| #include "rive/animation/state_machine_instance.hpp" | |
| #include "rive/animation/state_machine_input.hpp" | |
| #include "rive/animation/state_machine_bool.hpp" | |
| #include "rive/animation/state_machine_number.hpp" | |
| #include "rive/animation/state_machine_trigger.hpp" | |
| #include "rive/animation/state_machine_input_instance.hpp" | |
| #include "rive/animation/state_machine.hpp" | |
| #include "rive/animation/state_machine_layer.hpp" | |
| #include "rive/animation/any_state.hpp" | |
| #include "rive/animation/entry_state.hpp" | |
| #include "rive/animation/state_transition.hpp" | |
| #include "rive/animation/transition_condition.hpp" | |
| #include "rive/animation/animation_state.hpp" | |
| #include "rive/animation/state_instance.hpp" | |
| #include "rive/animation/animation_state_instance.hpp" | |
| using namespace rive; | |
| namespace rive { | |
| class StateMachineLayerInstance { | |
| private: | |
| static const int maxIterations = 100; | |
| const StateMachineLayer* m_Layer = nullptr; | |
| StateInstance* m_AnyStateInstance = nullptr; | |
| StateInstance* m_CurrentState = nullptr; | |
| StateInstance* m_StateFrom = nullptr; | |
| // const LayerState* m_CurrentState = nullptr; | |
| // const LayerState* m_StateFrom = nullptr; | |
| const StateTransition* m_Transition = nullptr; | |
| bool m_HoldAnimationFrom = false; | |
| // LinearAnimationInstance* m_AnimationInstance = nullptr; | |
| // LinearAnimationInstance* m_AnimationInstanceFrom = nullptr; | |
| float m_Mix = 1.0f; | |
| float m_MixFrom = 1.0f; | |
| bool m_StateChangedOnAdvance = false; | |
| bool m_WaitingForExit = false; | |
| /// Used to ensure a specific animation is applied on the next apply. | |
| const LinearAnimation* m_HoldAnimation = nullptr; | |
| float m_HoldTime = 0.0f; | |
| public: | |
| ~StateMachineLayerInstance() { | |
| delete m_AnyStateInstance; | |
| delete m_CurrentState; | |
| delete m_StateFrom; | |
| } | |
| void init(const StateMachineLayer* layer) { | |
| assert(m_Layer == nullptr); | |
| m_AnyStateInstance = layer->anyState()->makeInstance(); | |
| m_Layer = layer; | |
| changeState(m_Layer->entryState()); | |
| } | |
| void updateMix(float seconds) { | |
| if (m_Transition != nullptr && m_StateFrom != nullptr && | |
| m_Transition->duration() != 0) | |
| { | |
| m_Mix = std::min( | |
| 1.0f, | |
| std::max(0.0f, | |
| (m_Mix + seconds / m_Transition->mixTime( | |
| m_StateFrom->state())))); | |
| } else { | |
| m_Mix = 1.0f; | |
| } | |
| } | |
| bool advance(Artboard* artboard, | |
| float seconds, | |
| SMIInput** inputs, | |
| size_t inputCount) { | |
| m_StateChangedOnAdvance = false; | |
| if (m_CurrentState != nullptr) { | |
| m_CurrentState->advance(seconds, inputs); | |
| } | |
| updateMix(seconds); | |
| if (m_StateFrom != nullptr && m_Mix < 1.0f && !m_HoldAnimationFrom) | |
| { | |
| // This didn't advance during our updateState, but it should now | |
| // that we realize we need to mix it in. | |
| m_StateFrom->advance(seconds, inputs); | |
| } | |
| for (int i = 0; updateState(inputs, i != 0); i++) { | |
| apply(artboard); | |
| if (i == maxIterations) { | |
| fprintf(stderr, "StateMachine exceeded max iterations.\n"); | |
| return false; | |
| } | |
| } | |
| apply(artboard); | |
| return m_Mix != 1.0f || m_WaitingForExit || | |
| (m_CurrentState != nullptr && m_CurrentState->keepGoing()); | |
| } | |
| bool isTransitioning() { | |
| return m_Transition != nullptr && m_StateFrom != nullptr && | |
| m_Transition->duration() != 0 && m_Mix < 1.0f; | |
| } | |
| bool updateState(SMIInput** inputs, bool ignoreTriggers) { | |
| // Don't allow changing state while a transition is taking place | |
| // (we're mixing one state onto another). | |
| if (isTransitioning()) { | |
| return false; | |
| } | |
| m_WaitingForExit = false; | |
| if (tryChangeState(m_AnyStateInstance, inputs, ignoreTriggers)) { | |
| return true; | |
| } | |
| return tryChangeState(m_CurrentState, inputs, ignoreTriggers); | |
| } | |
| bool changeState(const LayerState* stateTo) { | |
| if ((m_CurrentState == nullptr | |
| ? nullptr | |
| : m_CurrentState->state()) == stateTo) { | |
| return false; | |
| } | |
| m_CurrentState = | |
| stateTo == nullptr ? nullptr : stateTo->makeInstance(); | |
| return true; | |
| } | |
| bool tryChangeState(StateInstance* stateFromInstance, | |
| SMIInput** inputs, | |
| bool ignoreTriggers) { | |
| if (stateFromInstance == nullptr) { | |
| return false; | |
| } | |
| auto stateFrom = stateFromInstance->state(); | |
| auto outState = m_CurrentState; | |
| for (size_t i = 0, length = stateFrom->transitionCount(); | |
| i < length; | |
| i++) { | |
| auto transition = stateFrom->transition(i); | |
| auto allowed = transition->allowed( | |
| stateFromInstance, inputs, ignoreTriggers); | |
| if (allowed == AllowTransition::yes && | |
| changeState(transition->stateTo())) { | |
| m_StateChangedOnAdvance = true; | |
| // state actually has changed | |
| m_Transition = transition; | |
| if (m_StateFrom != m_AnyStateInstance) { | |
| // Old state from is done. | |
| delete m_StateFrom; | |
| } | |
| m_StateFrom = outState; | |
| // If we had an exit time and wanted to pause on exit, make | |
| // sure to hold the exit time. Delegate this to the | |
| // transition by telling it that it was completed. | |
| if (outState != nullptr && | |
| transition->applyExitCondition(outState)) { | |
| // Make sure we apply this state. This only returns true | |
| // when it's an animation state instance. | |
| auto instance = | |
| static_cast<AnimationStateInstance*>(m_StateFrom) | |
| ->animationInstance(); | |
| m_HoldAnimation = instance->animation(); | |
| m_HoldTime = instance->time(); | |
| } | |
| m_MixFrom = m_Mix; | |
| // Keep mixing last animation that was mixed in. | |
| if (m_Mix != 0.0f) { | |
| m_HoldAnimationFrom = transition->pauseOnExit(); | |
| } | |
| if (m_StateFrom != nullptr && | |
| m_StateFrom->state()->is<AnimationState>() && | |
| m_CurrentState != nullptr) | |
| { | |
| auto instance = | |
| static_cast<AnimationStateInstance*>(m_StateFrom) | |
| ->animationInstance(); | |
| auto spilledTime = instance->spilledTime(); | |
| m_CurrentState->advance(spilledTime, inputs); | |
| } | |
| m_Mix = 0.0f; | |
| updateMix(0.0f); | |
| m_WaitingForExit = false; | |
| return true; | |
| } else if (allowed == AllowTransition::waitingForExit) { | |
| m_WaitingForExit = true; | |
| } | |
| } | |
| return false; | |
| } | |
| void apply(Artboard* artboard) { | |
| if (m_HoldAnimation != nullptr) { | |
| m_HoldAnimation->apply(artboard, m_HoldTime, m_MixFrom); | |
| m_HoldAnimation = nullptr; | |
| } | |
| if (m_StateFrom != nullptr && m_Mix < 1.0f) { | |
| m_StateFrom->apply(artboard, m_MixFrom); | |
| } | |
| if (m_CurrentState != nullptr) { | |
| m_CurrentState->apply(artboard, m_Mix); | |
| } | |
| } | |
| bool stateChangedOnAdvance() const { return m_StateChangedOnAdvance; } | |
| const LayerState* currentState() { | |
| return m_CurrentState == nullptr ? nullptr | |
| : m_CurrentState->state(); | |
| } | |
| const LinearAnimationInstance* currentAnimation() const { | |
| if (m_CurrentState == nullptr || | |
| !m_CurrentState->state()->is<AnimationState>()) { | |
| return nullptr; | |
| } | |
| return static_cast<AnimationStateInstance*>(m_CurrentState) | |
| ->animationInstance(); | |
| } | |
| }; | |
| } // namespace rive | |
| StateMachineInstance::StateMachineInstance(const StateMachine* machine) : | |
| m_Machine(machine) { | |
| m_InputCount = machine->inputCount(); | |
| m_InputInstances = new SMIInput*[m_InputCount]; | |
| for (size_t i = 0; i < m_InputCount; i++) { | |
| auto input = machine->input(i); | |
| if (input == nullptr) { | |
| m_InputInstances[i] = nullptr; | |
| continue; | |
| } | |
| switch (input->coreType()) { | |
| case StateMachineBool::typeKey: | |
| m_InputInstances[i] = | |
| new SMIBool(input->as<StateMachineBool>(), this); | |
| break; | |
| case StateMachineNumber::typeKey: | |
| m_InputInstances[i] = | |
| new SMINumber(input->as<StateMachineNumber>(), this); | |
| break; | |
| case StateMachineTrigger::typeKey: | |
| m_InputInstances[i] = | |
| new SMITrigger(input->as<StateMachineTrigger>(), this); | |
| break; | |
| default: | |
| // Sanity check. | |
| m_InputInstances[i] = nullptr; | |
| break; | |
| } | |
| } | |
| m_LayerCount = machine->layerCount(); | |
| m_Layers = new StateMachineLayerInstance[m_LayerCount]; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| m_Layers[i].init(machine->layer(i)); | |
| } | |
| } | |
| StateMachineInstance::~StateMachineInstance() { | |
| // TODO: can this and others be rewritten as for (auto inst : m_InputInstances) ? | |
| for (size_t i = 0; i < m_InputCount; i++) { | |
| delete m_InputInstances[i]; | |
| } | |
| delete[] m_InputInstances; | |
| delete[] m_Layers; | |
| } | |
| bool StateMachineInstance::advance(Artboard* artboard, float seconds) { | |
| m_NeedsAdvance = false; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].advance( | |
| artboard, seconds, m_InputInstances, m_InputCount)) { | |
| m_NeedsAdvance = true; | |
| } | |
| } | |
| for (size_t i = 0; i < m_InputCount; i++) { | |
| m_InputInstances[i]->advanced(); | |
| } | |
| return m_NeedsAdvance; | |
| } | |
| void StateMachineInstance::markNeedsAdvance() { m_NeedsAdvance = true; } | |
| bool StateMachineInstance::needsAdvance() const { return m_NeedsAdvance; } | |
| SMIInput* StateMachineInstance::input(size_t index) const { | |
| if (index < m_InputCount) { | |
| return m_InputInstances[index]; | |
| } | |
| return nullptr; | |
| } | |
| SMIBool* StateMachineInstance::getBool(std::string name) const { | |
| for (size_t i = 0; i < m_InputCount; i++) { | |
| auto input = m_InputInstances[i]->input(); | |
| if (input->is<StateMachineBool>() && input->name() == name) { | |
| return static_cast<SMIBool*>(m_InputInstances[i]); | |
| } | |
| } | |
| return nullptr; | |
| } | |
| SMINumber* StateMachineInstance::getNumber(std::string name) const { | |
| for (size_t i = 0; i < m_InputCount; i++) { | |
| auto input = m_InputInstances[i]->input(); | |
| if (input->is<StateMachineNumber>() && input->name() == name) { | |
| return static_cast<SMINumber*>(m_InputInstances[i]); | |
| } | |
| } | |
| return nullptr; | |
| } | |
| SMITrigger* StateMachineInstance::getTrigger(std::string name) const { | |
| for (size_t i = 0; i < m_InputCount; i++) { | |
| auto input = m_InputInstances[i]->input(); | |
| if (input->is<StateMachineTrigger>() && input->name() == name) { | |
| return static_cast<SMITrigger*>(m_InputInstances[i]); | |
| } | |
| } | |
| return nullptr; | |
| } | |
| size_t StateMachineInstance::stateChangedCount() const { | |
| size_t count = 0; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].stateChangedOnAdvance()) { | |
| count++; | |
| } | |
| } | |
| return count; | |
| } | |
| const LayerState* | |
| StateMachineInstance::stateChangedByIndex(size_t index) const { | |
| size_t count = 0; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].stateChangedOnAdvance()) { | |
| if (count == index) { | |
| return m_Layers[i].currentState(); | |
| } | |
| count++; | |
| } | |
| } | |
| return nullptr; | |
| } | |
| const size_t StateMachineInstance::currentAnimationCount() const { | |
| size_t count = 0; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].currentAnimation() != nullptr) { | |
| count++; | |
| } | |
| } | |
| return count; | |
| } | |
| const LinearAnimationInstance* | |
| StateMachineInstance::currentAnimationByIndex(size_t index) const { | |
| size_t count = 0; | |
| for (size_t i = 0; i < m_LayerCount; i++) { | |
| if (m_Layers[i].currentAnimation() != nullptr) { | |
| if (count == index) { | |
| return m_Layers[i].currentAnimation(); | |
| } | |
| count++; | |
| } | |
| } | |
| return nullptr; | |
| } |