transformation_visualizer/animation.odin
2026-08-17 23:45:21 +02:00

141 lines
4.9 KiB
Odin

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.
*/
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),
}
animation_update_last :: proc(animation: ^AnimationInterface, master_matrix: mat3) {
animation.update_last(animation, master_matrix)
}
animation_update :: proc(animation: ^AnimationInterface, animation_progress: f32) {
animation.update(animation, animation_progress)
}
animation_next_matrix :: proc(animation: ^AnimationInterface, next_matrix: mat3) {
animation.next_matrix(animation, next_matrix)
}
animation_draw_idle :: proc(animation: AnimationInterface) {
animation.draw_idle(animation)
}
animation_draw_active :: proc(animation: AnimationInterface) {
animation.draw_active(animation)
}
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})
rl.DrawRectangleLinesEx(rect, 1.0, color)
}
draw_transformation_rectangle_with_handles :: 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})
rl.DrawRectangleLinesEx(rect, 1.0, color)
rl.DrawCircleV(rectangle.tl, 4.0, color)
rl.DrawCircleV(rectangle.tr, 4.0, color)
rl.DrawCircleV(rectangle.br, 4.0, color)
rl.DrawCircleV(rectangle.bl, 4.0, color)
}
_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_with_handles(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_reset :: proc(animation: ^AnimationInterface) {
animation.reset(animation)
}
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,
}
}