local _math = require '_math' local mat4 = _math.mat4 local vec3 = _math.vec3 local vec4 = _math.vec4 local scalar = _math.scalar local collada_types = require 'collada_types' local fract = function(f) return f - math.floor(f) end local loop = function(f, n) return fract(f / n) * n end local find_frame_ix = function(source, t) for i = 1, source.count - 1 do if source.float_array[i] <= t and source.float_array[i+1] > t then return i - 1 -- 0-based index end end return -1 end local linear_interpolate_iv = function(source, frame_ix, t) local prev = source.float_array[(frame_ix + 0) * source.stride + 1] local next = source.float_array[(frame_ix + 1) * source.stride + 1] return (t - prev) / (next - prev) end local linear_interpolate_value = function(source, frame_ix, parameter_ix, iv) local prev = source.float_array[(frame_ix + 0) * source.stride + parameter_ix + 1] local next = source.float_array[(frame_ix + 1) * source.stride + parameter_ix + 1] return prev + iv * (next - prev) end local pow3 = function(f) return f * f * f end local pow2 = function(f) return f * f end local bezier = function(p0, c0, c1, p1, s) return (p0 * pow3(1 - s)) + (c0 * 3 * s * pow2(1 - s)) + (c1 * 3 * pow2(s) * (1 - s)) + (p1 * pow3(s)) end local bezier_binary_search = function(p0, c0, c1, p1, want) local low = 0.0 local high = 1.0 local iterations = 0 while iterations < 20 do iterations = iterations + 1 local s = (high + low) * 0.5 local bs = bezier(p0, c0, c1, p1, s) local t = vec2.get_x(bs) local epsilon = 0.001 if (math.abs(t - want) < epsilon) then return vec2.get_y(bs) end if t > want then high = s else low = s end end print(vec2.get_x(p0), vec2.get_y(p0)) print(vec2.get_x(c0), vec2.get_y(c0)) print(vec2.get_x(c1), vec2.get_y(c1)) print(vec2.get_x(p1), vec2.get_y(p1)) assert(false) end local tangent_index = function(source, frame_ix, parameter_ix) local ix = frame_ix * source.stride + parameter_ix * 2 x = source.float_array[ix + 0 + 1] y = source.float_array[ix + 1 + 1] return {x, y} end local bezier_sampler = function(sampler, frame_ix, parameter_ix, t) -- P0 is (INPUT[i] , OUTPUT[i]) -- C0 (or T0) is (OUT_TANGENT[i][0] , OUT_TANGENT[i][1]) -- C1 (or T1) is (IN_TANGENT[i+1][0], IN_TANGENT[i+1][1]) -- P1 is (INPUT[i+1], OUTPUT[i+1]) local frame0_input = sampler.input.float_array[frame_ix + 0 + 1] local frame1_input = sampler.input.float_array[frame_ix + 1 + 1] local frame0_output = sampler.output.float_array[(frame_ix + 0) * sampler.output.stride + parameter_ix + 1] local frame1_output = sampler.output.float_array[(frame_ix + 1) * sampler.output.stride + parameter_ix + 1] local p0 = vec2(frame0_input, frame0_output) local c0 = vec2.load_table(tangent_index(sampler.out_tangent, frame_ix + 0, parameter_ix)) local c1 = vec2.load_table(tangent_index(sampler.in_tangent, frame_ix + 1, parameter_ix)) local p1 = vec2(frame1_input, frame1_output) return bezier_binary_search(p0, c0, c1, p1, t) end local apply_transform_target = function(transform, channel_target_attribute, value) if transform.type == collada_types.transform_type.TRANSLATE or transform.type == collada_types.transform_type.SCALE then if channel_target_attribute == collada_types.target_attribute.X then transform.value = vec3.set_x(transform.value, value) elseif channel_target_attribute == collada_types.target_attribute.Y then transform.value = vec3.set_y(transform.value, value) elseif channel_target_attribute == collada_types.target_attribute.Z then transform.value = vec3.set_z(transform.value, value) else assert(false) end elseif transform.type == collada_types.transform_type.ROTATE then if channel_target_attribute == collada_types.target_attribute.X then transform.value = vec4.set_x(transform.value, value) elseif channel_target_attribute == collada_types.target_attribute.Y then transform.value = vec4.set_y(transform.value, value) elseif channel_target_attribute == collada_types.target_attribute.Z then transform.value = vec4.set_z(transform.value, value) elseif channel_target_attribute == collada_types.target_attribute.ANGLE then transform.value = vec4.set_w(transform.value, value) else assert(false) end else assert(false) end end local animate_channel_segment = function(channel, transform, frame_ix, t) local target_attributes = {channel.target_attribute} if channel.target_attribute == collada_types.target_attribute.ALL then if transform.type == collada_types.transform_type.TRANSLATE or transform.type == collada_types.transform_type.SCALE then target_attributes = translate_scale_target_attributes elseif transform.type == collada_types.transform_type.ROTATE then target_attributes = rotate_target_attributes else assert(false) end end target_attributes_count = #target_attributes -- parameter_ix: 0-based index for parameter_ix = 0, target_attributes_count-1 do local interpolation = channel.source_sampler.interpolation.interpolation_array[frame_ix] local value if interpolation == collada_types.interpolation.BEZIER then value = bezier_sampler(channel.source_sampler, frame_ix, parameter_ix, t) else local iv = linear_interpolate_iv(channel.source_sampler.input, frame_ix, t) value = linear_interpolate_value(channel.source_sampler.output, frame_ix, parameter_ix, iv) end apply_transform_target(transform, target_attributes[parameter_ix + 1], value) end end local animate_node = function(node, node_instance, t) for _, channel in ipairs(node.channels) do local transform = node_instance.transforms[channel.target_transform_index] assert(transform ~= nil) -- frame_ix: 0-based index local frame_ix = find_frame_ix(channel.source_sampler.input, t) assert(frame_ix >= 0) animate_channel_segment(channel, transform, frame_ix, t) end end local update = function(_t, node_state) local t = loop(_t / 2.0, 3.333333) local node_index = 0 for _, node in ipairs(node_state.nodes) do node_instance = node_state.node_instances[node_index] animate_node(node, node_instance, t) local world = node_state:node_instance_world(node, node_instance.transforms) node_instance.world = world node_index = node_index + 1 end end return { update = update, }