Files
infinitefusion-e18/Data/Scripts/904_Anim Editor/901_ParticleDataHelper.rb

423 lines
16 KiB
Ruby

#===============================================================================
#
#===============================================================================
module AnimationEditor::ParticleDataHelper
module_function
def get_duration(particles)
ret = 0
particles.each do |p|
p.each_pair do |cmd, val|
next if !val.is_a?(Array) || val.length == 0
max = val.last[0] + val.last[1] # Keyframe + duration
ret = max if ret < max
end
end
return ret
end
def get_keyframe_particle_value(particle, frame, property)
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("Couldn't get default value for property {1} for particle {2}.",
property, particle[:name])
end
ret = [GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property], false]
if particle[property]
# NOTE: The commands are already in keyframe order, so we can just run
# through them in order, applying their changes until we reach
# frame.
particle[property].each do |cmd|
break if cmd[0] > frame # Command is in the future; no more is needed
break if cmd[0] == frame && cmd[1] > 0 # Start of a "MoveXYZ" command; won't have changed yet
if cmd[0] + cmd[1] <= frame # Command has finished; use its end value
ret[0] = cmd[2]
next
end
# In a "MoveXYZ" command; need to interpolate
case (cmd[3] || :linear)
when :linear
ret[0] = lerp(ret[0], cmd[2], cmd[1], cmd[0], frame).to_i
when :ease_in # Quadratic
x = (frame - cmd[0]) / cmd[1].to_f
ret[0] += (cmd[2] - ret[0]) * x * x
ret[0] = ret[0].round
when :ease_out # Quadratic
x = (frame - cmd[0]) / cmd[1].to_f
ret[0] += (cmd[2] - ret[0]) * (1 - ((1 - x) * (1 - x)))
ret[0] = ret[0].round
when :ease_both # Quadratic
x = (frame - cmd[0]) / cmd[1].to_f
if x < 0.5
ret[0] += (cmd[2] - ret[0]) * x * x * 2
else
ret[0] += (cmd[2] - ret[0]) * (1 - (((-2 * x) + 2) * ((-2 * x) + 2) / 2))
end
ret[0] = ret[0].round
else
raise _INTL("Unknown interpolation method {1}.", cmd[3])
end
ret[1] = true # Interpolating
break
end
end
# NOTE: Particles are assumed to be not visible at the start of the
# animation, and automatically become visible when the particle has
# its first command. This does not apply to the "User" and "Target"
# particles, which start the animation visible.
if property == :visible
first_cmd = (["User", "Target"].include?(particle[:name])) ? 0 : -1
first_visible_cmd = -1
particle.each_pair do |prop, value|
next if !value.is_a?(Array) || value.length == 0
first_cmd = value[0][0] if first_cmd < 0 || first_cmd > value[0][0]
first_visible_cmd = value[0][0] if prop == :visible && (first_visible_cmd < 0 || first_visible_cmd > value[0][0])
end
ret[0] = true if first_cmd >= 0 && first_cmd <= frame &&
(first_visible_cmd < 0 || frame < first_visible_cmd)
end
return ret
end
def get_all_keyframe_particle_values(particle, frame)
ret = {}
GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.each_pair do |prop, default|
ret[prop] = get_keyframe_particle_value(particle, frame, prop)
end
return ret
end
def get_all_particle_values(particle)
ret = {}
GameData::Animation::PARTICLE_DEFAULT_VALUES.each_pair do |prop, default|
ret[prop] = particle[prop] || default
end
return ret
end
# TODO: Generalise this to any property?
# NOTE: Particles are assumed to be not visible at the start of the
# animation, and automatically become visible when the particle has
# its first command. This does not apply to the "User" and "Target"
# particles, which start the animation visible. They do NOT become
# invisible automatically after their last command.
def get_timeline_particle_visibilities(particle, duration)
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(:visible)
raise _INTL("Couldn't get default value for property {1} for particle {2}.",
property, particle[:name])
end
value = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[:visible]
value = true if ["User", "Target", "SE"].include?(particle[:name])
ret = []
if !["User", "Target", "SE"].include?(particle[:name])
earliest = duration
particle.each_pair do |prop, value|
next if !value.is_a?(Array) || value.length == 0
earliest = value[0][0] if earliest > value[0][0]
end
ret[earliest] = true
end
if particle[:visible]
particle[:visible].each { |cmd| ret[cmd[0]] = cmd[2] }
end
duration.times do |i|
value = ret[i] if !ret[i].nil?
ret[i] = value
end
return ret
end
#-----------------------------------------------------------------------------
# Returns an array indicating where command diamonds and duration lines should
# be drawn in the AnimationEditor::ParticleList.
def get_particle_commands_timeline(particle)
ret = []
durations = []
particle.each_pair do |prop, val|
next if !val.is_a?(Array)
val.each do |cmd|
ret[cmd[0]] = true
if cmd[1] > 0
ret[cmd[0] + cmd[1]] = true
durations.push([cmd[0], cmd[1]])
end
end
end
return ret, durations
end
# Returns an array, whose indexes are keyframes, where the values in the array
# are commands. A keyframe's value can be one of these:
# 0 - SetXYZ
# [+/- duration, interpolation type] --- MoveXYZ (duration's sign is whether
# it makes the value higher or lower)
def get_particle_property_commands_timeline(particle, commands, property)
return nil if !commands || commands.length == 0
if particle[:name] == "SE"
ret = []
commands.each { |cmd| ret[cmd[0]] = 0 }
return ret
end
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("No default value for property {1} in PARTICLE_KEYFRAME_DEFAULT_VALUES.", property)
end
ret = []
val = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property]
commands.each do |cmd|
if cmd[1] > 0 # MoveXYZ
dur = cmd[1]
dur *= -1 if cmd[2] < val
ret[cmd[0]] = [dur, cmd[3] || :linear]
ret[cmd[0] + cmd[1]] = 0
else # SetXYZ
ret[cmd[0]] = 0
end
val = cmd[2] # New actual value
end
return ret
end
#-----------------------------------------------------------------------------
def set_property(particle, property, value)
particle[property] = value
end
def has_command_at?(particle, property, frame)
return particle[property]&.any? { |cmd| (cmd[0] == frame) || (cmd[0] + cmd[1] == frame) }
end
def add_command(particle, property, frame, value)
# Split particle[property] into values and interpolation arrays
set_points = [] # All SetXYZ commands (the values thereof)
end_points = [] # End points of MoveXYZ commands (the values thereof)
interps = [] # Interpolation type from a keyframe to the next point
if particle && particle[property]
particle[property].each do |cmd|
if cmd[1] == 0 # SetXYZ
set_points[cmd[0]] = cmd[2]
else
interps[cmd[0]] = cmd[3] || :linear
end_points[cmd[0] + cmd[1]] = cmd[2]
end
end
end
# Add new command to points (may replace an existing command)
interp = :none
(frame + 1).times do |i|
interp = :none if set_points[i] || end_points[i]
interp = interps[i] if interps[i]
end
interps[frame] = interp if interp != :none
set_points[frame] = value
# For visibility only, set the keyframe with the first command (of any kind)
# to be visible, unless the command being added overwrites it. Also figure
# out the first keyframe that has a command, and the first keyframe that has
# a non-visibility command (used below).
if property == :visible
first_cmd = (["User", "Target", "SE"].include?(particle[:name])) ? 0 : -1
first_non_visible_cmd = -1
particle.each_pair do |prop, value|
next if !value.is_a?(Array) || value.length == 0
next if prop == property && value[0][0] == frame
first_cmd = value[0][0] if first_cmd < 0 || first_cmd > value[0][0]
next if prop == :visible
first_non_visible_cmd = value[0][0] if first_non_visible_cmd < 0 || first_non_visible_cmd > value[0][0]
end
set_points[first_cmd] = true if first_cmd >= 0 && set_points[first_cmd].nil?
end
# Convert points and interps back into particle[property]
ret = []
if !GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES.include?(property)
raise _INTL("Couldn't get default value for property {1}.", property)
end
val = GameData::Animation::PARTICLE_KEYFRAME_DEFAULT_VALUES[property]
length = [set_points.length, end_points.length].max
length.times do |i|
if !set_points[i].nil?
if property == :visible && first_cmd >= 0 && i == first_cmd &&
first_non_visible_cmd >= 0 && i == first_non_visible_cmd
ret.push([i, 0, set_points[i]]) if !set_points[i]
elsif set_points[i] != val
ret.push([i, 0, set_points[i]])
end
val = set_points[i]
end
if interps[i] && interps[i] != :none
((i + 1)..length).each do |j|
next if set_points[j].nil? && end_points[j].nil?
if set_points[j].nil?
break if end_points[j] == val
ret.push([i, j - i, end_points[j], interps[i]])
val = end_points[j]
end_points[j] = nil
else
break if set_points[j] == val
ret.push([i, j - i, set_points[j], interps[i]])
val = set_points[j]
set_points[j] = nil
end
break
end
end
end
return (ret.empty?) ? nil : ret
end
# Cases:
# * SetXYZ - delete it
# * MoveXYZ start - turn into a SetXYZ at the end point
# * MoveXYZ end - delete it (this may happen to remove the start diamond too)
# * MoveXYZ end and start - merge both together (use first's type)
# * SetXYZ and MoveXYZ start - delete SetXYZ (leave MoveXYZ alone)
# * SetXYZ and MoveXYZ end - (unlikely) delete both
# * SetXYZ and MoveXYZ start and end - (unlikely) delete SetXYZ, merge Moves together
def delete_command(particle, property, frame)
# Find all relevant commands
set_now = nil
move_ending_now = nil
move_starting_now = nil
particle[property].each do |cmd|
if cmd[1] == 0
set_now = cmd if cmd[0] == frame
else
move_starting_now = cmd if cmd[0] == frame
move_ending_now = cmd if cmd[0] + cmd[1] == frame
end
end
# Delete SetXYZ if it is at frame
particle[property].delete(set_now) if set_now
# Edit/delete MoveXYZ commands starting/ending at frame
if move_ending_now && move_starting_now # Merge both MoveXYZ commands
move_ending_now[1] += move_starting_now[1]
particle[property].delete(move_starting_now)
elsif move_ending_now # Delete MoveXYZ ending now
particle[property].delete(move_ending_now)
elsif move_starting_now && !set_now # Turn into SetXYZ at its end point
move_starting_now[0] += move_starting_now[1]
move_starting_now[1] = 0
move_starting_now[3] = nil
move_starting_now.compact!
end
return (particle[property].empty?) ? nil : particle[property]
end
#-----------------------------------------------------------------------------
def get_se_display_text(property, value)
ret = ""
case property
when :user_cry
ret += _INTL("[[User's cry]]")
when :target_cry
ret += _INTL("[[Target's cry]]")
when :se
ret += value[2]
else
raise _INTL("Unhandled property {1} for SE particle found.", property)
end
volume = (property == :se) ? value[3] : value[2]
ret += " " + _INTL("(volume: {1})", volume) if volume && volume != 100
pitch = (property == :se) ? value[4] : value[3]
ret += " " + _INTL("(pitch: {1})", pitch) if pitch && pitch != 100
return ret
end
# Returns the volume and pitch of the SE to be played at the given frame
# of the given filename.
def get_se_values_from_filename_and_frame(particle, frame, filename)
return nil if !filename
case filename
when "USER", "TARGET"
property = (filename == "USER") ? :user_cry : :target_cry
slot = particle[property].select { |s| s[0] == frame }[0]
return nil if !slot
return slot[2] || 100, slot[3] || 100
else
slot = particle[:se].select { |s| s[0] == frame && s[2] == filename }[0]
return nil if !slot
return slot[3] || 100, slot[4] || 100
end
return nil
end
# Deletes an existing command that plays the same filename at the same frame,
# and adds the new one.
def add_se_command(particle, frame, filename, volume, pitch)
delete_se_command(particle, frame, filename)
case filename
when "USER", "TARGET"
property = (filename == "USER") ? :user_cry : :target_cry
particle[property] ||= []
particle[property].push([frame, 0, (volume == 100) ? nil : volume, (pitch == 100) ? nil : pitch])
particle[property].sort! { |a, b| a[0] <=> b[0] }
else
particle[:se] ||= []
particle[:se].push([frame, 0, filename, (volume == 100) ? nil : volume, (pitch == 100) ? nil : pitch])
particle[:se].sort! { |a, b| a[0] <=> b[0] }
particle[:se].sort! { |a, b| (a[0] == b[0]) ? a[2].downcase <=> b[2].downcase : a[0] <=> b[0] }
end
end
# Deletes an existing SE-playing command at the given frame of the given
# filename.
def delete_se_command(particle, frame, filename)
case filename
when "USER", "TARGET"
property = (filename == "USER") ? :user_cry : :target_cry
return if !particle[property] || particle[property].empty?
particle[property].delete_if { |s| s[0] == frame }
particle.delete(property) if particle[property].empty?
else
return if !particle[:se] || particle[:se].empty?
particle[:se].delete_if { |s| s[0] == frame && s[2] == filename }
particle.delete(:se) if particle[:se].empty?
end
end
#-----------------------------------------------------------------------------
# Creates a new particle and inserts it at index. If there is a particle above
# the new one, the new particle will inherit its focus; otherwise it gets a
# default focus of :foreground.
def add_particle(particles, index)
new_particle = {
:name => _INTL("New particle"),
:graphic => GameData::Animation::PARTICLE_DEFAULT_VALUES[:graphic],
:focus => GameData::Animation::PARTICLE_DEFAULT_VALUES[:focus]
}
if index > 0 && index <= particles.length - 1
old_particle = particles[index - 1]
new_particle[:focus] = old_particle[:focus]
end
index = particles.length - 1 if index < 0
particles.insert(index, new_particle)
end
# Copies the particle at index and inserts the copy immediately after that
# index.
def duplicate_particle(particles, index)
new_particle = {}
particles[index].each_pair do |key, value|
if value.is_a?(Array)
new_particle[key] = []
value.each { |cmd| new_particle[key].push(cmd.clone) }
else
new_particle[key] = value.clone
end
end
new_particle[:name] += " (copy)"
particles.insert(index + 1, new_particle)
end
def swap_particles(particles, index1, index2)
particles[index1], particles[index2] = particles[index2], particles[index1]
end
# Deletes the particle at the given index
def delete_particle(particles, index)
particles[index] = nil
particles.compact!
end
end