package main import rl "libraries/raylib" import "core:math/linalg" import "core:fmt" /* Maybe it is possible to have everything 3d be mathed the same way as in 2d. But I'm not sure if that's actually how it works. */ AnimationType :: enum { Rectangle, } RectangleCorners :: struct { 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 { origin, middle, previous, next, last: RectangleCorners, } draw_transformation_rectangle :: proc(rectangle: RectangleCorners, color: rl.Color) { rect := rect_from_corners(rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl) rl.DrawRectangleRec(rect, rl.Color{**color.rgb, color.a / 2}) points := []v2{rectangle.tl, rectangle.tr, rectangle.br, rectangle.bl} for i := 0; i < len(points); i += 1 { rl.DrawLineV(points[i], points[(i + 1) % len(points)], color) rl.DrawCircleV(points[i], 4.0, rl.RED) } } _animation_rectangle_draw_idle :: proc(animation: AnimationInterface) { data := cast(^AnimationData_Rectangle)animation.data draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST) draw_transformation_rectangle(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN) } _animation_rectangle_draw_active :: proc(animation: AnimationInterface) { data := cast(^AnimationData_Rectangle)animation.data draw_transformation_rectangle(data.last, TRANSFORMATION_RECTANGLE_COLOR_LAST) draw_transformation_rectangle(data.next, TRANSFORMATION_RECTANGLE_COLOR_NEXT) draw_transformation_rectangle(data.middle, TRANSFORMATION_RECTANGLE_COLOR_MIDDLE) draw_transformation_rectangle(data.origin, TRANSFORMATION_RECTANGLE_COLOR_ORIGIN) } _animation_rectangle_reset :: proc(animation: ^AnimationInterface) { data := cast(^AnimationData_Rectangle)animation.data data.middle = data.origin data.next = 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) { data := cast(^AnimationData_Rectangle)animation.data data.last = { tl = (master_matrix * v3{**data.origin.tl, 1.0}).xy, tr = (master_matrix * v3{**data.origin.tr, 1.0}).xy, br = (master_matrix * v3{**data.origin.br, 1.0}).xy, bl = (master_matrix * v3{**data.origin.bl, 1.0}).xy, } } _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_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> AnimationInterface { return { data = rectangle, reset = _animation_rectangle_reset, update_last = _animation_rectangle_update_last, update = _animation_rectangle_update, next_matrix = _animation_rectangle_next_matrix, draw_idle = _animation_rectangle_draw_idle, draw_active = _animation_rectangle_draw_active, } } AnimationInterface :: struct { data: rawptr, reset: proc(animation: ^AnimationInterface), 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_active: proc(animation: AnimationInterface), }