Mercurial > touhou
view src/th06/anm0_vm.rs @ 733:770e5057f6bc
ecl_vm: time stop/random sakuya bullets impl
author | Gauvain "GovanifY" Roussel-Tarbouriech <gauvain@govanify.com> |
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date | Sun, 03 Nov 2019 03:04:41 +0100 |
parents | 6d4802abe134 |
children | 3555845f8cf4 |
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//! Animation runner. use crate::th06::anm0::{ Script, Anm0, Call, Instruction, }; use crate::th06::interpolator::{Interpolator1, Interpolator2, Interpolator3, Formula}; use crate::util::math::Mat4; use crate::util::prng::Prng; use std::cell::RefCell; use std::rc::{Rc, Weak}; /// TODO #[repr(C)] #[derive(Debug)] pub struct Vertex { /// XXX pub pos: [i16; 3], /// XXX pub uv: [f32; 2], /// XXX pub color: [u8; 4], } /// Base visual element. #[derive(Debug, Clone, Default)] pub struct Sprite { blendfunc: u32, frame: u32, width_override: f32, height_override: f32, angle: f32, removed: bool, changed: bool, visible: bool, force_rotation: bool, automatic_orientation: bool, allow_dest_offset: bool, mirrored: bool, corner_relative_placement: bool, scale_interpolator: Option<Interpolator2<f32>>, fade_interpolator: Option<Interpolator1<f32>>, // XXX: should be u8! offset_interpolator: Option<Interpolator3<f32>>, rotation_interpolator: Option<Interpolator3<f32>>, color_interpolator: Option<Interpolator3<f32>>, // XXX: should be u8! anm: Option<Anm0>, dest_offset: [f32; 3], texcoords: [f32; 4], texoffsets: [f32; 2], rescale: [f32; 2], scale_speed: [f32; 2], rotations_3d: [f32; 3], rotations_speed_3d: [f32; 3], color: [u8; 4], } impl Sprite { /// Create a new sprite. pub fn new() -> Sprite { Sprite { changed: true, visible: true, rescale: [1., 1.], color: [255, 255, 255, 255], ..Default::default() } } /// Create a new sprite overriding its size. pub fn with_size(width_override: f32, height_override: f32) -> Sprite { Sprite { width_override, height_override, changed: true, visible: true, rescale: [1., 1.], color: [255, 255, 255, 255], ..Default::default() } } /// TODO pub fn fill_vertices(&self, vertices: &mut [Vertex; 4], x: f32, y: f32, z: f32) { let mut mat = Mat4::new([[-0.5, 0.5, 0.5, -0.5], [-0.5, -0.5, 0.5, 0.5], [0., 0., 0., 0.], [1., 1., 1., 1.]]); let [tx, ty, tw, th] = self.texcoords; let [sx, sy] = self.rescale; let width = if self.width_override > 0. { self.width_override } else { tw * sx }; let height = if self.height_override > 0. { self.height_override } else { th * sy }; mat.scale2d(width, height); if self.mirrored { mat.flip(); } let [rx, ry, mut rz] = self.rotations_3d; if self.automatic_orientation { rz += std::f32::consts::PI / 2. - self.angle; } else if self.force_rotation { rz += self.angle; } if rx != 0. { mat.rotate_x(-rx); } if ry != 0. { mat.rotate_y(ry); } if rz != 0. { mat.rotate_z(-rz); } if self.allow_dest_offset { mat.translate(self.dest_offset); } if self.corner_relative_placement { mat.translate_2d(width / 2., height / 2.); } mat.translate([x, y, z]); let mat = mat.borrow_inner(); vertices[0].pos[0] = mat[0][0] as i16; vertices[0].pos[1] = mat[1][0] as i16; vertices[0].pos[2] = mat[2][0] as i16; vertices[1].pos[0] = mat[0][1] as i16; vertices[1].pos[1] = mat[1][1] as i16; vertices[1].pos[2] = mat[2][1] as i16; vertices[2].pos[0] = mat[0][2] as i16; vertices[2].pos[1] = mat[1][2] as i16; vertices[2].pos[2] = mat[2][2] as i16; vertices[3].pos[0] = mat[0][3] as i16; vertices[3].pos[1] = mat[1][3] as i16; vertices[3].pos[2] = mat[2][3] as i16; // XXX: don’t clone here. let (x_1, y_1) = self.anm.clone().unwrap().inv_size(); let [tox, toy] = self.texoffsets; let left = tx * x_1 + tox; let right = (tx + tw) * x_1 + tox; let bottom = ty * y_1 + toy; let top = (ty + th) * y_1 + toy; vertices[0].uv[0] = left; vertices[0].uv[1] = bottom; vertices[1].uv[0] = right; vertices[1].uv[1] = bottom; vertices[2].uv[0] = right; vertices[2].uv[1] = top; vertices[3].uv[0] = left; vertices[3].uv[1] = top; vertices[0].color = self.color; vertices[1].color = self.color; vertices[2].color = self.color; vertices[3].color = self.color; } /// Update sprite values from the interpolators. pub fn update(&mut self) { self.frame += 1; self.corner_relative_placement = true; let [sax, say, saz] = self.rotations_speed_3d; if sax != 0. || say != 0. || saz != 0. { let [ax, ay, az] = self.rotations_3d; self.rotations_3d = [ax + sax, ay + say, az + saz]; self.changed = true; } else if let Some(ref interpolator) = self.rotation_interpolator { self.rotations_3d = interpolator.values(self.frame); self.changed = true; } let [rsx, rsy] = self.scale_speed; if rsx != 0. || rsy != 0. { let [rx, ry] = self.rescale; self.rescale = [rx + rsx, ry + rsy]; self.changed = true; } if let Some(ref interpolator) = self.fade_interpolator { self.color[3] = interpolator.values(self.frame)[0] as u8; self.changed = true; } if let Some(ref interpolator) = self.scale_interpolator { self.rescale = interpolator.values(self.frame); self.changed = true; } if let Some(ref interpolator) = self.offset_interpolator { self.dest_offset = interpolator.values(self.frame); self.changed = true; } if let Some(ref interpolator) = self.color_interpolator { let color = interpolator.values(self.frame); // TODO: this can probably be made to look nicer. self.color[0] = color[0] as u8; self.color[1] = color[1] as u8; self.color[2] = color[2] as u8; self.changed = true; } } } /// Interpreter for `Anm0` instructions to update a `Sprite`. pub struct AnmRunner { anm: Anm0, sprite: Rc<RefCell<Sprite>>, prng: Weak<RefCell<Prng>>, running: bool, sprite_index_offset: u32, script: Script, instruction_pointer: usize, frame: u16, waiting: bool, variables: ([i32; 4], [f32; 4], [i32; 4]), timeout: Option<u32>, } impl AnmRunner { /// Create a new `AnmRunner`. pub fn new(anm: &Anm0, script_id: u8, sprite: Rc<RefCell<Sprite>>, prng: Weak<RefCell<Prng>>, sprite_index_offset: u32) -> AnmRunner { let mut runner = AnmRunner { anm: anm.clone(), sprite: sprite, prng, running: true, waiting: false, script: anm.scripts[&script_id].clone(), frame: 0, timeout: None, instruction_pointer: 0, variables: ([0, 0, 0, 0 ], [0., 0., 0., 0.], [0, 0, 0, 0 ]), sprite_index_offset: sprite_index_offset, }; runner.run_frame(); runner.sprite_index_offset = 0; runner } /// Get a Rc from the inner Sprite. pub fn get_sprite(&self) -> Rc<RefCell<Sprite>> { self.sprite.clone() } /// Trigger an interrupt. pub fn interrupt(&mut self, interrupt: i32) -> bool { let mut new_ip = self.script.interrupts.get(&interrupt); if new_ip.is_none() { new_ip = self.script.interrupts.get(&-1); } let new_ip = if let Some(new_ip) = new_ip { *new_ip as usize } else { return false; }; self.instruction_pointer = new_ip; let Call { time: frame, instr: _ } = &self.script.instructions[self.instruction_pointer]; self.frame = *frame; self.waiting = false; self.sprite.borrow_mut().visible = true; true } /// Advance the Anm of a single frame. pub fn run_frame(&mut self) -> bool { if !self.running { return false; } while self.running && !self.waiting { let Call { time: frame, instr } = self.script.instructions[self.instruction_pointer]; let frame = frame.clone(); if frame > self.frame { break; } else { self.instruction_pointer += 1; } if frame == self.frame { self.run_instruction(instr); self.sprite.borrow_mut().changed = true; } } if !self.waiting { self.frame += 1; } else if let Some(timeout) = self.timeout { if timeout == self.sprite.borrow().frame { // TODO: check if it’s happening at the correct frame. self.waiting = false; } } self.sprite.borrow_mut().update(); self.running } fn run_instruction(&mut self, instruction: Instruction) { let mut sprite = self.sprite.borrow_mut(); match instruction { Instruction::Delete() => { sprite.removed = true; self.running = false; } Instruction::LoadSprite(sprite_index) => { sprite.anm = Some(self.anm.clone()); let texcoords = &self.anm.sprites[(sprite_index + self.sprite_index_offset) as usize]; sprite.texcoords = [texcoords.x, texcoords.y, texcoords.width, texcoords.height]; } Instruction::SetScale(sx, sy) => { sprite.rescale = [sx, sy]; } Instruction::SetAlpha(alpha) => { // TODO: check this modulo. sprite.color[3] = (alpha % 256) as u8; } Instruction::SetColor(b, g, r) => { if sprite.fade_interpolator.is_none() { sprite.color[0] = r; sprite.color[1] = g; sprite.color[2] = b; } } Instruction::Jump(pointer) => { // TODO: is that really how it works? self.instruction_pointer = pointer as usize; self.frame = self.script.instructions[pointer as usize].time; } Instruction::ToggleMirrored() => { sprite.mirrored = !sprite.mirrored; } Instruction::SetRotations3d(rx, ry, rz) => { sprite.rotations_3d = [rx, ry, rz]; } Instruction::SetRotationsSpeed3d(srx, sry, srz) => { sprite.rotations_speed_3d = [srx, sry, srz]; } Instruction::SetScaleSpeed(ssx, ssy) => { sprite.scale_speed = [ssx, ssy]; } Instruction::Fade(new_alpha, duration) => { sprite.fade_interpolator = Some(Interpolator1::new([sprite.color[3] as f32], sprite.frame, [new_alpha as f32], sprite.frame + duration, Formula::Linear)); } Instruction::SetBlendmodeAlphablend() => { sprite.blendfunc = 1; } Instruction::SetBlendmodeAdd() => { sprite.blendfunc = 0; } Instruction::KeepStill() => { self.running = false; } Instruction::LoadRandomSprite(min_index, mut amplitude) => { if amplitude > 0 { let prng = self.prng.upgrade().unwrap(); let rand = prng.borrow_mut().get_u16(); amplitude = (rand as u32) % amplitude; } let sprite_index = min_index + amplitude; // TODO: refactor that with Instruction::LoadSprite. sprite.anm = Some(self.anm.clone()); let texcoords = &self.anm.sprites[(sprite_index + self.sprite_index_offset) as usize]; sprite.texcoords = [texcoords.x, texcoords.y, texcoords.width, texcoords.height]; } Instruction::Move(x, y, z) => { sprite.dest_offset = [x, y, z]; } Instruction::MoveToLinear(x, y, z, duration) => { sprite.offset_interpolator = Some(Interpolator3::new(sprite.dest_offset, sprite.frame, [x, y, z], sprite.frame + duration, Formula::Linear)); } Instruction::MoveToDecel(x, y, z, duration) => { sprite.offset_interpolator = Some(Interpolator3::new(sprite.dest_offset, sprite.frame, [x, y, z], sprite.frame + duration, Formula::InvertPower2)); } Instruction::MoveToAccel(x, y, z, duration) => { sprite.offset_interpolator = Some(Interpolator3::new(sprite.dest_offset, sprite.frame, [x, y, z], sprite.frame + duration, Formula::Power2)); } Instruction::Wait() => { self.waiting = true; } // There is nothing to do here. Instruction::InterruptLabel(_label) => (), Instruction::SetCornerRelativePlacement() => { sprite.corner_relative_placement = true; } Instruction::WaitEx() => { sprite.visible = false; self.waiting = true; } Instruction::SetAllowOffset(value) => { sprite.allow_dest_offset = value == 1 } Instruction::SetAutomaticOrientation(value) => { sprite.automatic_orientation = value == 1 } Instruction::ShiftTextureX(dx) => { let [tox, toy] = sprite.texoffsets; sprite.texoffsets = [tox + dx, toy]; } Instruction::ShiftTextureY(dy) => { let [tox, toy] = sprite.texoffsets; sprite.texoffsets = [tox, toy + dy]; } Instruction::SetVisible(visible) => { sprite.visible = (visible & 1) != 0; } Instruction::ScaleIn(sx, sy, duration) => { sprite.scale_interpolator = Some(Interpolator2::new(sprite.rescale, sprite.frame, [sx, sy], sprite.frame + duration, Formula::Linear)); } Instruction::Todo(_todo) => { // TODO. } } } } #[cfg(test)] mod tests { use super::*; use std::io::{self, Read}; use std::fs::File; #[test] fn anm_runner() { let file = File::open("EoSD/CM/player01.anm").unwrap(); let mut file = io::BufReader::new(file); let mut buf = vec![]; file.read_to_end(&mut buf).unwrap(); let (_, mut anms) = Anm0::from_slice(&buf).unwrap(); let anm0 = anms.pop().unwrap(); assert_eq!(anm0.size, (256, 256)); assert_eq!(anm0.format, 5); let sprite = Rc::new(RefCell::new(Sprite::new())); let prng = Rc::new(RefCell::new(Prng::new(0))); let mut anm_runner = AnmRunner::new(&anm0, 1, sprite.clone(), Rc::downgrade(&prng), 0); for _ in 0..50 { anm_runner.run_frame(); } } }