mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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215 lines
8.0 KiB
Ruby
215 lines
8.0 KiB
Ruby
#===============================================================================
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#
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#===============================================================================
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module AnimationEditor::ParticleDataHelper
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module_function
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def get_duration(particles)
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ret = 0
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particles.each do |p|
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p.each_pair do |cmd, val|
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next if !val.is_a?(Array) || val.length == 0
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max = val.last[0] + val.last[1] # Keyframe + duration
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ret = max if ret < max
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end
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end
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return ret
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end
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def get_keyframe_particle_value(particle, frame, property)
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if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
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raise _INTL("Couldn't get default value for property {1} for particle {2}.",
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property, particle[:name])
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end
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ret = [GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property], false]
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if particle[property]
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# NOTE: The commands are already in keyframe order, so we can just run
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# through them in order, applying their changes until we reach
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# frame.
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particle[property].each do |cmd|
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break if cmd[0] > frame # Command is in the future; no more is needed
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break if cmd[0] == frame && cmd[1] > 0 # Start of a "MoveXYZ" command; won't have changed yet
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if cmd[0] + cmd[1] <= frame # Command has finished; use its end value
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ret[0] = cmd[2]
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next
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end
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# In a "MoveXYZ" command; need to interpolate
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ret[0] = lerp(ret[0], cmd[2], cmd[1], cmd[0], frame).to_i
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ret[1] = true # Interpolating
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break
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end
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end
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# NOTE: Particles are assumed to be not visible at the start of the
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# animation, and automatically become visible when the particle has
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# its first command. This does not apply to the "User" and "Target"
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# particles, which start the animation visible.
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if property == :visible
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first_cmd = (["User", "Target"].include?(particle[:name])) ? 0 : -1
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first_visible_cmd = -1
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particle.each_pair do |prop, value|
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next if !value.is_a?(Array) || value.length == 0
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first_cmd = value[0][0] if first_cmd < 0 || first_cmd > value[0][0]
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first_visible_cmd = value[0][0] if prop == :visible && (first_visible_cmd < 0 || first_visible_cmd > value[0][0])
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end
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ret[0] = true if first_cmd >= 0 && first_cmd <= frame &&
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(first_visible_cmd < 0 || frame < first_visible_cmd)
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end
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return ret
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end
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def get_all_keyframe_particle_values(particle, frame)
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ret = {}
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GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.each_pair do |prop, default|
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ret[prop] = get_keyframe_particle_value(particle, frame, prop)
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end
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return ret
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end
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def get_all_particle_values(particle)
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ret = {}
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GameData::Animation::PARTICLE_DEFAULT_VALUES.each_pair do |prop, default|
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ret[prop] = particle[prop] || default
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end
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return ret
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end
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# TODO: Generalise this to any property?
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# NOTE: Particles are assumed to be not visible at the start of the
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# animation, and automatically become visible when the particle has
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# its first command. This does not apply to the "User" and "Target"
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# particles, which start the animation visible. They do NOT become
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# invisible automatically after their last command.
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def get_timeline_particle_visibilities(particle, duration)
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if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(:visible)
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raise _INTL("Couldn't get default value for property {1} for particle {2}.",
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property, particle[:name])
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end
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value = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[:visible]
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value = true if ["User", "Target", "SE"].include?(particle[:name])
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ret = []
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if particle[:visible]
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particle[:visible].each { |cmd| ret[cmd[0]] = cmd[2] }
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end
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duration.times do |i|
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value = ret[i] if !ret[i].nil?
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ret[i] = value
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end
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return ret
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end
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#-----------------------------------------------------------------------------
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# Returns an array indicating where command diamonds and duration lines should
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# be drawn in the AnimationEditor::ParticleList.
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def get_particle_commands_timeline(particle)
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ret = []
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durations = []
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particle.each_pair do |prop, val|
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next if !val.is_a?(Array)
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val.each do |cmd|
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ret[cmd[0]] = true
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if cmd[1] > 0
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ret[cmd[0] + cmd[1]] = true
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durations.push([cmd[0], cmd[1]])
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end
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end
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end
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return ret, durations
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end
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# Returns an array, whose indexes are keyframes, where the values in the array
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# are commands. A keyframe's value can be one of these:
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# 0 - SetXYZ
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# [+/- duration, interpolation type] --- MoveXYZ (duration's sign is whether
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# it makes the value higher or lower)
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def get_particle_property_commands_timeline(particle, commands, property)
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return nil if !commands || commands.length == 0
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if particle[:name] == "SE"
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ret = []
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commands.each { |cmd| ret[cmd[0]] = 0 }
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return ret
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end
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if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
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raise _INTL("No default value for property {1} in PARTICLE_KEYFRAME_DEFAULT_VALUES.", property)
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end
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ret = []
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val = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property]
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commands.each do |cmd|
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if cmd[1] > 0 # MoveXYZ
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dur = cmd[1]
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dur *= -1 if cmd[2] < val
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# TODO: Support multiple interpolation types here (will be cmd[3]).
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ret[cmd[0]] = [dur, cmd[3] || :linear]
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ret[cmd[0] + cmd[1]] = 0
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else # SetXYZ
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ret[cmd[0]] = 0
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end
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val = cmd[2] # New actual value
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end
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return ret
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end
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#-----------------------------------------------------------------------------
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def set_property(particle, property, value)
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particle[property] = value
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end
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def add_command(particle, property, frame, value)
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# Split particle[property] into values and interpolation arrays
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set_points = [] # All SetXYZ commands (the values thereof)
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end_points = [] # End points of MoveXYZ commands (the values thereof)
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interps = [] # Interpolation type from a keyframe to the next point
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if particle && particle[property]
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particle[property].each do |cmd|
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if cmd[1] == 0 # SetXYZ
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set_points[cmd[0]] = cmd[2]
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else
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interps[cmd[0]] = cmd[3] || :linear
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end_points[cmd[0] + cmd[1]] = cmd[2]
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end
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end
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end
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# Add new command to points (may replace an existing command)
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interp = :none
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(frame + 1).times do |i|
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interp = :none if set_points[i] || end_points[i]
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interp = interps[i] if interps[i]
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end
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interps[frame] = interp if interp != :none
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set_points[frame] = value
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# Convert points and interps back into particle[property]
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ret = []
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if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
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raise _INTL("Couldn't get default value for property {1}.", property)
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end
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val = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property]
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val = true if property == :visible && ["User", "Target", "SE"].include?(particle[:name])
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length = [set_points.length, end_points.length].max
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length.times do |i|
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if !set_points[i].nil? && set_points[i] != val
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ret.push([i, 0, set_points[i]])
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val = set_points[i]
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end
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if interps[i] && interps[i] != :none
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((i + 1)..length).each do |j|
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next if set_points[j].nil? && end_points[j].nil?
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if set_points[j].nil?
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break if end_points[j] == val
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ret.push([i, j - i, end_points[j], interps[i]])
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val = end_points[j]
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end_points[j] = nil
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else
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break if set_points[j] == val
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ret.push([i, j - i, set_points[j], interps[i]])
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val = set_points[j]
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set_points[j] = nil
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end
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break
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end
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end
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end
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return (ret.empty?) ? nil : ret
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end
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end
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