blob: ccb5db018645d1b9b5305f802d6f0d839ac4eeb0 [file] [log] [blame]
#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 (int 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 (int i = 0; i < m_LayerCount; i++)
{
m_Layers[i].init(machine->layer(i));
}
}
StateMachineInstance::~StateMachineInstance()
{
for (int 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 (int i = 0; i < m_LayerCount; i++)
{
if (m_Layers[i].advance(
artboard, seconds, m_InputInstances, m_InputCount))
{
m_NeedsAdvance = true;
}
}
for (int 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 (int 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 (int 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 (int 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 (int 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 (int 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 (int 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 (int i = 0; i < m_LayerCount; i++)
{
if (m_Layers[i].currentAnimation() != nullptr)
{
if (count == index)
{
return m_Layers[i].currentAnimation();
}
count++;
}
}
return nullptr;
}