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// TODO: Rewrite examples such that they don't rely on the gltf feature.
//! Animation system.
//!
//! ## Introduction
//!
//! The `three` animation system is designed around three structures, namely
//! [`Action`], [`Clip`], and [`Mixer`].
//!
//! ### Action
//!
//! An [`Action`] controls the playback properties of an animation.
//! Methods such as [`play`], [`pause`], and [`disable`] are provided to control
//! an single animation at runtime.
//!
//! Actions must be created and updated by a [`Mixer`].
//!
//! ### Mixer
//!
//! An animation [`Mixer`] schedules the playback of actions.
//!
//! The user is expected to create actions from a mixer with the [`Mixer::action`]
//! function and update actions with the [`Mixer::update`] function.
//!
//! ### Clip
//!
//! An animation [`Clip`] defines the keyframes and target of an animation.
//! Clips are usually imported from 3D formats such as glTF.
//!
//! ## Walkthrough
//!
//! ### Creating a mixer
//!
//! First, we create a [`Mixer`] to play our animation.
//!
//! ```rust,no_run
//! // Initialization omitted.
//! let mut mixer = three::animation::Mixer::new();
//! ```
//!
//! ### Loading some animation clips
//!
//! Now, we load some clips from an animated glTF scene.
//!
//! ```rust,no_run,ignore
//! # let mut window = three::Window::new("");
//! let gltf = window.factory.load_gltf("AnimatedScene.gltf");
//! window.scene.add(&gltf);
//! ```
//!
//! ### Creating animation actions
//!
//! Now, we schedule the playback of the clips by creating actions.
//!
//! The created actions are enabled by default in the 'play' state. This means that
//! when calling [`Mixer::update`] the created actions will begin to be played back
//! immediately.
//!
//! ```rust,no_run,ignore
//! # use three::Object;
//! # let mut window = three::Window::new("");
//! # let mut mixer = three::animation::Mixer::new();
//! # let gltf = window.factory.load_gltf("AnimatedScene.gltf");
//! # window.scene.add(&gltf);
//! let actions: Vec<three::animation::Action> = gltf.clips
//! .into_iter()
//! .map(|clip| mixer.action(clip))
//! .collect();
//! ```
//!
//! ### Playing the animation back
//!
//! Finally, we run the animation actions by updating their [`Mixer`] in the main
//! game loop.
//!
//! ```rust,no_run,ignore
//! # use three::Object;
//! # let mut window = three::Window::new("");
//! # let camera = unimplemented!();
//! # let mut mixer = three::animation::Mixer::new();
//! # let gltf = window.factory.load_gltf("AnimatedScene.gltf");
//! # window.scene.add(&gltf);
//! # let actions: Vec<three::animation::Action> = gltf.clips
//! # .into_iter()
//! # .map(|clip| mixer.action(clip))
//! # .collect();
//! while window.update() {
//! mixer.update(window.input.delta_time());
//! window.render(&camera);
//! }
//! ```
//!
//! ### Putting it all together
//!
//! See the `gltf-animation` example for the full code.
//!
//! [`disable`]: struct.Action.html#method.disable
//! [`play`]: struct.Action.html#method.play
//! [`pause`]: struct.Action.html#method.pause
//!
//! [`Action`]: struct.Action.html
//! [`Clip`]: struct.Clip.html
//! [`Mixer`]: struct.Mixer.html
//! [`Mixer::action`]: struct.Mixer.html#method.action
//! [`Mixer::update`]: struct.Mixer.html#method.update
use cgmath;
use froggy;
use mint;
use object::{Base, Object};
use std::hash::{Hash, Hasher};
use std::sync::mpsc;
/// A target of an animation.
pub type Target = Base;
/// Describes the interpolation behaviour between keyframes.
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
pub enum Interpolation {
/// Immediate change between keyframe values.
Discrete,
/// Linear interpolation between keyframe values.
Linear,
/// Smooth cubic interpolation between keyframe values.
Cubic,
}
/// Describes the looping behaviour of an [`Action`].
///
/// [`Action`]: struct.Action.html
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
pub enum LoopMode {
/// Play the clip in forward order exactly once, i.e. do not loop at all.
Once,
/// Play the clip in forward order, repeating from the start.
Repeat {
/// The maximum number of repetitions.
///
/// When set to `None`, the loop will repeat indefinately.
limit: Option<u32>,
},
/// Play the clip alternatively in forward and reverse order.
PingPong {
/// The maximum number of repetitions.
///
/// When set to `None`, the loop will repeat indefinately.
limit: Option<u32>,
},
}
/// Describes the target property of an animation.
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
pub enum Binding {
/// Targets the position property of an [`Object`].
///
/// The corresponding keyframe values must be [`Vector3`].
///
/// [`Object`]: ../object/trait.Object.html
/// [`Vector3`]: enum.Values.html#variant.Vector3
Position,
/// Targets the orientation property of an [`Object`].
///
/// The corresponding keyframe values must be [`Quaternion`] or [`Euler`].
///
/// [`Object`]: ../object/trait.Object.html
/// [`Quaternion`]: enum.Values.html#variant.Quaternion
/// [`Euler`]: enum.Values.html#variant.Euler
Orientation,
/// Targets the scale property of an [`Object`].
///
/// The corresponding keyframe values must be [`Scalar`].
///
/// ## Note
///
/// Only uniform scaling is supported, hence the glTF importer takes the
/// Y axis as the scaling direction, ignoring any scaling in the X and Z axes.
///
/// [`Object`]: ../object/trait.Object.html
/// [`Scalar`]: enum.Values.html#variant.Scalar
Scale,
/// Targets the weights property of an [`Object`].
///
/// The corresponding keyframe values must be [`Scalar`].
///
/// [`Object`]: ../object/trait.Object.html
/// [`Scalar`]: enum.Values.html#variant.Scalar
Weights,
}
/// An index into the frames of a track.
enum FrameRef {
/// The time is before the start of the frames.
Unstarted,
/// The time corresponds to the given frame index.
InProgress(usize),
/// The time is after the end of the last frame.
Ended,
}
/// The keyframe values of a [`Track`].
///
/// [`Track`]: struct.Track.html
#[derive(Clone, Debug)]
pub enum Values {
/// Euler angle keyframes in radians.
Euler(Vec<mint::EulerAngles<f32, mint::IntraXYZ>>),
/// Quaternion keyframes.
Quaternion(Vec<mint::Quaternion<f32>>),
/// Scalar keyframes.
Scalar(Vec<f32>),
/// 3D vector keyframes.
Vector3(Vec<mint::Vector3<f32>>),
}
/// Message data sent from `Action` to `Mixer` over a channel.
enum Operation {
Enable,
Disable,
Pause,
Play,
SetLoopMode(LoopMode),
}
/// Message type sent from `Action` to `Mixer`.
type Message = (froggy::WeakPointer<ActionData>, Operation);
/// Controls the playback properties of an animation
#[derive(Clone, Debug)]
pub struct Action {
/// Message channel to parent mixer.
tx: mpsc::Sender<Message>,
/// Pointer to the action data held by the parent mixer.
pointer: froggy::Pointer<ActionData>,
}
impl PartialEq for Action {
fn eq(
&self,
other: &Action,
) -> bool {
self.pointer == other.pointer
}
}
impl Eq for Action {}
impl Hash for Action {
fn hash<H: Hasher>(
&self,
state: &mut H,
) {
self.pointer.hash(state);
}
}
/// Internal data for an animation action.
struct ActionData {
/// The animation data for this action.
pub clip: Clip,
/// Specifies whether the action is enabled or disabled.
///
/// A disabled action has no impact.
pub enabled: bool,
/// Specifies the looping behaviour of this action.
pub loop_mode: LoopMode,
/// Specifies whether the action is paused.
pub paused: bool,
/// The local time of this action in seconds, starting at 0.0.
///
/// This value get clamped or wrapper to [0.0, clip.duration] depending on
/// the loop mode.
pub local_time: f32,
/// Time scaling factor.
pub local_time_scale: f32,
// Unimplemented properties
// ------------------------
// * weight
// * zero_slope_at_end
// * zero_slope_at_start
}
/// A reusable set of keyframe tracks which represent an animation.
#[derive(Clone, Debug)]
pub struct Clip {
/// A name for this clip.
pub name: Option<String>,
/// The animation keyframe tracks.
pub tracks: Vec<(Track, Target)>,
}
/// A track of animation keyframes.
#[derive(Clone, Debug)]
pub struct Track {
/// The object property this track updates.
pub binding: Binding,
/// The keyframe time values.
pub times: Vec<f32>,
/// The keyframe values.
pub values: Values,
/// Specifies the interpolation strategy between keyframes.
pub interpolation: Interpolation,
}
/// Scheduler for the playback of animation actions.
///
/// Use this to update animation actions.
pub struct Mixer {
actions: froggy::Storage<ActionData>,
rx: mpsc::Receiver<Message>,
tx: mpsc::Sender<Message>,
}
impl Action {
fn send(
&mut self,
operation: Operation,
) -> &mut Self {
let message = (self.pointer.downgrade(), operation);
let _ = self.tx.send(message);
self
}
/// Enables the animation action.
pub fn enable(&mut self) -> &mut Self {
self.send(Operation::Enable)
}
/// Disables the animation action.
pub fn disable(&mut self) -> &mut Self {
self.send(Operation::Disable)
}
/// Pauses the animation action.
pub fn pause(&mut self) -> &mut Self {
self.send(Operation::Pause)
}
/// Plays the animation action.
pub fn play(&mut self) -> &mut Self {
self.send(Operation::Play)
}
/// Sets the animation loop mode.
pub fn set_loop_mode(
&mut self,
loop_mode: LoopMode,
) -> &mut Self {
self.send(Operation::SetLoopMode(loop_mode))
}
}
impl Mixer {
fn process_messages(&mut self) {
while let Ok((weak_ptr, operation)) = self.rx.try_recv() {
let action = match weak_ptr.upgrade() {
Ok(ptr) => &mut self.actions[&ptr],
Err(_) => continue,
};
match operation {
Operation::Enable => action.enabled = true,
Operation::Disable => action.enabled = false,
Operation::Pause => action.paused = true,
Operation::Play => {
action.paused = false;
action.enabled = true;
}
Operation::SetLoopMode(loop_mode) => action.loop_mode = loop_mode,
}
}
}
fn update_actions(
&mut self,
delta_time: f32,
) {
for action in self.actions.iter_mut() {
action.update(delta_time);
}
}
/// Creates a new animation mixer.
pub fn new() -> Self {
let actions = froggy::Storage::new();
let (tx, rx) = mpsc::channel();
Mixer { actions, rx, tx }
}
/// Spawns a new animation [`Action`] to be updated by this mixer.
///
/// [`Action`]: struct.Action.html
pub fn action(
&mut self,
clip: Clip,
) -> Action {
let action_data = ActionData::new(clip);
let pointer = self.actions.create(action_data);
let tx = self.tx.clone();
Action { tx, pointer }
}
/// Updates the actions owned by the mixer.
pub fn update(
&mut self,
delta_time: f32,
) {
self.process_messages();
self.update_actions(delta_time);
}
}
impl ActionData {
fn new(clip: Clip) -> Self {
ActionData {
clip: clip,
enabled: true,
loop_mode: LoopMode::Repeat { limit: None },
paused: false,
local_time: 0.0,
local_time_scale: 1.0,
}
}
/// Updates a single animation action.
fn update(
&mut self,
delta_time: f32,
) {
if self.paused || !self.enabled {
return;
}
self.local_time += delta_time * self.local_time_scale;
let mut finish_count = 0;
for &(ref track, ref target) in self.clip.tracks.iter() {
let frame_index = match track.frame_at_time(self.local_time) {
FrameRef::Unstarted => continue,
FrameRef::Ended => {
finish_count += 1;
continue;
}
FrameRef::InProgress(i) => i,
};
let frame_start_time = track.times[frame_index];
let frame_end_time = track.times[frame_index + 1];
let frame_delta_time = frame_end_time - frame_start_time;
// Interpolation constant in range `[0.0, 1.0]` between `frame[i]`
// and `frame[i + 1]`.
let s = (self.local_time - frame_start_time) / frame_delta_time;
match (track.binding, &track.values) {
(Binding::Orientation, &Values::Euler(ref values)) => {
let frame_start_value = {
let euler = values[frame_index];
cgmath::Quaternion::from(cgmath::Euler::new(
cgmath::Rad(euler.a),
cgmath::Rad(euler.b),
cgmath::Rad(euler.c),
))
};
let frame_end_value = {
let euler = values[frame_index + 1];
cgmath::Quaternion::from(cgmath::Euler::new(
cgmath::Rad(euler.a),
cgmath::Rad(euler.b),
cgmath::Rad(euler.c),
))
};
let update = frame_start_value.slerp(frame_end_value, s);
target.set_orientation(update);
}
(Binding::Orientation, &Values::Quaternion(ref values)) => {
let frame_start_value: cgmath::Quaternion<f32> = values[frame_index].into();
let frame_end_value: cgmath::Quaternion<f32> = values[frame_index + 1].into();
let update = frame_start_value.slerp(frame_end_value, s);
target.set_orientation(update);
}
(Binding::Position, &Values::Vector3(ref values)) => {
use cgmath::{EuclideanSpace, InnerSpace};
let frame_start_value: cgmath::Vector3<f32> = values[frame_index].into();
let frame_end_value: cgmath::Vector3<f32> = values[frame_index + 1].into();
let update = frame_start_value.lerp(frame_end_value, s);
target.set_position(cgmath::Point3::from_vec(update));
}
(Binding::Scale, &Values::Scalar(ref values)) => {
let frame_start_value = values[frame_index];
let frame_end_value = values[frame_index + 1];
let update = frame_start_value * (1.0 - s) + frame_end_value * s;
target.set_scale(update);
}
(Binding::Weights, &Values::Scalar(ref values)) => {
// values are: first all scalars for shape[0], then all scalars for shape[1], etc
let update = values
.chunks(track.times.len())
.map(|chunk| {
let start_value = chunk[frame_index];
let end_value = chunk[frame_index + 1];
start_value * (1.0 - s) + end_value * s
})
.collect();
target.set_weights(update);
}
_ => panic!("Unsupported (binding, value) pair"),
}
}
if finish_count == self.clip.tracks.len() {
match self.loop_mode {
LoopMode::Once => self.enabled = false,
LoopMode::Repeat { limit: None } => self.local_time = 0.0,
LoopMode::Repeat { limit: Some(0) } => self.enabled = false,
LoopMode::Repeat { limit: Some(n) } => {
self.local_time = 0.0;
self.loop_mode = LoopMode::Repeat { limit: Some(n - 1) };
}
LoopMode::PingPong { .. } => {
// TODO
unimplemented!()
}
}
}
}
}
impl Track {
fn frame_at_time(
&self,
t: f32,
) -> FrameRef {
if t < self.times[0] {
// The clip hasn't started yet.
return FrameRef::Unstarted;
}
if t > *self.times.last().unwrap() {
// The clip has ended.
return FrameRef::Ended;
}
let mut i = 0;
while t > self.times[i + 1] {
i += 1;
}
FrameRef::InProgress(i)
}
}