Animation start

This commit is contained in:
Synthasmagoria 2026-08-17 15:56:57 +02:00
commit 18e6f23d2b
3 changed files with 59 additions and 21 deletions

View file

@ -1,6 +1,7 @@
package main package main
import rl "libraries/raylib" import rl "libraries/raylib"
import "core:math/linalg"
import "core:fmt" import "core:fmt"
/* /*
@ -16,8 +17,17 @@ RectangleCorners :: struct {
tl, tr, br, bl: v2, tl, tr, br, bl: v2,
} }
rectangle_corners_transform :: proc(m: mat3, corners: RectangleCorners) -> RectangleCorners {
return {
tl = (v3{**corners.tl, 1.0} * m).xy,
tr = (v3{**corners.tr, 1.0} * m).xy,
br = (v3{**corners.br, 1.0} * m).xy,
bl = (v3{**corners.bl, 1.0} * m).xy,
}
}
AnimationData_Rectangle :: struct { AnimationData_Rectangle :: struct {
origin, middle, previous, next, last: RectangleCorners origin, middle, previous, next, last: RectangleCorners,
} }
draw_transformation_rectangle :: proc(rectangle: RectangleCorners, color: rl.Color) { draw_transformation_rectangle :: proc(rectangle: RectangleCorners, color: rl.Color) {
@ -51,6 +61,13 @@ _animation_rectangle_reset :: proc(animation: ^AnimationInterface) {
data.previous = data.origin data.previous = data.origin
} }
_animation_rectangle_next_matrix :: proc(animation: ^AnimationInterface, next_matrix: mat3) {
data := cast(^AnimationData_Rectangle)animation.data
data.previous = data.next
data.middle = data.next
data.next = rectangle_corners_transform(next_matrix, data.next)
}
_animation_rectangle_update_last :: proc(animation: ^AnimationInterface, master_matrix: mat3) { _animation_rectangle_update_last :: proc(animation: ^AnimationInterface, master_matrix: mat3) {
data := cast(^AnimationData_Rectangle)animation.data data := cast(^AnimationData_Rectangle)animation.data
data.last = { data.last = {
@ -59,12 +76,16 @@ _animation_rectangle_update_last :: proc(animation: ^AnimationInterface, master_
br = (master_matrix * v3{**data.origin.br, 1.0}).xy, br = (master_matrix * v3{**data.origin.br, 1.0}).xy,
bl = (master_matrix * v3{**data.origin.bl, 1.0}).xy, bl = (master_matrix * v3{**data.origin.bl, 1.0}).xy,
} }
fmt.println(data.last)
fmt.println(data.origin)
} }
_animation_rectangle_update :: proc(animation: ^AnimationInterface, current_matrix: mat3, progress: f32) { _animation_rectangle_update :: proc(animation: ^AnimationInterface, animation_progress: f32) {
data := cast(^AnimationData_Rectangle)animation.data
data.middle = {
tl = linalg.lerp(data.previous.tl, data.next.tl, animation_progress),
tr = linalg.lerp(data.previous.tr, data.next.tr, animation_progress),
br = linalg.lerp(data.previous.br, data.next.br, animation_progress),
bl = linalg.lerp(data.previous.bl, data.next.bl, animation_progress),
}
} }
_animation_rectangle_update_goto_next :: proc(animation: ^AnimationInterface, next_matrix: mat3) { _animation_rectangle_update_goto_next :: proc(animation: ^AnimationInterface, next_matrix: mat3) {
@ -76,6 +97,8 @@ animation_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> Anima
data = rectangle, data = rectangle,
reset = _animation_rectangle_reset, reset = _animation_rectangle_reset,
update_last = _animation_rectangle_update_last, update_last = _animation_rectangle_update_last,
update = _animation_rectangle_update,
next_matrix = _animation_rectangle_next_matrix,
draw_idle = _animation_rectangle_draw_idle, draw_idle = _animation_rectangle_draw_idle,
draw_active = _animation_rectangle_draw_active, draw_active = _animation_rectangle_draw_active,
} }
@ -85,6 +108,8 @@ AnimationInterface :: struct {
data: rawptr, data: rawptr,
reset: proc(animation: ^AnimationInterface), reset: proc(animation: ^AnimationInterface),
update_last: proc(animation: ^AnimationInterface, master_matrix: mat3), update_last: proc(animation: ^AnimationInterface, master_matrix: mat3),
update: proc(animation: ^AnimationInterface, animation_progress: f32),
next_matrix: proc(animation: ^AnimationInterface, next_matrix: mat3),
draw_idle: proc(animation: AnimationInterface), draw_idle: proc(animation: AnimationInterface),
draw_active: proc(animation: AnimationInterface), draw_active: proc(animation: AnimationInterface),
} }

View file

@ -5,7 +5,7 @@ import "base:runtime"
WINDOW_WIDTH :: 1280 WINDOW_WIDTH :: 1280
WINDOW_HEIGHT :: 720 WINDOW_HEIGHT :: 720
WINDOW_FRAMERATE :: 30 WINDOW_FRAMERATE :: 60
WINDOW_CAPTION :: "Transformation Visualizer" WINDOW_CAPTION :: "Transformation Visualizer"
init :: proc() { init :: proc() {
@ -40,3 +40,7 @@ should_run :: proc() -> bool {
} }
return true return true
} }
delta_time_fraction :: proc() -> f32 {
return rl.GetFrameTime() / (1.0 / WINDOW_FRAMERATE)
}

View file

@ -4,6 +4,7 @@ import rl "libraries/raylib"
import ui "libraries/snths_ui" import ui "libraries/snths_ui"
import "core:fmt" import "core:fmt"
import "core:math/linalg" import "core:math/linalg"
import "core:math/ease"
RAYGUI_ICON_PLAY :: "#131#" RAYGUI_ICON_PLAY :: "#131#"
RAYGUI_ICON_PAUSE :: "#132#" RAYGUI_ICON_PAUSE :: "#132#"
@ -156,6 +157,9 @@ Program :: struct {
animations: [AnimationType]AnimationInterface, animations: [AnimationType]AnimationInterface,
animation: AnimationInterface, animation: AnimationInterface,
animation_matrix_index: int, animation_matrix_index: int,
animation_matrix_progress: f32,
animation_speed: f32,
animation_ease: ease.Ease,
} }
AnimationData :: struct { AnimationData :: struct {
@ -230,17 +234,16 @@ program_init :: proc(allocator := context.allocator) {
.Rectangle = animation_create_rectangle(&program.animation_data.rectangle) .Rectangle = animation_create_rectangle(&program.animation_data.rectangle)
} }
program.animation = program.animations[.Rectangle] program.animation = program.animations[.Rectangle]
program.animation_speed = 0.02
program.animation_ease = .Quadratic_Out
} }
program_get_master_matrix :: proc() -> mat3 { program_get_master_matrix :: proc() -> mat3 {
matrices := (cast([^]mat3)raw_data(program.matrix_float_pool))[:program.matrix_count] matrices := (cast([^]mat3)raw_data(program.matrix_float_pool))[:program.matrix_count]
master_matrix := linalg.identity_matrix(mat3) master_matrix := linalg.identity_matrix(mat3)
fmt.println("master matrix: ", master_matrix)
#reverse for mat in matrices { #reverse for mat in matrices {
fmt.println("master matrix: ", master_matrix, mat)
master_matrix *= mat master_matrix *= mat
} }
fmt.println("master matrix: ", master_matrix)
return master_matrix return master_matrix
} }
@ -311,6 +314,14 @@ program_update :: proc() {
grid_inner_position := rect_get_tl(grid.inner_area) grid_inner_position := rect_get_tl(grid.inner_area)
draw_grid(grid.area, {32.0, 32.0}, rl.GRAY) draw_grid(grid.area, {32.0, 32.0}, rl.GRAY)
if program.animation_state == .Playing {
program.animation_matrix_progress += program.animation_speed * delta_time_fraction()
if program.animation_matrix_progress >= 1.0 {
program.animation_matrix_progress = 1.0;
}
program.animation.update(&program.animation, ease.ease(program.animation_ease, program.animation_matrix_progress))
}
switch program.animation_state { switch program.animation_state {
case .Ready: case .Ready:
program.animation.draw_idle(program.animation) program.animation.draw_idle(program.animation)
@ -350,16 +361,12 @@ program_add_translation_matrix :: proc(x, y, z: f32) {
value_strings, values := matrix_pool_get_mat3() value_strings, values := matrix_pool_get_mat3()
value_strings[0][0] = '1' value_strings[0][0] = '1'
values[0] = 1.0 values[0] = 1.0
fmt.bprint(value_strings[2][:], x)
values[2] = x
fmt.bprint(value_strings[5][:], y)
value_strings[4][0] = '1' value_strings[4][0] = '1'
values[4] = 1.0 values[4] = 1.0
values[5] = y fmt.bprint(value_strings[6][:], x)
values[6] = x
fmt.bprint(value_strings[7][:], y)
values[7] = y
fmt.bprint(value_strings[8][:], z) fmt.bprint(value_strings[8][:], z)
values[8] = z values[8] = z
} }
@ -613,14 +620,15 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
case .StartTransformation: case .StartTransformation:
if program.matrix_count > 0 { if program.matrix_count > 0 {
program.animation_state = .Playing program.animation_state = .Playing
// TOOD (synthas): Reset to initial transformation values program.animation.reset(&program.animation)
program.animation.next_matrix(&program.animation, (cast(^mat3)raw_data(program.matrix_float_pool))^)
} }
case .PauseTransformation: case .PauseTransformation:
program.animation_state = .Paused program.animation_state = .Paused
case .ResumeTransformation: case .ResumeTransformation:
program.animation_state = .Playing program.animation_state = .Playing
case .ResetTransformation: case .ResetTransformation:
// TODO (synthas): Reset to initial transformation values program.animation.reset(&program.animation)
} }
if data.type in UiButtonRecalculateFinishGroup { if data.type in UiButtonRecalculateFinishGroup {
program.animation.update_last(&program.animation, program_get_master_matrix()) program.animation.update_last(&program.animation, program_get_master_matrix())
@ -692,8 +700,9 @@ ui_mat3 :: proc(mat: []f32, value_strings: []InputFloatField, dimensions: ui.Dim
ui.container_begin(dimensions, config, container_data) ui.container_begin(dimensions, config, container_data)
matrix_input_config := ui.ElementConfiguration {margin = 4.0} matrix_input_config := ui.ElementConfiguration {margin = 4.0}
matrix_input_dimensions := ui.Dimensions {ui.Size_Percentage(1.0 / 3.0), ui.Size_Percentage(1.0 / 3.0)} matrix_input_dimensions := ui.Dimensions {ui.Size_Percentage(1.0 / 3.0), ui.Size_Percentage(1.0 / 3.0)}
#unroll for i in 0..<3 { // column first matrices
#unroll for j in 0..<3 { #unroll for j in 0..<3 {
#unroll for i in 0..<3 {
data := new(UiElementData_FloatInput, allocator) data := new(UiElementData_FloatInput, allocator)
index := i * 3 + j index := i * 3 + j
data^ = {value = &mat[index], value_string = cstring(&value_strings[index][0]), tag = {.UpdateMatrix}} data^ = {value = &mat[index], value_string = cstring(&value_strings[index][0]), tag = {.UpdateMatrix}}