The Mega Snivy Update
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2026-02-28 21:48:00 -05:00
parent 8b2edd1359
commit 17f3348e94
163 changed files with 8725 additions and 13281 deletions

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src/entity/actor.cpp Normal file
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#include "actor.hpp"
#include "../util/map.hpp"
#include "../util/math.hpp"
#include "../util/unordered_map.hpp"
#include "../util/vector.hpp"
#include <cstddef>
#include <glm/glm.hpp>
#include "../log.hpp"
#include <imgui.h>
using namespace glm;
using namespace game::util;
using namespace game::resource::xml;
namespace game::entity
{
Actor::Override::Override(int _id, Anm2::Type _type, Actor::Override::Mode _mode, FrameOptional _frame,
std::optional<float> _time, Actor::Override::Function _function, float _cycles)
: id(_id), type(_type), mode(_mode), frame(_frame), time(_time), function(_function), cycles(_cycles)
{
frameBase = _frame;
timeStart = _time;
}
Actor::Actor(const Actor&) = default;
Actor::Actor(Actor&&) noexcept = default;
Actor& Actor::operator=(const Actor&) = default;
Actor& Actor::operator=(Actor&&) noexcept = default;
Actor::Actor(Anm2 _anm2, vec2 _position, Mode mode, float time, int animationIndex) : Anm2(_anm2), position(_position)
{
this->mode = mode;
this->startTime = time;
if (animationIndex != -1)
play(animationIndex, mode, time);
else
play_default_animation(mode, time);
}
Anm2::Animation* Actor::animation_get(int index)
{
if (index == -1) index = animationIndex;
if (animationMapReverse.contains(index)) return &animations[index];
return nullptr;
}
Anm2::Animation* Actor::animation_get(const std::string& name)
{
if (animationMap.contains(name)) return &animations[animationMap[name]];
return nullptr;
}
bool Actor::is_playing(const std::string& name)
{
if (name.empty())
return state == PLAYING;
else
return state == PLAYING && animationMap[name] == animationIndex;
}
int Actor::animation_index_get(const std::string& name)
{
if (animationMap.contains(name)) return animationMap[name];
return -1;
}
Anm2::Item* Actor::item_get(Anm2::Type type, int id, int animationIndex)
{
if (animationIndex == -1) animationIndex = this->animationIndex;
if (auto animation = animation_get(animationIndex))
{
switch (type)
{
case Anm2::ROOT:
return &animation->rootAnimation;
break;
case Anm2::LAYER:
return unordered_map::find(animation->layerAnimations, id);
case Anm2::NULL_:
return map::find(animation->nullAnimations, id);
break;
case Anm2::TRIGGER:
return &animation->triggers;
default:
return nullptr;
}
}
return nullptr;
}
int Actor::item_length(Anm2::Item* item)
{
if (!item) return -1;
int duration{};
for (auto& frame : item->frames)
duration += frame.duration;
return duration;
}
Anm2::Frame Actor::frame_generate(Anm2::Item& item, float time, Anm2::Type type, int id)
{
Anm2::Frame frame{};
frame.isVisible = false;
if (item.frames.empty()) return frame;
time = time < 0.0f ? 0.0f : time;
Anm2::Frame* frameNext = nullptr;
Anm2::Frame frameNextCopy{};
int durationCurrent = 0;
int durationNext = 0;
for (int i = 0; i < (int)item.frames.size(); i++)
{
Anm2::Frame& checkFrame = item.frames[i];
frame = checkFrame;
durationNext += frame.duration;
if (time >= durationCurrent && time < durationNext)
{
if (i + 1 < (int)item.frames.size())
{
frameNext = &item.frames[i + 1];
frameNextCopy = *frameNext;
}
else
frameNext = nullptr;
break;
}
durationCurrent += frame.duration;
}
auto override_handle = [&](Anm2::Frame& overrideFrame)
{
for (auto& override : overrides)
{
if (override.type != type) continue;
if (override.id != id) continue;
auto& source = override.frame;
switch (override.mode)
{
case Override::SET:
if (source.position.has_value()) overrideFrame.position = *source.position;
if (source.pivot.has_value()) overrideFrame.pivot = *source.pivot;
if (source.size.has_value()) overrideFrame.size = *source.size;
if (source.scale.has_value()) overrideFrame.scale = *source.scale;
if (source.crop.has_value()) overrideFrame.crop = *source.crop;
if (source.rotation.has_value()) overrideFrame.rotation = *source.rotation;
if (source.tint.has_value()) overrideFrame.tint = *source.tint;
if (source.colorOffset.has_value()) overrideFrame.colorOffset = *source.colorOffset;
if (source.isInterpolated.has_value()) overrideFrame.isInterpolated = *source.isInterpolated;
if (source.isVisible.has_value()) overrideFrame.isVisible = *source.isVisible;
break;
case Override::ADD:
if (source.scale.has_value()) overrideFrame.scale += *source.scale;
break;
default:
break;
}
}
};
override_handle(frame);
if (frameNext) override_handle(frameNextCopy);
if (frame.isInterpolated && frameNext && frame.duration > 1)
{
auto interpolation = (time - durationCurrent) / (durationNext - durationCurrent);
frame.rotation = glm::mix(frame.rotation, frameNextCopy.rotation, interpolation);
frame.position = glm::mix(frame.position, frameNextCopy.position, interpolation);
frame.scale = glm::mix(frame.scale, frameNextCopy.scale, interpolation);
frame.colorOffset = glm::mix(frame.colorOffset, frameNextCopy.colorOffset, interpolation);
frame.tint = glm::mix(frame.tint, frameNextCopy.tint, interpolation);
}
return frame;
}
void Actor::play(int index, Mode mode, float time, float speedMultiplier)
{
if (!vector::in_bounds(animations, index)) return;
if (mode != PLAY_FORCE && index == animationIndex) return;
this->playedEventID = -1;
this->playedTriggers.clear();
this->speedMultiplier = speedMultiplier;
this->animationIndex = index;
this->time = time;
if (mode == PLAY) state = PLAYING;
}
void Actor::queue_play(QueuedPlay newQueuedPlay) { queuedPlay = newQueuedPlay; }
void Actor::queue_default_animation() { queue_play({defaultAnimation}); }
void Actor::play(const std::string& name, Mode mode, float time, float speedMultiplier)
{
if (animationMap.contains(name))
play(animationMap.at(name), mode, time, speedMultiplier);
else
logger.error(std::string("Animation \"" + name + "\" does not exist! Unable to play!"));
}
void Actor::play_default_animation(Mode mode, float time, float speedMultiplier)
{
play(defaultAnimationID, mode, time, speedMultiplier);
}
void Actor::tick()
{
if (state == Actor::STOPPED)
{
if (!nextQueuedPlay.empty())
{
queuedPlay = nextQueuedPlay;
queuedPlay.isPlayAfterAnimation = false;
nextQueuedPlay = QueuedPlay{};
}
currentQueuedPlay = QueuedPlay{};
}
if (auto animation = animation_get(); animation && animation->isLoop) currentQueuedPlay = QueuedPlay{};
if (!queuedPlay.empty())
{
auto& index = animationMap.at(queuedPlay.animation);
if (queuedPlay.isPlayAfterAnimation)
nextQueuedPlay = queuedPlay;
else if (index != animationIndex && currentQueuedPlay.isInterruptible)
{
play(queuedPlay.animation, queuedPlay.mode, queuedPlay.time, queuedPlay.speedMultiplier);
currentQueuedPlay = queuedPlay;
}
queuedPlay = QueuedPlay{};
}
auto animation = animation_get();
if (!animation || animation->frameNum == 1 || mode == SET || state == STOPPED) return;
playedEventID = -1;
for (auto& trigger : animation->triggers.frames)
{
if (!playedTriggers.contains(trigger.atFrame) && time >= trigger.atFrame)
{
auto id = trigger.soundIDs[(int)math::random_max(trigger.soundIDs.size())];
if (auto sound = map::find(sounds, id)) sound->audio.play();
playedTriggers.insert((int)trigger.atFrame);
playedEventID = trigger.eventID;
}
}
auto increment = (fps / TICK_RATE) * speedMultiplier;
time += increment;
if (time >= animation->frameNum)
{
if (animation->isLoop)
time = 0.0f;
else
state = STOPPED;
playedTriggers.clear();
}
for (int i = 0; i < (int)overrides.size(); i++)
{
auto& override_ = overrides[i];
if (override_.function) override_.function(override_);
if (override_.time.has_value())
{
*override_.time -= 1.0f;
if (*override_.time <= 0.0f) overrides.erase(overrides.begin() + i++);
}
}
}
glm::vec4 Actor::null_frame_rect(int nullID)
{
constexpr ivec2 CORNERS[4] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};
if (nullID == -1) return glm::vec4(NAN);
auto item = item_get(Anm2::NULL_, nullID);
if (!item) return glm::vec4(NAN);
auto animation = animation_get();
if (!animation) return glm::vec4(NAN);
auto root = frame_generate(animation->rootAnimation, time, Anm2::ROOT);
auto frame = frame_generate(*item, time, Anm2::NULL_, nullID);
if (!frame.isVisible) return glm::vec4(NAN);
auto rootModel =
math::quad_model_no_size_get(root.position + position, root.pivot, math::to_unit(root.scale), root.rotation);
auto frameModel = math::quad_model_get(frame.scale, frame.position, frame.scale * 0.5f, vec2(1.0f), frame.rotation);
auto model = rootModel * frameModel;
float minX = std::numeric_limits<float>::infinity();
float minY = std::numeric_limits<float>::infinity();
float maxX = -std::numeric_limits<float>::infinity();
float maxY = -std::numeric_limits<float>::infinity();
for (auto& corner : CORNERS)
{
vec4 world = model * vec4(corner, 0.0f, 1.0f);
minX = std::min(minX, world.x);
minY = std::min(minY, world.y);
maxX = std::max(maxX, world.x);
maxY = std::max(maxY, world.y);
}
return glm::vec4(minX, minY, maxX - minX, maxY - minY);
}
void Actor::render(resource::Shader& textureShader, resource::Shader& rectShader, Canvas& canvas)
{
auto animation = animation_get();
if (!animation) return;
auto root = frame_generate(animation->rootAnimation, time, Anm2::ROOT);
auto rootModel =
math::quad_model_no_size_get(root.position + position, root.pivot, math::to_unit(root.scale), root.rotation);
for (auto& i : animation->layerOrder)
{
auto& layerAnimation = animation->layerAnimations[i];
if (!layerAnimation.isVisible) continue;
auto layer = map::find(layers, i);
if (!layer) continue;
auto spritesheet = map::find(spritesheets, layer->spritesheetID);
if (!spritesheet) continue;
auto frame = frame_generate(layerAnimation, time, Anm2::LAYER, i);
if (!frame.isVisible) continue;
auto model =
math::quad_model_get(frame.size, frame.position, frame.pivot, math::to_unit(frame.scale), frame.rotation);
model = rootModel * model;
auto& texture = spritesheet->texture;
if (!texture.is_valid()) return;
auto tint = frame.tint * root.tint;
auto colorOffset = frame.colorOffset + root.colorOffset;
auto inset = vec2(0);
auto uvMin = (frame.crop + inset) / vec2(texture.size);
auto uvMax = (frame.crop + frame.size - inset) / vec2(texture.size);
auto uvVertices = math::uv_vertices_get(uvMin, uvMax);
canvas.texture_render(textureShader, texture.id, model, tint, colorOffset, uvVertices.data());
}
if (isShowNulls)
{
for (int i = 0; i < (int)animation->nullAnimations.size(); i++)
{
auto& nullAnimation = animation->nullAnimations[i];
if (!nullAnimation.isVisible) continue;
auto frame = frame_generate(nullAnimation, time, Anm2::NULL_, i);
if (!frame.isVisible) continue;
auto model = math::quad_model_get(frame.scale, frame.position, frame.scale * 0.5f, vec2(1.0f), frame.rotation);
model = rootModel * model;
canvas.rect_render(rectShader, model);
}
}
}
vec4 Actor::rect()
{
constexpr ivec2 CORNERS[4] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};
auto animation = animation_get();
float minX = std::numeric_limits<float>::infinity();
float minY = std::numeric_limits<float>::infinity();
float maxX = -std::numeric_limits<float>::infinity();
float maxY = -std::numeric_limits<float>::infinity();
bool any = false;
if (!animation) return vec4(-NAN);
for (float t = 0.0f; t < (float)animation->frameNum; t += 1.0f)
{
mat4 transform(1.0f);
auto root = frame_generate(animation->rootAnimation, t, Anm2::ROOT);
transform *=
math::quad_model_no_size_get(root.position + position, root.pivot, math::to_unit(root.scale), root.rotation);
for (auto& [id, layerAnimation] : animation->layerAnimations)
{
if (!layerAnimation.isVisible) continue;
auto frame = frame_generate(layerAnimation, t, Anm2::LAYER, id);
if (frame.size == vec2() || !frame.isVisible) continue;
auto layerTransform = transform * math::quad_model_get(frame.size, frame.position, frame.pivot,
math::to_unit(frame.scale), frame.rotation);
for (auto& corner : CORNERS)
{
vec4 world = layerTransform * vec4(corner, 0.0f, 1.0f);
minX = std::min(minX, world.x);
minY = std::min(minY, world.y);
maxX = std::max(maxX, world.x);
maxY = std::max(maxY, world.y);
any = true;
}
}
}
if (!any) return vec4(-NAN);
return {minX, minY, maxX - minX, maxY - minY};
}
bool Actor::is_animation_finished()
{
if (auto animation = animation_get())
{
if (animation->isLoop) return true;
if (time > animation->frameNum) return true;
}
return false;
}
void Actor::consume_played_event() { playedEventID = -1; }
};