fyrox_animation/machine/node/blend.rs
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//! Various animation blending nodes.
use crate::{
core::{
pool::{Handle, Pool},
reflect::prelude::*,
visitor::{Visit, VisitResult, Visitor},
},
machine::{
node::AnimationEventCollectionStrategy, node::BasePoseNode, AnimationPoseSource, Parameter,
ParameterContainer, PoseNode, PoseWeight,
},
Animation, AnimationContainer, AnimationEvent, AnimationPose, EntityId,
};
use fyrox_core::uuid::{uuid, Uuid};
use fyrox_core::TypeUuidProvider;
use std::cmp::Ordering;
use std::{
cell::{Cell, Ref, RefCell},
ops::{Deref, DerefMut},
};
/// Weighted proxy for animation pose. It has an input pose source and a weight, that tells in which proportion
/// the pose should be blended into final pose.
#[derive(Default, Debug, Visit, Clone, Reflect, PartialEq)]
pub struct BlendPose<T: EntityId> {
/// Weight of the pose.
pub weight: PoseWeight,
/// A source of animation pose.
#[reflect(hidden)]
pub pose_source: Handle<PoseNode<T>>,
}
impl<T: EntityId> TypeUuidProvider for BlendPose<T> {
fn type_uuid() -> Uuid {
uuid!("b01d7639-7b39-4eaf-87e6-29fd5221951b")
}
}
impl<T: EntityId> BlendPose<T> {
/// Creates new instance of blend pose with given weight and animation pose.
pub fn new(weight: PoseWeight, pose_source: Handle<PoseNode<T>>) -> Self {
Self {
weight,
pose_source,
}
}
/// Specialized constructor that creates blend pose with constant weight.
/// `weight` should be positive.
pub fn with_constant_weight(weight: f32, pose_source: Handle<PoseNode<T>>) -> Self {
Self {
weight: PoseWeight::Constant(weight),
pose_source,
}
}
/// Specialized constructor that creates blend pose with parametrized weight.
/// `param_id` must be name of Weight parameter in machine.
pub fn with_param_weight(param_id: &str, pose_source: Handle<PoseNode<T>>) -> Self {
Self {
weight: PoseWeight::Parameter(param_id.to_owned()),
pose_source,
}
}
}
/// Animation blend node. It takes multiple input poses and mixes them together into single pose with specified
/// weights. Could be used to mix hit and run animations for example - once your character got hit, you set some
/// significant weight for hit animation (0.8 for example) and lower weight for run animation (0.2) and it will
/// look like your character got wounded while it still running (probably you should decrease speed here too).
/// Weights can be parametrized, which means that you can dynamically change them in runtime. In our example we
/// can decrease weight of hit animation over time and increase weight of run animation, so character will recover
/// from his wounds.
#[derive(Default, Debug, Visit, Clone, Reflect, PartialEq)]
pub struct BlendAnimations<T: EntityId> {
/// Base node.
pub base: BasePoseNode<T>,
/// A list of pose sources. See [`BlendPose`] docs for more info.
pub pose_sources: Vec<BlendPose<T>>,
/// Output pose of the node, contains final result of blending all input poses.
#[visit(skip)]
#[reflect(hidden)]
pub output_pose: RefCell<AnimationPose<T>>,
}
impl<T: EntityId> Deref for BlendAnimations<T> {
type Target = BasePoseNode<T>;
fn deref(&self) -> &Self::Target {
&self.base
}
}
impl<T: EntityId> DerefMut for BlendAnimations<T> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.base
}
}
impl<T: EntityId> BlendAnimations<T> {
/// Creates new animation blend node with given poses.
pub fn new(poses: Vec<BlendPose<T>>) -> Self {
Self {
base: Default::default(),
pose_sources: poses,
output_pose: Default::default(),
}
}
/// Returns a set of handles to children pose nodes.
pub fn children(&self) -> Vec<Handle<PoseNode<T>>> {
self.pose_sources.iter().map(|s| s.pose_source).collect()
}
}
impl<T: EntityId> AnimationPoseSource<T> for BlendAnimations<T> {
fn eval_pose(
&self,
nodes: &Pool<PoseNode<T>>,
params: &ParameterContainer,
animations: &AnimationContainer<T>,
dt: f32,
) -> Ref<AnimationPose<T>> {
self.output_pose.borrow_mut().reset();
for blend_pose in self.pose_sources.iter() {
let weight = match blend_pose.weight {
PoseWeight::Constant(value) => value,
PoseWeight::Parameter(ref param_id) => {
if let Some(Parameter::Weight(weight)) = params.get(param_id) {
*weight
} else {
0.0
}
}
};
if let Some(pose_source) = nodes
.try_borrow(blend_pose.pose_source)
.map(|pose_source| pose_source.eval_pose(nodes, params, animations, dt))
{
self.output_pose
.borrow_mut()
.blend_with(&pose_source, weight);
}
}
self.output_pose.borrow()
}
fn pose(&self) -> Ref<AnimationPose<T>> {
self.output_pose.borrow()
}
fn collect_animation_events(
&self,
nodes: &Pool<PoseNode<T>>,
params: &ParameterContainer,
animations: &AnimationContainer<T>,
strategy: AnimationEventCollectionStrategy,
) -> Vec<(Handle<Animation<T>>, AnimationEvent)> {
match strategy {
AnimationEventCollectionStrategy::All => {
let mut events = Vec::new();
for pose in self.pose_sources.iter() {
if let Some(source) = nodes.try_borrow(pose.pose_source) {
events.extend(
source.collect_animation_events(nodes, params, animations, strategy),
);
}
}
events
}
AnimationEventCollectionStrategy::MaxWeight => {
if let Some((pose, _)) = self
.pose_sources
.iter()
.filter_map(|s| s.weight.value(params).map(|w| (s, w)))
.max_by(|(_, w1), (_, w2)| w1.partial_cmp(w2).unwrap_or(Ordering::Equal))
{
if let Some(pose_source) = nodes.try_borrow(pose.pose_source) {
return pose_source
.collect_animation_events(nodes, params, animations, strategy);
}
}
Default::default()
}
AnimationEventCollectionStrategy::MinWeight => {
if let Some((pose, _)) = self
.pose_sources
.iter()
.filter_map(|s| s.weight.value(params).map(|w| (s, w)))
.min_by(|(_, w1), (_, w2)| w1.partial_cmp(w2).unwrap_or(Ordering::Equal))
{
if let Some(pose_source) = nodes.try_borrow(pose.pose_source) {
return pose_source
.collect_animation_events(nodes, params, animations, strategy);
}
}
Default::default()
}
}
}
}
/// An animation pose with specific blend time. Blend time tells the engine how many time it should use to perform
/// blending to this pose.
#[derive(Default, Debug, Visit, Clone, Reflect, PartialEq)]
pub struct IndexedBlendInput<T: EntityId> {
/// Blend time tells the engine how many time it should use to perform blending to this pose.
pub blend_time: f32,
/// A handle to pose node source.
#[reflect(hidden)]
pub pose_source: Handle<PoseNode<T>>,
}
impl<T: EntityId> TypeUuidProvider for IndexedBlendInput<T> {
fn type_uuid() -> Uuid {
uuid!("92fcc992-9a68-4152-8449-657546faa286")
}
}
/// A node that switches between given animations using index and smoothly blends from one animation to another
/// while switching. It is very useful for situations when you need to switch between different animations. For
/// example you could have an `aim` state, it is suitable for any weapon (you don't need to create a ton of states
/// like `aim_rifle`, `aim_pistol`, etc), but actual weapon holding animation should be different based on actual
/// weapon a character is holding. In this case you create a BlendAnimationsByIndex node, add a few inputs where
/// each input uses different weapon holding animation and in your game all you need to do is to set an index
/// parameter in the machine parameters. The node will automatically perform smooth transition between different
/// animations.
#[derive(Default, Debug, Visit, Clone, Reflect, PartialEq)]
pub struct BlendAnimationsByIndex<T: EntityId> {
/// Base node.
pub base: BasePoseNode<T>,
/// A name of index parameter that will be used to switch between input poses.
pub index_parameter: String,
/// A set of input poses.
pub inputs: Vec<IndexedBlendInput<T>>,
/// Index of a previously active input pose.
#[reflect(hidden)]
pub prev_index: Cell<Option<u32>>,
/// Current blend time.
#[reflect(hidden)]
pub blend_time: Cell<f32>,
/// Output pose of the node.
#[visit(skip)]
#[reflect(hidden)]
pub output_pose: RefCell<AnimationPose<T>>,
}
impl<T: EntityId> Deref for BlendAnimationsByIndex<T> {
type Target = BasePoseNode<T>;
fn deref(&self) -> &Self::Target {
&self.base
}
}
impl<T: EntityId> DerefMut for BlendAnimationsByIndex<T> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.base
}
}
impl<T: EntityId> BlendAnimationsByIndex<T> {
/// Creates new [`BlendAnimationsByIndex`] node using given index parameter name and a set of inputs.
pub fn new(index_parameter: String, inputs: Vec<IndexedBlendInput<T>>) -> Self {
Self {
base: Default::default(),
index_parameter,
inputs,
output_pose: RefCell::new(Default::default()),
prev_index: Cell::new(None),
blend_time: Cell::new(0.0),
}
}
/// Return a set of handle of children nodes.
pub fn children(&self) -> Vec<Handle<PoseNode<T>>> {
self.inputs.iter().map(|s| s.pose_source).collect()
}
}
impl<T: EntityId> AnimationPoseSource<T> for BlendAnimationsByIndex<T> {
fn eval_pose(
&self,
nodes: &Pool<PoseNode<T>>,
params: &ParameterContainer,
animations: &AnimationContainer<T>,
dt: f32,
) -> Ref<AnimationPose<T>> {
self.output_pose.borrow_mut().reset();
if let Some(&Parameter::Index(current_index)) = params.get(&self.index_parameter) {
let mut applied = false;
if let Some(prev_index) = self.prev_index.get() {
if prev_index != current_index {
if let (Some(prev_input), Some(current_input)) = (
self.inputs.get(prev_index as usize),
self.inputs.get(current_index as usize),
) {
self.blend_time
.set((self.blend_time.get() + dt).min(current_input.blend_time));
let interpolator = self.blend_time.get() / current_input.blend_time;
self.output_pose.borrow_mut().blend_with(
&nodes[prev_input.pose_source].eval_pose(nodes, params, animations, dt),
1.0 - interpolator,
);
self.output_pose.borrow_mut().blend_with(
&nodes[current_input.pose_source]
.eval_pose(nodes, params, animations, dt),
interpolator,
);
if interpolator >= 1.0 {
self.prev_index.set(Some(current_index));
self.blend_time.set(0.0);
}
applied = true;
}
}
} else {
self.prev_index.set(Some(current_index));
}
if !applied {
// Immediately jump to target pose (if any).
self.blend_time.set(0.0);
if let Some(current_input) = self.inputs.get(current_index as usize) {
nodes[current_input.pose_source]
.eval_pose(nodes, params, animations, dt)
.clone_into(&mut self.output_pose.borrow_mut());
}
}
}
self.output_pose.borrow()
}
fn pose(&self) -> Ref<AnimationPose<T>> {
self.output_pose.borrow()
}
fn collect_animation_events(
&self,
nodes: &Pool<PoseNode<T>>,
params: &ParameterContainer,
animations: &AnimationContainer<T>,
strategy: AnimationEventCollectionStrategy,
) -> Vec<(Handle<Animation<T>>, AnimationEvent)> {
if let Some(&Parameter::Index(current_index)) = params.get(&self.index_parameter) {
if let Some(prev_index) = self.prev_index.get() {
if prev_index != current_index {
if let (Some(prev_input), Some(current_input)) = (
self.inputs.get(prev_index as usize),
self.inputs.get(current_index as usize),
) {
let interpolator = self.blend_time.get() / current_input.blend_time;
match strategy {
AnimationEventCollectionStrategy::All => {
let mut events = Vec::new();
for input in [prev_input, current_input] {
if let Some(source) = nodes.try_borrow(input.pose_source) {
events.extend(source.collect_animation_events(
nodes, params, animations, strategy,
));
}
}
return events;
}
AnimationEventCollectionStrategy::MaxWeight => {
let input = if interpolator < 0.5 {
prev_input
} else {
current_input
};
if let Some(pose_source) = nodes.try_borrow(input.pose_source) {
return pose_source.collect_animation_events(
nodes, params, animations, strategy,
);
}
}
AnimationEventCollectionStrategy::MinWeight => {
let input = if interpolator < 0.5 {
current_input
} else {
prev_input
};
if let Some(pose_source) = nodes.try_borrow(input.pose_source) {
return pose_source.collect_animation_events(
nodes, params, animations, strategy,
);
}
}
}
}
} else {
// In case where the transition is done, all the strategies does the same - just collects events
// from active pose node.
if let Some(current_input) = self.inputs.get(current_index as usize) {
if let Some(pose_source) = nodes.try_borrow(current_input.pose_source) {
return pose_source
.collect_animation_events(nodes, params, animations, strategy);
}
}
}
}
}
Default::default()
}
}