blob: 69fbf7355fcd2882adec3148fb4c3e2bd9166333 [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"
#include "rive/animation/state_machine_event.hpp"
#include "rive/shapes/shape.hpp"
#include "rive/math/aabb.hpp"
#include "rive/math/hit_test.hpp"
#include <unordered_map>
using namespace rive;
namespace rive {
class StateMachineLayerInstance {
private:
static const int maxIterations = 100;
const StateMachineLayer* m_Layer = nullptr;
ArtboardInstance* m_ArtboardInstance = 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, ArtboardInstance* instance) {
m_ArtboardInstance = instance;
assert(m_Layer == nullptr);
m_AnyStateInstance = layer->anyState()->makeInstance(instance).release();
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, Span<SMIInput*> inputs) {
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();
if (i == maxIterations) {
fprintf(stderr, "StateMachine exceeded max iterations.\n");
return false;
}
}
apply();
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(Span<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(m_ArtboardInstance).release();
return true;
}
bool tryChangeState(StateInstance* stateFromInstance,
Span<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(m_ArtboardInstance, m_HoldTime, m_MixFrom);
m_HoldAnimation = nullptr;
}
if (m_StateFrom != nullptr && m_Mix < 1.0f) {
m_StateFrom->apply(m_MixFrom);
}
if (m_CurrentState != nullptr) {
m_CurrentState->apply(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();
}
};
/// Representation of a Shape from the Artboard Instance and all the events it
/// triggers. Allows tracking hover and performing hit detection only once on
/// shapes that trigger multiple events.
class HitShape {
private:
Shape* m_Shape;
public:
Shape* shape() const { return m_Shape; }
HitShape(Shape* shape) : m_Shape(shape) {}
bool isHovered = false;
std::vector<const StateMachineEvent*> events;
};
} // namespace rive
void StateMachineInstance::processEvent(Vec2D position, EventType hitEvent) {
position -= Vec2D(m_ArtboardInstance->originX() * m_ArtboardInstance->width(),
m_ArtboardInstance->originY() * m_ArtboardInstance->height());
const int hitRadius = 2;
auto hitArea = AABB(position.x() - hitRadius,
position.y() - hitRadius,
position.x() + hitRadius,
position.y() + hitRadius)
.round();
for (const auto& hitShape : m_HitShapes) {
// TODO: quick reject.
bool isOver = hitShape->shape()->hitTest(hitArea);
bool hoverChange = hitShape->isHovered != isOver;
hitShape->isHovered = isOver;
// iterate all events associated with this hit shape
for (auto event : hitShape->events) {
// Always update hover states regardless of which specific event type
// we're trying to trigger.
if (hoverChange) {
if (isOver && event->eventType() == EventType::enter) {
event->performChanges(this);
markNeedsAdvance();
} else if (!isOver && event->eventType() == EventType::exit) {
event->performChanges(this);
markNeedsAdvance();
}
}
if (isOver && hitEvent == event->eventType()) {
event->performChanges(this);
markNeedsAdvance();
}
}
}
}
void StateMachineInstance::pointerMove(Vec2D position) {
processEvent(position, EventType::updateHover);
}
void StateMachineInstance::pointerDown(Vec2D position) { processEvent(position, EventType::down); }
void StateMachineInstance::pointerUp(Vec2D position) { processEvent(position, EventType::up); }
StateMachineInstance::StateMachineInstance(const StateMachine* machine,
ArtboardInstance* instance) :
Scene(instance), m_Machine(machine) {
const auto count = machine->inputCount();
m_InputInstances.resize(count);
for (size_t i = 0; i < count; i++) {
auto input = machine->input(i);
if (input == 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.
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), m_ArtboardInstance);
}
// Initialize events. Store a lookup table of shape id to hit shape
// representation (an object that stores all the events triggered by the
// shape producing an event).
std::unordered_map<uint32_t, HitShape*> hitShapeLookup;
for (std::size_t i = 0; i < machine->eventCount(); i++) {
auto event = machine->event(i);
// Iterate actual leaf hittable shapes tied to this event and resolve
// corresponding ones in the artboard instance.
for (auto id : event->hitShapeIds()) {
HitShape* hitShape;
auto itr = hitShapeLookup.find(id);
if (itr == hitShapeLookup.end()) {
auto shape = m_ArtboardInstance->resolve(id);
if (shape != nullptr && shape->is<Shape>()) {
auto hs = std::make_unique<HitShape>(shape->as<Shape>());
hitShapeLookup[id] = hitShape = hs.get();
m_HitShapes.push_back(std::move(hs));
} else {
// No object or not a shape...
continue;
}
} else {
hitShape = itr->second;
}
hitShape->events.push_back(event);
}
}
}
StateMachineInstance::~StateMachineInstance() {
for (auto inst : m_InputInstances) {
delete inst;
}
delete[] m_Layers;
}
bool StateMachineInstance::advance(float seconds) {
m_NeedsAdvance = false;
for (size_t i = 0; i < m_LayerCount; i++) {
if (m_Layers[i].advance(seconds, toSpan(m_InputInstances))) {
m_NeedsAdvance = true;
}
}
for (auto inst : m_InputInstances) {
inst->advanced();
}
return m_NeedsAdvance;
}
bool StateMachineInstance::advanceAndApply(float seconds) {
bool more = this->advance(seconds);
m_ArtboardInstance->advance(seconds);
return more;
}
void StateMachineInstance::markNeedsAdvance() { m_NeedsAdvance = true; }
bool StateMachineInstance::needsAdvance() const { return m_NeedsAdvance; }
std::string StateMachineInstance::name() const { return m_Machine->name(); }
SMIInput* StateMachineInstance::input(size_t index) const {
if (index < m_InputInstances.size()) {
return m_InputInstances[index];
}
return nullptr;
}
template <typename SMType, typename InstType>
InstType* StateMachineInstance::getNamedInput(const std::string& name) const {
for (const auto inst : m_InputInstances) {
auto input = inst->input();
if (input->is<SMType>() && input->name() == name) {
return static_cast<InstType*>(inst);
}
}
return nullptr;
}
SMIBool* StateMachineInstance::getBool(const std::string& name) const {
return getNamedInput<StateMachineBool, SMIBool>(name);
}
SMINumber* StateMachineInstance::getNumber(const std::string& name) const {
return getNamedInput<StateMachineNumber, SMINumber>(name);
}
SMITrigger* StateMachineInstance::getTrigger(const std::string& name) const {
return getNamedInput<StateMachineTrigger, SMITrigger>(name);
}
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;
}