .pass_to(&mut sprite_fn);
            }
            // Render weapon hand
            if let Some((hand_offset, hand_angle)) = match weapon {
                Pistol => Some((Vec2::new(-15., 4.) / 32., -PI * 0.75)),
                Shotgun => Some((Vec2::new(-5., 4.) / 32., -PI * 0.5)),
                Grenade => Some((Vec2::new(-4., 7.) / 32., -PI * 0.5)),
                _ => None,
            } {
                render_hand(
                    position + weapon_transformation.offset,
                    direction,
                    angle,
                    hand_angle,
                    hand_offset,
                    skin,
                    &mut sprite_fn,
                );
            }
            // Render muzzle flash
            if rel_last_attack_ticks < 5. && (weapon == Pistol || weapon == Shotgun) {
                let texture = match weapon {
                    Pistol => [
                        GameSprite::PistolMuzzle1,
                        GameSprite::PistolMuzzle2,
                        GameSprite::PistolMuzzle3,
                    ],
                    Shotgun => [
                        GameSprite::ShotgunMuzzle1,
                        GameSprite::ShotgunMuzzle2,
                        GameSprite::ShotgunMuzzle3,
                    ],
                    _ => unreachable!(),
                }[(tee1.attack_tick.snap_tick() as usize + snap_id.0 as usize) % 3];
                let mut offset = match weapon {
                    Pistol => Vec2::new(58.8752, 6.) / 32.,
                    Shotgun => Vec2::new(83.3128, 6.) / 32.,
                    _ => unreachable!(),
                };
                offset.y *= -direction_sign;
                offset.rotate_z(angle);
                offset += weapon_transformation.offset;
                let transform = Transformation {
                    offset,
                    rotation: weapon_transformation.rotation,
                    scale: 1.0,
                };
                texture
                    .transformed_sprite(position, transform, game_skin)
                    .mirror_y(mirror_weapon)
                    .pass_to(&mut sprite_fn);
            }
        }

        let in_air = solid_at(self.map, position + Vec2::new(0., 0.5));
        let tee_state = if [Vec2::new(14., 19.) / 32., Vec2::new(-14., 19.) / 32.]
            .iter()
            .any(|offset| solid_at(self.map, position + *offset))
        {
            if tee1.pos.x == tee2.pos.x {
                TeeState::Idle
            } else {
                TeeState::Walking
            }
        } else {
            TeeState::InAir
        };

        let animation = TeeKeyframe::BASE
            + match tee_state {
                TeeState::Idle => TeeKeyframe::IDLE,
                TeeState::InAir => TeeKeyframe::IN_AIR,
                TeeState::Walking => {
                    let repeat_interval = 100. / 32.;
                    let walk_time =
                        position.x.rem_euclid(repeat_interval) / repeat_interval + repeat_interval;
                    sample(TeeKeyframe::WALK, walk_time)
                }
            };
        TeeSprite::FootOutline
            .transformed_sprite(position, animation.left_foot, skin)
            .multiply_color(feet_color)
            .pass_to(&mut sprite_fn);
        TeeSprite::FootOutline
            .transformed_sprite(position, animation.right_foot, skin)
            .multiply_color(feet_color)
            .pass_to(&mut sprite_fn);
        TeeSprite::BodyOutline
            .transformed_sprite(position, animation.body, skin)
            .multiply_color(body_color)
            .pass_to(&mut sprite_fn);
        TeeSprite::Foot
            .transformed_sprite(position, animation.left_foot, skin)
            .multiply_color(feet_color)
            .pass_to(&mut sprite_fn);
        TeeSprite::Body
            .transformed_sprite(position, animation.body, skin)
            .multiply_color(body_color)
            .pass_to(&mut sprite_fn);
        let eyes_middle = Vec2::new(0.25, 0.2) * direction - Vec2::new(0., 0.1);
        let eye_offset = Vec2::new(0.15 - direction.x.abs() * 0.02, 0.);
        let eye_sprite = match tee1.emote {
            twsnap::enums::Emote::Normal => TeeSprite::EyeNormal,
            twsnap::enums::Emote::Pain => TeeSprite::EyePain,
            twsnap::enums::Emote::Happy => TeeSprite::EyeHappy,
            twsnap::enums::Emote::Surprise => TeeSprite::EyeSurprise,
            twsnap::enums::Emote::Angry => TeeSprite::EyeAngry,
            twsnap::enums::Emote::Blink => TeeSprite::EyeNormal,
        };
        let mut eye_scale = Vec2::new(1., 1.);
        if tee1.emote == twsnap::enums::Emote::Blink {
            eye_scale = Vec2::new(1.25, 0.45);
        }
        let eye_middle = eye_sprite
            .sprite(position + animation.body.offset + eyes_middle, skin)
            .scale2(eye_scale);
        for side in [1., -1.] {
            eye_middle
                .offset(side * eye_offset)
                .mirror_x(side.is_sign_positive())
                .pass_to(&mut sprite_fn);
        }
        TeeSprite::Foot
            .transformed_sprite(position, animation.right_foot, skin)
            .multiply_color(feet_color)
            .pass_to(&mut sprite_fn);

        let velocity = self.clock.lerp_tee_vec(tees, |tee| tee.vel);
        let vel_length = (velocity).magnitude();
        let direction = match tee1.direction {
            twsnap::enums::Direction::Left => -1.,
            twsnap::enums::Direction::None => 0.,
            twsnap::enums::Direction::Right => 1.,
        };
        let want_other_direction =
            (direction == -1. && velocity.x > 0.) || (direction == 1. && velocity.x < 0.);
        if want_other_direction && in_air && vel_length > 10. && self.particles.effect_100hz {
            self.particles.skid_trail(
                position + Vec2::new(direction * 6. / 32., 12. / 32.),
                Vec2::new(-direction * 100. / 32. * vel_length, -50. / 32.),
                self.textures,
                self.rng,
            )
        }
        if frozen && self.particles.effect_5hz {
            self.particles
                .freezing_flakes(position, self.textures, self.rng)
        }
        if tee1.flags.contains(twsnap::flags::TeeFlags::CHATTING) {
            twsnap::enums::Emoticon::Dotdot
                .sprite(position + Vec2::new(0.75, -1.25), self.textures.emoticons)
                .pass_to(&mut sprite_fn);
        }
    }

    fn interpolate_sprites_bg<F>(
        &mut self,
        from: &twsnap::items::Player,
        _to: &twsnap::items::Player,
        snap_id: twsnap::SnapId,
        mut sprite_fn: F,
    ) where
        F: FnMut(&[SpriteVertex; 4], TextureToken),
    {
        if self.lerp_tee(snap_id).is_none() {
            return;
        }
        let tees = self.tees.lerped_tee(snap_id).unwrap();
        let tees = &tees;
        let tee1 = &tees.from;
        if tee1.hook_state as i32 <= 0 {
            // || tee2.hook_state as i32 <= 0 { // This condition is in tw/ddnet
            return;
        }
        let game_skin = self.textures.game_skin;
        let position = self.clock.lerp_tee_vec(tees, |tee| tee.hook_pos);
        let tee_position = self.clock.lerp_tee_vec(tees, |tee| tee.pos);
        let relative = tee_position - position;
        let length = relative.magnitude();
        let hook_angle = relative.y.signum() * (relative.x / length).acos() + consts::PI;
        let direction = Vec2::new(hook_angle.cos(), hook_angle.sin());
        let chain_segment_length = GameSprite::Hook.size().x;
        let chain_segments = (length / chain_segment_length) as i32;
        let mut transform = Transformation {
            offset: Vec2::zero(),
            rotation: hook_angle,
            scale: 1.,
        };
        GameSprite::HookTip
            .transformed_sprite(position, transform, game_skin)
            .pass_to(&mut sprite_fn);
        for _ in 0..chain_segments {
            transform.offset -= direction * chain_segment_length;
            GameSprite::Hook
                .transformed_sprite(position, transform, game_skin)
                .pass_to(&mut sprite_fn);
        }

        let frozen = tee1.freeze_end != twsnap::time::Instant::zero();
        let ninja_skin = tee1.weapon == twsnap::enums::ActiveWeapon::Ninja || frozen;
        let skin = match ninja_skin {
            true => self.textures.ninja_skin,
            false => self.textures.get_skin(&from.skin),
        };
        render_hand(
            tee_position,
            direction,
            hook_angle,
            -PI / 2.,
            Vec2::new(0.625, 0.),
            skin,
            &mut sprite_fn,
        );
    }
}

// Next is dead reckoning code
impl Clock {
    pub fn lerp_tee_f32<T, F>(&self, tees: &TeeLerp, f: F) -> f32
    where
        T: Fixed,
        F: Fn(&twsnap::items::Tee) -> T,
    {
        let progress = self.current_tick() - tees.start;
        let frac = (progress / tees.diff) as f32;
        let from = f32::from_fixed(f(&tees.from));
        let to = f32::from_fixed(f(&tees.to));
        f32::lerp_unclamped(from, to, frac)
    }

    pub fn lerp_tee_f32_offset<T, F>(&self, tees: &TeeLerp, f: F, offset1: f32, offset2: f32) -> f32
    where
        T: Fixed,
        F: Fn(&twsnap::items::Tee) -> T,
    {
        let progress = self.current_tick() - tees.start;
        let frac = (progress / tees.diff) as f32;
        let from = f32::from_fixed(f(&tees.from)) + offset1;
        let to = f32::from_fixed(f(&tees.to)) + offset2;
        f32::lerp_unclamped(from, to, frac)
    }

    pub fn lerp_tee_vec<T, F>(&self, tees: &TeeLerp, f: F) -> Vec2<f32>
    where
        T: Fixed,
        F: Fn(&twsnap::items::Tee) -> Vec2<T>,
    {
        let progress = self.current_tick() - tees.start;
        let frac = (progress / tees.diff) as f32;
        let from = f(&tees.from);
        let from = Vec2::new(f32::from_fixed(from.x), f32::from_fixed(from.y));
        let to = f(&tees.to);
        let to = Vec2::new(f32::from_fixed(to.x), f32::from_fixed(to.y));
        Vec2::lerp_unclamped(from, to, frac)
    }
}

pub struct TeeLerp {
    pub from: twsnap::items::Tee,
    pub to: twsnap::items::Tee,
    from_info: ReckonInfo,
    to_info: ReckonInfo,
    start: f64,
    diff: f64,
}

impl SpriteRenderContext<'_> {
    pub fn lerp_tee(&mut self, snap_id: twsnap::SnapId) -> Option<&TeeLerp> {
        self.tees
            .lerp_tee(snap_id, self.clock, self.from_snap, self.to_snap, self.map)
    }
}

#[derive(Debug, Copy, Clone, PartialEq, Eq)]
enum TeeState {
    Idle,
    InAir,
    Walking,
}

#[derive(Default)]
pub struct TeeStorage(HashMap<twsnap::SnapId, TeeLerp>);

fn tee_from_snap(snap: &twsnap::Snap, snap_id: twsnap::SnapId) -> Option<&twsnap::items::Tee> {
    snap.players.get(snap_id)?.tee.as_ref()
}

#[derive(Debug, Copy, Clone)]
struct ReckonInfo {
    original_tick: i32,
    predicted_to: i32,
}

impl TeeStorage {
    pub fn lerped_tee(&self, snap_id: twsnap::SnapId) -> Option<&TeeLerp> {
        self.0.get(&snap_id)
    }

    /// Returns `None` if no tee exists for the given pid.
    /// The tee's properties should be interpolated with [`Clock::lerp_tee_f32`] and
    /// [`Clock::lerp_tee_vec`].
    pub fn lerp_tee(
        &mut self,
        snap_id: twsnap::SnapId,
        clock: &Clock,
        from_snap: &twsnap::Snap,
        to_snap: &twsnap::Snap,
        map: &twgame::Map,
    ) -> Option<&TeeLerp> {
        fn snap_tee(tee: &twsnap::items::Tee) -> (ReckonInfo, &twsnap::items::Tee) {
            (
                ReckonInfo {
                    original_tick: tee.tick.snap_tick(),
                    predicted_to: tee.tick.snap_tick(),
                },
                tee,
            )
        }

        use std::collections::hash_map::Entry;
        match self.0.entry(snap_id) {
            Entry::Occupied(mut cached) => {
                let current_tick = clock.current_tick() as i32;
                let valid_range =
                    cached.get().from_info.predicted_to..cached.get().to_info.predicted_to;
                if valid_range.contains(&current_tick) {
                    return Some(cached.into_mut());
                }
                let (from_info, to_info) =
                    match Self::determine_reckon(snap_id, clock, from_snap, to_snap) {
                        Some(infos) => infos,
                        None => {
                            cached.remove();
                            return None;
                        }
                    };
                // Possible optimization: do these calls only conditionally
                let from_snap_tee = tee_from_snap(from_snap, snap_id).map(snap_tee);
                let to_snap_tee = tee_from_snap(to_snap, snap_id).map(snap_tee);
                let last_from_tee = (cached.get().from_info, &cached.get().from);
                let last_to_tee = (cached.get().to_info, &cached.get().to);
                let source_tees = [last_to_tee, last_from_tee]
                    .into_iter()
                    .chain(from_snap_tee.iter().chain(to_snap_tee.iter()).cloned());
                let (from_info, from) = Self::select_reckon_tee(from_info, source_tees, map);
                let source_tees = [(from_info, &from), last_to_tee, last_from_tee]
                    .into_iter()
                    .chain(from_snap_tee.iter().chain(to_snap_tee.iter()).cloned());
                let (to_info, to) = Self::select_reckon_tee(to_info, source_tees, map);
                let start = from.tick.snap_tick() as f64;
                let end = to.tick.snap_tick() as f64;
                let diff = end - start;

                cached.insert(TeeLerp {
                    from,
                    to,
                    from_info,
                    to_info,
                    start,
                    diff,
                });
                Some(cached.into_mut())
            }
            Entry::Vacant(missing) => {
                let (from_info, to_info) =
                    Self::determine_reckon(snap_id, clock, from_snap, to_snap)?;
                let from_snap_tee = tee_from_snap(from_snap, snap_id).map(snap_tee);
                let to_snap_tee = tee_from_snap(to_snap, snap_id).map(snap_tee);
                let source_tees = from_snap_tee.iter().chain(to_snap_tee.iter()).cloned();
                let (from_info, from) = Self::select_reckon_tee(from_info, source_tees, map);
                let source_tees = [(from_info, &from)].into_iter().chain(to_snap_tee);
                let (to_info, to) = Self::select_reckon_tee(to_info, source_tees, map);
                let start = from.tick.snap_tick() as f64;
                let end = to.tick.snap_tick() as f64;
                let diff = end - start;
                Some(missing.insert(TeeLerp {
                    from,
                    to,
                    from_info,
                    to_info,
                    start,
                    diff,
                }))
            }
        }
    }

    fn select_reckon_tee<'a, T>(
        target: ReckonInfo,
        tees: T,
        map: &twgame::Map,
    ) -> (ReckonInfo, twsnap::items::Tee)
    where
        T: Iterator<Item = (ReckonInfo, &'a twsnap::items::Tee)>,
    {
        for (info, tee) in tees {
            if info.original_tick != target.original_tick {
                continue;
            }
            if info.predicted_to > target.predicted_to {
                continue;
            }
            let mut tee = tee.clone();
            // Limit the amount of dead reckoning
            for _ in 0..150 {
                if tee.tick.snap_tick() == target.predicted_to {
                    break;
                }
                map.dead_reckoning_tick(&mut tee)
            }
            return (
                ReckonInfo {
                    original_tick: info.original_tick,
                    predicted_to: tee.tick.snap_tick(),
                },
                tee,
            );
        }
        unreachable!()
    }

    fn determine_reckon(
        snap_id: twsnap::SnapId,
        clock: &Clock,
        from_snap: &twsnap::Snap,
        to_snap: &twsnap::Snap,
    ) -> Option<(ReckonInfo, ReckonInfo)> {
        let from_tee = tee_from_snap(from_snap, snap_id)?;
        let from_tee_tick = from_tee.tick.snap_tick();
        let current_tick = clock.current_tick() as i32;
        assert!(from_tee_tick <= current_tick);
        let mut from = ReckonInfo {
            original_tick: from_tee_tick,
            predicted_to: current_tick,
        };
        let mut to = ReckonInfo {
            original_tick: from_tee_tick,
            predicted_to: current_tick + 1,
        };
        if let Some(to_tee) = tee_from_snap(to_snap, snap_id) {
            let to_tee_tick = to_tee.tick.snap_tick();
            //assert!(from_tee_tick <= to_tee_tick);
            assert!(
                from_tee_tick <= to_tee_tick,
                "from: {from_tee_tick}, to: {to_tee_tick}"
            );
            // Here, the newest snap provides a Tee which can't be extrapolated to.
            // Typically the server sends a snap only every second tick.
            // So in this case, we are missing information about the tee one tick earlier.
            // For us this means, that we shouldn't use dead_reckoning to that tick,
            // as we don't know if that is valid.
            if clock.end_tick() == to_tee.tick.snap_tick() {
                let skip_tick = clock.end_tick() - 1;
                if from.predicted_to == skip_tick && from.original_tick != skip_tick {
                    from.predicted_to -= 1;
                }
                if to.predicted_to == skip_tick {
                    // This sets predict_to to to_tee_tick
                    to.predicted_to += 1;
                }
            }
            if to_tee_tick <= from.predicted_to {
                from.original_tick = to_tee_tick;
            }
            if to_tee_tick <= to.predicted_to {
                to.original_tick = to_tee_tick;
            }
        }
        Some((from, to))
    }
}

// Next is tee animation code
#[derive(Debug, Copy, Clone)]
#[repr(C)]
pub struct TeeKeyframe {
    body: Transformation,
    left_foot: Transformation,
    right_foot: Transformation,
}

impl ops::Add for Transformation {
    type Output = Self;
    fn add(self, rhs: Self) -> Self::Output {
        Self {
            offset: self.offset + rhs.offset,
            rotation: self.rotation + rhs.rotation,
            scale: self.scale * rhs.scale,
        }
    }
}

impl ops::Add for TeeKeyframe {
    type Output = Self;

    fn add(self, rhs: Self) -> Self::Output {
        Self {
            body: self.body + rhs.body,
            left_foot: self.left_foot + rhs.left_foot,
            right_foot: self.right_foot + rhs.right_foot,
        }
    }
}

impl Lerp for TeeKeyframe {
    type Output = Self;
    fn lerp_unclamped(from: Self, to: Self, factor: f32) -> Self::Output {
        Self {
            body: Transformation::lerp_unclamped(from.body, to.body, factor),
            left_foot: Transformation::lerp_unclamped(from.left_foot, to.left_foot, factor),
            right_foot: Transformation::lerp_unclamped(from.right_foot, to.right_foot, factor),
        }
    }
}

pub fn sample<T: Lerp<Output = T> + Copy>(keyframes: &[(f32, T)], mut time: f32) -> T {
    // due to this modulo, the binary search can't output the last element.
    // The last keyframe should always be at 1.0
    time = time.fract();
    let to = keyframes.iter().position(|k| k.0 > time).unwrap();
    let from = to - 1;
    let factor = (time - keyframes[from].0) / (keyframes[to].0 - keyframes[from].0);
    T::lerp(keyframes[from].1, keyframes[to].1, factor)
}

impl Lerp for Transformation {
    type Output = Self;
    fn lerp_unclamped(from: Self, to: Self, factor: f32) -> Self::Output {
        Self {
            offset: Vec2::lerp_unclamped(from.offset, to.offset, factor),
            rotation: f32::lerp_unclamped(from.rotation, to.rotation, factor),
            scale: f32::lerp_unclamped(from.scale, to.scale, factor),
        }
    }
}

/*
TODO: Replace macro below with this as soon as const float functions are possible
const fn kf(x: f32, y: f32, rotation: f32) -> Transformation {
    Transformation {
        offset: Vec2::new(x, y) / 32.,
        rotation,
        scale: 1.0,
    }
}
 */

macro_rules! kf {
    ($x:expr, $y:expr, $rotation:expr) => {
        Transformation {
            offset: Vec2::new($x / 32., $y / 32.),
            rotation: $rotation * PI * 2.,
            scale: 1.,
        }
    };
}

impl TeeKeyframe {
    const BASE: TeeKeyframe = TeeKeyframe {
        body: kf!(0., -4., 0.),
        left_foot: kf!(0., 10., 0.),
        right_foot: kf!(0., 10., 0.),
    };
    const IDLE: TeeKeyframe = TeeKeyframe {
        body: Transformation::DEFAULT,
        left_foot: kf!(-7., 0., 0.),
        right_foot: kf!(7., 0., 0.),
    };
    const IN_AIR: TeeKeyframe = TeeKeyframe {
        body: Transformation::DEFAULT,
        left_foot: kf!(-3., 0., -0.1),
        right_foot: kf!(3., 0., -0.1),
    };
    const WALK: &'static [(f32, TeeKeyframe)] = &[
        (
            0.0,
            TeeKeyframe {
                body: kf!(0., 0., 0.),
                left_foot: kf!(8., 0., 0.),
                right_foot: kf!(-10., -4., 0.2),
            },
        ),
        (
            0.2,
            TeeKeyframe {
                body: kf!(0., -1., 0.),
                left_foot: kf!(-8., 0., 0.),
                right_foot: kf!(-8., -8., 0.3),
            },
        ),
        (
            0.4,
            TeeKeyframe {
                body: kf!(0., 0., 0.),
                left_foot: kf!(-10., -4., 0.2),
                right_foot: kf!(4., -4., -0.2),
            },
        ),
        (
            0.6,
            TeeKeyframe {
                body: kf!(0., 0., 0.),
                left_foot: kf!(-8., -8., 0.3),
                right_foot: kf!(8., 0., 0.),
            },
        ),
        (
            0.8,
            TeeKeyframe {
                body: kf!(0., -1., 0.),
                left_foot: kf!(4., -4., -0.2),
                right_foot: kf!(8., 0., 0.),
            },
        ),
        (
            1.0,
            TeeKeyframe {
                body: kf!(0., 0., 0.),
                left_foot: kf!(8., 0., 0.),
                right_foot: kf!(-10., -4., 0.2),
            },
        ),
    ];
}

const HAMMER_STILL: Transformation = kf!(0., 0., -0.1);
const HAMMER_SWING: &[(f32, Transformation)] = &[
    (0.0, HAMMER_STILL),
    (0.3, kf!(0., 0., 0.25)),
    (0.4, kf!(0., 0., 0.3)),
    (0.5, kf!(0., 0., 0.25)),
    (1.0, HAMMER_STILL),
];

const NINJA_SWING: &[(f32, Transformation)] = &[
    (0.00, kf!(0., 0., -0.25)),
    (0.10, kf!(0., 0., -0.05)),
    (0.15, kf!(0., 0., 0.35)),
    (0.42, kf!(0., 0., 0.40)),
    (0.50, kf!(0., 0., 0.35)),
    (1.00, kf!(0., 0., -0.25)),
];