201 lines
6.6 KiB
Lua

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 = collada_types.translate_scale_target_attributes
elseif transform.type == collada_types.transform_type.ROTATE then
target_attributes = collada_types.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
if false 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,
}