| #include "rive/animation/linear_animation_instance.hpp" | |
| #include "rive/animation/linear_animation.hpp" | |
| #include "rive/animation/loop.hpp" | |
| #include "rive/animation/keyed_callback_reporter.hpp" | |
| #include <cmath> | |
| #include <cassert> | |
| using namespace rive; | |
| LinearAnimationInstance::LinearAnimationInstance(const LinearAnimation* animation, | |
| ArtboardInstance* instance, | |
| float speedMultiplier) : | |
| Scene(instance), | |
| m_animation((assert(animation != nullptr), animation)), | |
| m_time((speedMultiplier >= 0) ? animation->startTime() : animation->endTime()), | |
| m_totalTime(0.0f), | |
| m_lastTotalTime(0.0f), | |
| m_spilledTime(0.0f), | |
| m_direction(1) | |
| {} | |
| LinearAnimationInstance::LinearAnimationInstance(LinearAnimationInstance const& lhs) : | |
| Scene(lhs), | |
| m_animation(lhs.m_animation), | |
| m_time(lhs.m_time), | |
| m_totalTime(lhs.m_totalTime), | |
| m_lastTotalTime(lhs.m_lastTotalTime), | |
| m_spilledTime(lhs.m_spilledTime), | |
| m_direction(lhs.m_direction), | |
| m_didLoop(lhs.m_didLoop), | |
| m_loopValue(lhs.m_loopValue) | |
| {} | |
| LinearAnimationInstance::~LinearAnimationInstance() {} | |
| bool LinearAnimationInstance::advanceAndApply(float seconds) | |
| { | |
| bool more = this->advance(seconds, this); | |
| this->apply(); | |
| m_artboardInstance->advance(seconds); | |
| return more; | |
| } | |
| bool LinearAnimationInstance::advance(float elapsedSeconds, KeyedCallbackReporter* reporter) | |
| { | |
| const LinearAnimation& animation = *m_animation; | |
| float deltaSeconds = elapsedSeconds * animation.speed() * m_direction; | |
| m_spilledTime = 0.0f; | |
| if (deltaSeconds == 0) | |
| { | |
| m_didLoop = false; | |
| return true; | |
| } | |
| m_lastTotalTime = m_totalTime; | |
| m_totalTime += std::abs(deltaSeconds); | |
| // NOTE: | |
| // do not track spilled time, if our one shot loop is already completed. | |
| // stop gap before we move spilled tracking into state machine logic. | |
| bool killSpilledTime = !this->keepGoing(elapsedSeconds); | |
| float lastTime = m_time; | |
| m_time += deltaSeconds; | |
| if (reporter != nullptr) | |
| { | |
| animation.reportKeyedCallbacks(reporter, lastTime, m_time); | |
| } | |
| int fps = animation.fps(); | |
| float frames = m_time * fps; | |
| int start = animation.enableWorkArea() ? animation.workStart() : 0; | |
| int end = animation.enableWorkArea() ? animation.workEnd() : animation.duration(); | |
| int range = end - start; | |
| bool didLoop = false; | |
| // this has some issues when deltaSeconds is 0, | |
| // right now we basically assume we default to going forwards in that case | |
| // | |
| int direction = deltaSeconds < 0 ? -1 : 1; | |
| switch (loop()) | |
| { | |
| case Loop::oneShot: | |
| if (direction == 1 && frames > end) | |
| { | |
| m_spilledTime = (frames - end) / fps; | |
| frames = (float)end; | |
| m_time = frames / fps; | |
| didLoop = true; | |
| } | |
| else if (direction == -1 && frames < start) | |
| { | |
| m_spilledTime = (start - frames) / fps; | |
| frames = (float)start; | |
| m_time = frames / fps; | |
| didLoop = true; | |
| } | |
| break; | |
| case Loop::loop: | |
| if (direction == 1 && frames >= end) | |
| { | |
| m_spilledTime = (frames - end) / fps; | |
| frames = m_time * fps; | |
| frames = start + std::fmod(frames - start, (float)range); | |
| m_time = frames / fps; | |
| didLoop = true; | |
| if (reporter != nullptr) | |
| { | |
| animation.reportKeyedCallbacks(reporter, 0.0f, m_time); | |
| } | |
| } | |
| else if (direction == -1 && frames <= start) | |
| { | |
| m_spilledTime = (start - frames) / fps; | |
| frames = m_time * fps; | |
| frames = end - std::abs(std::fmod(start - frames, (float)range)); | |
| m_time = frames / fps; | |
| didLoop = true; | |
| if (reporter != nullptr) | |
| { | |
| animation.reportKeyedCallbacks(reporter, end / (float)fps, m_time); | |
| } | |
| } | |
| break; | |
| case Loop::pingPong: | |
| while (true) | |
| { | |
| if (direction == 1 && frames >= end) | |
| { | |
| m_spilledTime = (frames - end) / fps; | |
| frames = end + (end - frames); | |
| lastTime = end / (float)fps; | |
| } | |
| else if (direction == -1 && frames < start) | |
| { | |
| m_spilledTime = (start - frames) / fps; | |
| frames = start + (start - frames); | |
| lastTime = start / (float)fps; | |
| } | |
| else | |
| { | |
| // we're within the range, we can stop fixing. We do this in | |
| // a loop to fix conditions when time has advanced so far | |
| // that we've ping-ponged back and forth a few times in a | |
| // single frame. We want to accomodate for this in cases | |
| // where animations are not advanced on regular intervals. | |
| break; | |
| } | |
| m_time = frames / fps; | |
| m_direction *= -1; | |
| direction *= -1; | |
| didLoop = true; | |
| if (reporter != nullptr) | |
| { | |
| animation.reportKeyedCallbacks(reporter, lastTime, m_time); | |
| } | |
| } | |
| break; | |
| } | |
| if (killSpilledTime) | |
| { | |
| m_spilledTime = 0; | |
| } | |
| m_didLoop = didLoop; | |
| return this->keepGoing(elapsedSeconds); | |
| } | |
| void LinearAnimationInstance::time(float value) | |
| { | |
| if (m_time == value) | |
| { | |
| return; | |
| } | |
| m_time = value; | |
| // Make sure to keep last and total in relative lockstep so state machines | |
| // can track change even when setting time. | |
| auto diff = m_totalTime - m_lastTotalTime; | |
| int start = (m_animation->enableWorkArea() ? m_animation->workStart() : 0) * m_animation->fps(); | |
| m_totalTime = value - start; | |
| m_lastTotalTime = m_totalTime - diff; | |
| // leaving this RIGHT now. but is this required? it kinda messes up | |
| // playing things backwards and seeking. what purpose does it solve? | |
| m_direction = 1; | |
| } | |
| void LinearAnimationInstance::reset(float speedMultiplier = 1.0) | |
| { | |
| m_time = (speedMultiplier >= 0) ? m_animation->startTime() : m_animation->endTime(); | |
| } | |
| uint32_t LinearAnimationInstance::fps() const { return m_animation->fps(); } | |
| uint32_t LinearAnimationInstance::duration() const { return m_animation->duration(); } | |
| float LinearAnimationInstance::speed() const { return m_animation->speed(); } | |
| float LinearAnimationInstance::startTime() const { return m_animation->startTime(); } | |
| std::string LinearAnimationInstance::name() const { return m_animation->name(); } | |
| bool LinearAnimationInstance::isTranslucent() const | |
| { | |
| return m_artboardInstance->isTranslucent(this); | |
| } | |
| // Returns either the animation's default or overridden loop values | |
| int LinearAnimationInstance::loopValue() const | |
| { | |
| if (m_loopValue != -1) | |
| { | |
| return m_loopValue; | |
| } | |
| return m_animation->loopValue(); | |
| } | |
| // Override the animation's loop value | |
| void LinearAnimationInstance::loopValue(int value) | |
| { | |
| if (m_loopValue == value) | |
| { | |
| return; | |
| } | |
| if (m_loopValue == -1 && m_animation->loopValue() == value) | |
| { | |
| return; | |
| } | |
| m_loopValue = value; | |
| } | |
| float LinearAnimationInstance::durationSeconds() const { return m_animation->durationSeconds(); } |