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2025-11-17 03:42:30 -05:00
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src/resource/actor.cpp Normal file
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#include "actor.h"
#include "../util/map_.h"
#include "../util/math_.h"
#include "../util/unordered_map_.h"
#include "../util/vector_.h"
#include "../resource/audio.h"
#include "../resource/texture.h"
#include <glm/glm.hpp>
using namespace glm;
using namespace game::util;
using namespace game::anm2;
namespace game::resource
{
std::shared_ptr<void> texture_callback(const std::filesystem::path& path) { return std::make_shared<Texture>(path); }
std::shared_ptr<void> sound_callback(const std::filesystem::path& path) { return std::make_shared<Audio>(path); }
Actor::Actor(const std::filesystem::path& path, vec2 position) : anm2(path, texture_callback, sound_callback)
{
this->position = position;
play(anm2.animations.defaultAnimation);
}
anm2::Animation* Actor::animation_get() { return vector::find(anm2.animations.items, animationIndex); }
anm2::Item* Actor::item_get(anm2::Type type, int id)
{
if (auto animation = animation_get())
{
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;
}
anm2::Frame* Actor::trigger_get(int atFrame)
{
if (auto item = item_get(anm2::TRIGGER))
for (auto& trigger : item->frames)
if (trigger.atFrame == atFrame) return &trigger;
return nullptr;
}
anm2::Frame* Actor::frame_get(int index, anm2::Type type, int id)
{
if (auto item = item_get(type, id)) return vector::find(item->frames, index);
return nullptr;
}
anm2::Frame Actor::frame_generate(anm2::Item& item, float time)
{
anm2::Frame frame{};
frame.isVisible = false;
if (item.frames.empty()) return frame;
time = time < 0.0f ? 0.0f : time;
anm2::Frame* frameNext = nullptr;
int durationCurrent = 0;
int durationNext = 0;
for (int i = 0; i < 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];
else
frameNext = nullptr;
break;
}
durationCurrent += frame.duration;
}
if (frame.isInterpolated && frameNext && frame.duration > 1)
{
auto interpolation = (time - durationCurrent) / (durationNext - durationCurrent);
frame.rotation = glm::mix(frame.rotation, frameNext->rotation, interpolation);
frame.position = glm::mix(frame.position, frameNext->position, interpolation);
frame.scale = glm::mix(frame.scale, frameNext->scale, interpolation);
frame.colorOffset = glm::mix(frame.colorOffset, frameNext->colorOffset, interpolation);
frame.tint = glm::mix(frame.tint, frameNext->tint, interpolation);
}
return frame;
}
void Actor::play(const std::string& name)
{
for (int i = 0; i < anm2.animations.items.size(); i++)
{
if (anm2.animations.items[i].name == name)
{
animationIndex = i;
time = 0.0f;
isPlaying = true;
break;
}
}
}
void Actor::tick()
{
if (!isPlaying) return;
auto animation = animation_get();
if (!animation) return;
time += anm2.info.fps / 30.0f;
auto intTime = (int)time;
if (auto trigger = trigger_get(intTime))
{
if (!playedTriggers.contains(intTime))
{
if (auto sound = map::find(anm2.content.sounds, trigger->soundID)) sound->audio.play();
playedTriggers.insert(intTime);
}
}
if (time >= animation->frameNum)
{
if (animation->isLoop)
time = 0.0f;
else
isPlaying = false;
playedTriggers.clear();
}
}
void Actor::render(Shader& shader, Canvas& canvas)
{
auto animation = animation_get();
if (!animation) return;
auto root = frame_generate(animation->rootAnimation, time);
auto rootModel = math::quad_model_parent_get(root.position + position, root.pivot,
math::percent_to_unit(root.scale), root.rotation);
for (auto& i : animation->layerOrder)
{
auto& layerAnimation = animation->layerAnimations[i];
if (!layerAnimation.isVisible) continue;
auto layer = map::find(anm2.content.layers, i);
if (!layer) continue;
auto spritesheet = map::find(anm2.content.spritesheets, layer->spritesheetID);
if (!spritesheet) continue;
auto frame = frame_generate(layerAnimation, time);
if (!frame.isVisible) continue;
auto model = math::quad_model_get(frame.size, frame.position, frame.pivot, math::percent_to_unit(frame.scale),
frame.rotation);
model = rootModel * model;
auto& texture = spritesheet->texture;
if (!texture.is_valid()) return;
auto uvMin = frame.crop / vec2(texture.size);
auto uvMax = (frame.crop + frame.size) / vec2(texture.size);
auto uvVertices = math::uv_vertices_get(uvMin, uvMax);
canvas.texture_render(shader, texture.id, model, frame.tint, frame.colorOffset, uvVertices.data());
}
}
};