436 lines
15 KiB
C++
436 lines
15 KiB
C++
///////////////////////////////////////////////////////////////////
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//
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// ANIMATION QUEUES AND ANIMATION STEPS
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//
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// See "Animation Queues and Tangible Actors.md" for an overview.
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//
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// An animation queue is a fifo queue of animation steps. New animations are
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// pushed on the back, and old ones are popped from the front.
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//
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// An animation step is a set of key-value pairs, where each key is an
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// identifier, and each value is either a number, boolean, vector,
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// token, or string. A key-value pair can be either persistent or nonpersistent.
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// So a typical animation step might be:
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//
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// action=walk [nonpersistent]
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// xyz=3,4,5 [persistent]
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// facing=320 [persistent]
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// plane=earth [persistent]
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//
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// Persistent values are retained from one animation step to the next,
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// nonpersistent values exist for one animation step only.
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//
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// Each animation step has a hash value. The hash value is generated
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// by mixing the hash value of the previous step with the hash value
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// of the encoded string of key-value pairs.
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//
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//
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///////////////////////////////////////////////////////////////////
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//
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// Class AnimStepEditor is used to read+write animation steps.
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//
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// Note: this class is not used for storage of animation steps.
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// Animation steps are stored in class AnimQueue. AnimStepEditor
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// is only used when you want to extract animation steps from
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// an AnimQueue, or insert new animation steps into an AnimQueue.
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//
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// Class AnimStepEditor is quite simple: it's a map from Key to
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// AnimValue. AnimValue is a container that can hold a number,
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// string, vector, token, or boolean. Class AnimStepEditor provides
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// a variety of accessors to set key-value pairs.
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//
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// For example, you can populate an animation step by setting
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// key-value pairs directly. You can import key-value pairs
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// from a lua table. You can also merge key-value pairs from
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// a different AnimStepEditor.
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//
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// When importing from a lua_table or a from another AnimStepEditor,
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// there are rules for resolving conflicts between any key-value
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// pairs that are already in the builder with those being imported.
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// See the documentation for those functions for more information.
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//
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///////////////////////////////////////////////////////////////////
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//
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// Class AnimQueue stores animation queues.
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//
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// The entired animation queue is stored in a serialized format,
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// as a shared string. This means that the animation queue can be
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// passed to the graphics engine as a single string. This can be
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// accomplished by the function EngineWrapper.get_animation_queues.
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//
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// The fact that the queue is stored in a serialized format means
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// that when manipulating the animation queue, we have to decode it,
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// manipulate it, and then reencode it.
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//
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// From an efficiency perspective, this means that manipulation is
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// slower, but passing the strings to the graphics engine is faster
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// and simpler. This is a good tradeoff: we manipulate animation
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// queues rarely, compared to how often we pass them to the graphics
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// engine.
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//
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///////////////////////////////////////////////////////////////////
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//
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// THE SERIALIZED REPRESENTATION
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//
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// So first, you need to know how to serialize a single animation
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// step. Remember, an animation step consists of a list of key-value
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// pairs (see above). The key-value pairs are serialized as follows:
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//
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// for all key-value pairs do:
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// write_string(key)
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// write_bool(persistent)
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// write_lua_value(value)
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//
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// The encoded string produced by the loop above is called an "encstep".
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// That's short for "encoded animation step". The encstep has a hash
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// value, which is a function that accepts the encstep and also the hash
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// of the previous encstep. Note that the hash is not part of the encstep.
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//
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// A serialized animation queue consists of the following information:
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//
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// write_uint8(size_limit);
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// write_uint8(actual_size);
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// for all animation steps, starting with the most recent, do:
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// write_uint64(hash)
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// write_string(encstep)
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//
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// The encoded string produced by the loop above is called an "encqueue",
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// because it encodes everything in the animation queue.
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//
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// Note that the 'serialize' routine for animation queues just returns
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// the encqueue string, which is the whole thing.
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//
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// Since the steps in an encqueue are stored most-recent first, if you
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// want some information about the most recent animation entry, you
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// don't need to decode the entire encqueue. You only need to
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// decode the first step.
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//
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///////////////////////////////////////////////////////////////////
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#ifndef ANIMQUEUE_HPP
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#define ANIMQUEUE_HPP
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#include "wrap-set.hpp"
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#include "wrap-string.hpp"
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#include "wrap-deque.hpp"
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#include "wrap-unordered-map.hpp"
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#include "base-buffer.hpp"
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#include "luastack.hpp"
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#include "streambuffer.hpp"
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#include "debugcollector.hpp"
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#include "util.hpp"
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#include <cassert>
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#include <ostream>
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struct AnimValue : public LuaValue {
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bool persistent;
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AnimValue() { persistent = false; }
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void set_token(LuaToken token) {
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type = LuaValueType::TOKEN;
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s=token.str(); x=y=z=0;
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}
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void set_dxyz(const util::DXYZ &xyz) {
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type = LuaValueType::VECTOR;
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s.clear(); x = xyz.x; y = xyz.y; z = xyz.z;
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}
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bool is_token(const char *t) const {
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return (type == LuaValueType::TOKEN) && (s == t);
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}
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};
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class AnimStepEditor
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{
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private:
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using Map = eng::map<eng::string, AnimValue>;
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Map map_;
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// Set the default value, internal
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//
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eng::string add_default(const eng::string &name, const AnimValue &v, const AnimStepEditor *other);
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public:
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// Clear everything
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//
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void clear() { map_.clear(); }
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// Set the persistent flag on a single variable.
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// If the variable isn't present, add it.
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//
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void set_persistent(const eng::string &name);
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// Return if it contains a value for the specified name.
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//
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bool contains(const eng::string &name) { return map_.find(name) != map_.end(); }
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// Set a single variable to a value of a specified type.
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// If the variable isn't present, add it.
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//
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void set_string(const eng::string &name, std::string_view v) { map_[name].set_string(v); }
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void set_token(const eng::string &name, LuaToken v) { map_[name].set_token(v); }
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void set_number(const eng::string &name, double v) { map_[name].set_number(v); }
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void set_boolean(const eng::string &name, bool v) { map_[name].set_boolean(v); }
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void set_dxyz(const eng::string &name, const util::DXYZ &v) { map_[name].set_dxyz(v); }
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// Print a debug string into the stringstream.
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//
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void print_debug_string(eng::ostringstream &oss);
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// Return the debug string.
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eng::string debug_string();
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// Constructs an empty state.
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//
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AnimStepEditor() {}
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// Convert to an encoded string.
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//
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eng::string encode() const;
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// Decode an encoded string.
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//
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void decode(std::string_view enc);
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// Decode an encoded string, discarding non-persistent data.
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//
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void decode_persistent(std::string_view enc);
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// Add default values for all builtin persistent variables.
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//
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// For each builtin default (plane, xyz, facing, bp)
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//
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// - Will generate an error if a value is already present,
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// but the present value is of the wrong type.
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//
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// - If 'other' is not nullptr, then we look in 'other' for a default
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// value. If a valid value of the correct type is present, it is
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// used as the default value.
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//
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// - If no default value can be found in 'other', then a hardwired
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// default value is provided.
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//
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eng::string add_defaults(const AnimStepEditor *other);
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// Parse an animstate from a Lua Table.
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//
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// Table keys must be valid lua identifiers. Table values may be string,
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// floats, bool, or coordinates. Persistent flags are all set the same,
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// from the persistent parameter. Returns empty string on success, or an
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// error message on failure.
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//
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// If 'allowauto' is true, then the lua table may contain a key-value
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// pair of the form (key, math.auto). These keys will be stored in the
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// AnimStepEditor map with mapentry.type == LuaValueType::AUTO.
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// This is done to express an intent that the value should be
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// automatically computer later.
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//
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eng::string from_lua(LuaCoreStack &LS0, LuaSlot tab, bool persistent, bool allowauto);
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// Generate a merged animstate using a previous state and an update.
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//
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// Keys from both previous and update are combined to create this AnimStepEditor.
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// Values from 'update' override values from 'previous'. Persistent flags
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// are taken from 'previous'. If a key exists in both previous and update,
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// and the key is persistent in 'previous', then the types must match,
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// otherwise an error is generated. Returns empty string on success or
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// an error message on failure.
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//
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// If a key in the 'update' map has type AUTO, then we will attempt to find
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// a rule to compute that value automatically. Failure to find a rule
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// results in an error.
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//
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eng::string merge(const AnimStepEditor &previous, const AnimStepEditor &update);
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// Convert an animstate to a lua table.
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//
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// You can specify whether you want to include the transient values, the
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// persistent values, or both.
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//
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void to_lua(LuaCoreStack &LS, LuaSlot tab, bool transient, bool persistent);
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// Parse a string, for unit testing.
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//
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// This parses a simple notation designed to facilitate writing unit tests.
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// The notation looks like this:
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//
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// parse("plane=earth xyz=1,2,3 action:jump");
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//
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// Determining the type of the value is done as follows: First, try
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// interpreting it as boolean true or false. If that fails,
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// try interpreting it as a number. If that fails, try interpreting it as
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// a coordinate. If all else fails, it's a string. Obviously, this is a
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// limited approach: for example, there's no way to express the string "123"
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// because "123" will get interpreted as a number. But that's ok, since this
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// is purely intended for unit testing.
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//
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// Key-value pairs can have either an equal sign or a colon. If it's an equal
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// sign, the persistent bit is set, colon means not persistent.
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//
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void parse(std::string_view s);
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void clear_and_parse(std::string_view s);
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// Constructor from an encoded string.
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//
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AnimStepEditor(std::string_view s) { decode(s); }
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};
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struct AnimCoreState
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{
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util::DXYZ xyz;
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eng::string plane;
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void decode(std::string_view enc);
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};
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class AnimQueue : public eng::nevernew {
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public:
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// Construct an empty animation queue.
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// clears the state to a valid state.
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//
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AnimQueue();
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// Clear the steps to an initial state.
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//
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void clear();
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void clear(const AnimStepEditor &initial);
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// Change the size limit.
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//
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void set_limit(int limit);
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// Add an animation step.
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//
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// Note: add does not automatically compose the step with the previous
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// step, you have to do that yourself.
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//
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void add(const AnimStepEditor &state);
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// Replace the most recent animation step.
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//
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// Note: replace does not automatically compose the step with the previous
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// step, you have to do that yourself.
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//
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void replace(const AnimStepEditor &state);
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// Serialize or deserialize to a StreamBuffer
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//
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void serialize(StreamBuffer *sb) const;
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void deserialize(StreamBuffer *sb);
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// Difference transmission
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//
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bool diff(const AnimQueue &auth, StreamBuffer *sb) const;
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void patch(StreamBuffer *sb, DebugCollector *dbc);
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// Check for exactly equal. This does the full check of all
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// fields, it is used exclusively for debugging.
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//
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bool exactly_equal(const AnimQueue &aq) const;
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// Check for exactly equal (fast). Compares the size, limit,
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// and hash of the last entry. If these are equal, then the whole
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// thing should be equal.
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//
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bool exactly_equal_fast(const AnimQueue &aq) const;
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// Debug strings.
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//
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void print_debug_string(eng::ostringstream &oss, bool full) const;
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eng::string steps_debug_string() const;
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eng::string full_debug_string() const;
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// Get the final entry, xyz and plane only.
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//
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AnimCoreState get_final_core_state() const;
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// Get the final entry, all persistent variables.
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//
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AnimStepEditor get_final_persistent() const;
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// Get the final entry, everything persistent and non-persistent.
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//
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AnimStepEditor get_final_everything() const;
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// Get a serialized representation of the animation queue.
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//
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// Get the entire animation queue in a serialized format (encqueue).
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// The string returned is a shared string. No string copy
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// is made during this process.
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//
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util::SharedStdString get_encoded_queue() const { return encqueue_; }
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// Get a serialized representation of a blank queue.
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//
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// Since an animqueue must have at least one step, the blank queue
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// contains a single default step.
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//
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static util::SharedStdString get_encoded_blank_queue() { return blankqueue_; }
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// Initialize the animqueue module.
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//
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static void initialize_module();
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private:
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struct QueueRange {
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int size;
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std::string_view entries;
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QueueRange(int sz, std::string_view ent) : size(sz), entries(ent) {}
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};
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// Get a range of entries from the queue.
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//
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// You must specify a range (lo-hi) of steps. In this numbering, 0 is the
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// most recent entry in the queue. The indices lo and hi are automatically
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// clamped to the valid range (0 to actual_size). If lo >= hi, then an
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// empty range is returned.
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//
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QueueRange get_range(int lo, int hi);
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// Hash a new step given the range of steps that precede it.
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//
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static int64_t hash_encstep(const QueueRange &prev, std::string_view step);
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// Update the animation queue.
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//
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// The range (keeplo to keephi) specifies which old steps should be
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// retained. The numbers keephi and keeplo are automatically clamped
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// so that they lie inside the actual size of the queue.
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//
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// If add is true, then an additional step is added to the queue.
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// The hash of the new step is calculated automatically.
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//
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// There is no enforcement that you respected the size limit that you
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// specified. For example, you could say "keep 0-5, and add 1." That
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// would make 6 entries in the queue. It is up to the caller to respect
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// the size limit. The value passed in is just for reporting.
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//
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void update_encqueue(int limit, bool add, std::string_view add_enc, int keeplo, int keephi);
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// Read values from the header of the encqueue.
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//
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int get_size_limit() const;
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int get_actual_size() const;
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int64_t get_final_hash() const;
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std::string_view get_final_encstep() const;
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private:
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// Note: this is stored as a std::string, not an eng::string, because the
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// ownership ends up being shared between us and the graphics engine. We
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// can't have the graphics engine affecting the behavior of the engine heap.
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//
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util::SharedStdString encqueue_;
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// The blank animation queue.
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//
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static util::SharedStdString blankqueue_;
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};
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#endif // ANIMQUEUE_HPP
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