Mercurial > touhou
view src/th06/anm0_vm.rs @ 641:a58103f2f264
Implement and use interpolators.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 07 Jul 2019 12:17:42 +0200 |
parents | 37d151fe000b |
children | 9e40bd5cc26d |
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//! Animation runner. use crate::th06::anm0::{ Script, Anm0, Call, Instruction, }; use std::cell::RefCell; use std::rc::Rc; #[derive(Debug, Clone, Copy, PartialEq)] enum Formula { Linear, Power2, InvertPower2, } impl Formula { fn apply(&self, x: f32) -> f32 { match self { Formula::Linear => x, Formula::Power2 => x * x, Formula::InvertPower2 => 2. * x - x * x, } } } macro_rules! generate_interpolator { ($name:ident, $n:tt) => { #[derive(Debug, Clone)] struct $name<T> { start_values: [T; $n], end_values: [T; $n], start_frame: u16, end_frame: u16, formula: Formula, } impl<T> $name<T> where f32: From<T>, T: From<f32>, T: std::ops::Sub<Output = T>, T: std::ops::Add<Output = T>, T: Copy, T: Default, { pub fn new(start_values: [T; $n], start_frame: u16, end_values: [T; $n], end_frame: u16, formula: Formula) -> $name<T> { $name { start_values, end_values, start_frame, end_frame, formula, } } // XXX: Make it return [T; $n] instead, we don’t want to only do f32 here. pub fn values(&self, frame: u16) -> [f32; $n] { if frame + 1 >= self.end_frame { // XXX: skip the last interpolation step. // This bug is replicated from the original game. //self.start_frame = self.end_frame; //self.end_values let mut values: [f32; $n] = [Default::default(); $n]; for (i, value) in self.end_values.iter().enumerate() { values[i] = f32::from(*value); } values } else { let mut coeff = (frame - self.start_frame) as f32 / (self.end_frame - self.start_frame) as f32; coeff = self.formula.apply(coeff); let mut values: [f32; $n] = [Default::default(); $n]; for (i, (start, end)) in self.start_values.iter().zip(&self.end_values).enumerate() { values[i] = f32::from(*start + T::from(coeff * f32::from(*end - *start))); } values } } } }; } generate_interpolator!(Interpolator1, 1); generate_interpolator!(Interpolator2, 2); generate_interpolator!(Interpolator3, 3); /// Base visual element. #[derive(Debug, Clone, Default)] pub struct Sprite { blendfunc: u32, frame: u16, 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(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() } } /// Update sprite values from the interpolators. pub fn update(&mut self) { self.frame += 1; 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>>, running: bool, sprite_index_offset: u32, script: Script, instruction_pointer: usize, frame: u16, waiting: bool, variables: ([i32; 4], [f32; 4], [i32; 4]), timeout: Option<u16>, } impl AnmRunner { /// Create a new `AnmRunner`. pub fn new(anm: &Anm0, script_id: u8, sprite: Rc<RefCell<Sprite>>, sprite_index_offset: u32) -> AnmRunner { let mut runner = AnmRunner { anm: anm.clone(), sprite: sprite, 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 } /// 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 as u16, Formula::Linear)); } Instruction::SetBlendmodeAlphablend() => { sprite.blendfunc = 1; } Instruction::SetBlendmodeAdd() => { sprite.blendfunc = 0; } Instruction::KeepStill() => { self.running = false; } Instruction::LoadRandomSprite(min_index, amplitude) => { let sprite_index = min_index; // XXX: + randrange(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 as u16, 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 as u16, 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 as u16, 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 as u16, 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("/home/linkmauve/games/pc/東方/TH06 ~ The Embodiment of Scarlet Devil/CM/player01.anm").unwrap(); let mut file = io::BufReader::new(file); let mut buf = vec![]; file.read_to_end(&mut buf).unwrap(); let anm0 = Anm0::from_slice(&buf).unwrap(); assert_eq!(anm0.size, (256, 256)); assert_eq!(anm0.format, 5); let sprite = Rc::new(RefCell::new(Sprite::new(0., 0.))); let mut anm_runner = AnmRunner::new(&anm0, 1, sprite.clone(), 0); for _ in 0..50 { anm_runner.run_frame(); } } }