fyrox_animation/machine/mask.rs
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//! Layer mask is a sort of blacklist that prevents layer from animating certain nodes. See [`LayerMask`] docs
//! for more info.
use crate::core::{reflect::prelude::*, visitor::prelude::*};
use crate::EntityId;
/// Layer mask is a sort of blacklist that prevents layer from animating certain nodes. Its main use case is to
/// disable animation on animation layers for specific body parts of humanoid (but not only) characters. The
/// mask holds handles of nodes that **will not** be animated.
#[derive(Default, Debug, Visit, Reflect, Clone, PartialEq, Eq)]
pub struct LayerMask<T: EntityId> {
excluded_bones: Vec<T>,
}
impl<T: EntityId> From<Vec<T>> for LayerMask<T> {
fn from(mut excluded_bones: Vec<T>) -> Self {
excluded_bones.sort();
Self { excluded_bones }
}
}
impl<T: EntityId> LayerMask<T> {
/// Merges a given layer mask in the current mask, handles will be automatically de-duplicated.
pub fn merge(&mut self, other: LayerMask<T>) {
for handle in other.into_inner() {
if !self.contains(handle) {
self.add(handle);
}
}
}
/// Adds a node handle to the mask. You can add as many nodes here as you want and pretty much any handle,
/// but you should keep handles only to nodes are affected by your animations. Otherwise you'll just make
/// the inner container bigger and it will degrade in performance.
///
/// # Performance
///
/// The method has O(log(n)) complexity, which means it is very fast for most use cases.
#[inline]
pub fn add(&mut self, node: T) {
let index = self.excluded_bones.partition_point(|h| h < &node);
self.excluded_bones.insert(index, node);
}
/// Removes a given node handle from the mask (if any).
///
/// # Performance
///
/// The method has O(log(n)) complexity, which means it is very fast for most use cases.
pub fn remove(&mut self, node: T) {
if let Some(index) = self.index_of(node) {
self.excluded_bones.remove(index);
}
}
fn index_of(&self, id: T) -> Option<usize> {
self.excluded_bones.binary_search(&id).ok()
}
/// Checks if the mask contains a given node handle or not.
///
/// # Performance
///
/// The method has O(log(n)) complexity, which means it is very fast for most use cases.
#[inline]
pub fn contains(&self, node: T) -> bool {
self.index_of(node).is_some()
}
/// Check if a node should be animated or not.
///
/// # Performance
///
/// The method has O(log(n)) complexity, which means it is very fast for most use cases.
#[inline]
pub fn should_animate(&self, node: T) -> bool {
!self.contains(node)
}
/// Return a reference to inner container. There's only non-mutable version because inner container must always
/// be sorted.
#[inline]
pub fn inner(&self) -> &Vec<T> {
&self.excluded_bones
}
/// Converts the mask into inner container.
#[inline]
pub fn into_inner(self) -> Vec<T> {
self.excluded_bones
}
}