meat_madness_redux/godot/addons/dialogic/Nodes/Anima/DialogicAnimaTween.gd

575 lines
17 KiB
GDScript

extends Tween
var loop = 1
signal finished_animation
var _animation_data = []
enum PLAY_MODE {
NORMAL,
BACKWARDS
}
# Needed to use interpolate_property
var _fake_property: Dictionary = {}
var _callbacks := {}
func _ready():
connect("tween_started", self, '_on_tween_started')
connect("tween_step", self, '_on_tween_step_with_easing')
connect("tween_step", self, '_on_tween_step_with_easing_callback')
connect("tween_step", self, '_on_tween_step_with_easing_funcref')
connect("tween_step", self, '_on_tween_step_without_easing')
connect("tween_completed", self, '_on_tween_completed')
func play(node, animation_name, duration):
var script = DialogicAnimaResources.get_animation_script(animation_name.strip_edges())
if not script:
printerr('animation not found: %s' % animation_name)
return duration
var real_duration = script.generate_animation(self, {'node':node, 'duration':duration, 'wait_time':0})
if real_duration is float:
duration = real_duration
var index := 0
for animation_data in _animation_data:
var easing_points
if animation_data.has('easing'):
if animation_data.easing is FuncRef:
easing_points = animation_data.easing
else:
easing_points = get_easing_points(animation_data.easing)
if animation_data.has('easing_points'):
easing_points = animation_data.easing_points
animation_data._easing_points = easing_points
animation_data._animation_callback = funcref(self, '_calculate_from_and_to')
if easing_points is Array:
animation_data._use_step_callback = '_on_tween_step_with_easing'
elif easing_points is String:
animation_data._use_step_callback = '_on_tween_step_with_easing_callback'
elif easing_points is FuncRef:
animation_data._use_step_callback = '_on_tween_step_with_easing_funcref'
else:
animation_data._use_step_callback = '_on_tween_step_without_easing'
index += 1
var started := start()
if not started:
printerr('something went wrong while trying to start the tween')
if is_connected("tween_all_completed", self, 'finished_once'): disconnect("tween_all_completed", self, 'finished_once')
connect('tween_all_completed', self, 'finished_once', [node, animation_name, duration])
func finished_once(node, animation, duration):
loop -= 1
if loop > 0:
play(node, animation, duration)
else:
emit_signal('finished_animation')
# Given an array of frames generates the animation data using relative end value
#
# frames = [{
# percentage = the percentage of the animation
# to = the relative end value
# easing_points = the easing points for the bezier curver (optional)
# }]
#
func add_relative_frames(data: Dictionary, property: String, frames: Array) -> float:
return _add_frames(data, property, frames, true)
#
# Given an array of frames generates the animation data using absolute end value
#
# frames = [{
# percentage = the percentage of the animation
# to = the relative end value
# easing_points = the easing points for the bezier curver (optional)
# }]
#
func add_frames(data: Dictionary, property: String, frames: Array) -> float:
return _add_frames(data, property, frames)
func _add_frames(data: Dictionary, property: String, frames: Array, relative: bool = false) -> float:
var duration: float = data.duration if data.has('duration') else 0.0
var _wait_time: float = data._wait_time if data.has('_wait_time') else 0.0
var last_duration := 0.0
var keys_to_ignore = ['duration', '_wait_time']
for frame in frames:
var percentage = frame.percentage if frame.has('percentage') else 100.0
percentage /= 100.0
var frame_duration = max(0.000001, duration * percentage)
var diff = frame_duration - last_duration
var is_first_frame = true
var is_last_frame = percentage == 1
var animation_data = {
property = property,
relative = relative,
duration = diff,
_wait_time = _wait_time
}
# We need to restore the animation just before the node is animated
# but we also need to consider that a node can have multiple
# properties animated, so we need to restore it only before the first
# animation starts
for animation in _animation_data:
if animation.node == data.node:
is_first_frame = false
if animation.has('_is_last_frame'):
is_last_frame = false
if is_first_frame:
animation_data._is_first_frame = true
if is_last_frame:
animation_data._is_last_frame = true
for key in frame:
if key != 'percentage':
animation_data[key] = frame[key]
for key in data:
if key == 'callback' and percentage < 1:
animation_data.erase(key)
elif keys_to_ignore.find(key) < 0:
animation_data[key] = data[key]
add_animation_data(animation_data)
last_duration = frame_duration
_wait_time += diff
return _wait_time
func add_animation_data(animation_data: Dictionary, play_mode: int = PLAY_MODE.NORMAL) -> void:
_animation_data.push_back(animation_data)
var index = str(_animation_data.size())
var duration = animation_data.duration if animation_data.has('duration') else 1
var property_key = 'p' + index
_fake_property[property_key] = 0.0
if animation_data.has('on_completed') and animation_data.has('_is_last_frame'):
_callbacks[property_key] = animation_data.on_completed
var from := 0.0 if play_mode == PLAY_MODE.NORMAL else 1.0
var to := 1.0 - from
interpolate_property(
self,
'_fake_property:' + property_key,
from,
to,
duration,
Tween.TRANS_LINEAR,
Tween.EASE_IN_OUT,
animation_data._wait_time
)
func _on_tween_step_with_easing(object: Object, key: NodePath, _time: float, elapsed: float):
var index := _get_animation_data_index(key)
if _animation_data[index]._use_step_callback != '_on_tween_step_with_easing':
return
var easing_points = _animation_data[index]._easing_points
var p1 = easing_points[0]
var p2 = easing_points[1]
var p3 = easing_points[2]
var p4 = easing_points[3]
var easing_elapsed = _cubic_bezier(Vector2.ZERO, Vector2(p1, p2), Vector2(p3, p4), Vector2(1, 1), elapsed)
_animation_data[index]._animation_callback.call_func(index, easing_elapsed)
func _on_tween_step_with_easing_callback(object: Object, key: NodePath, _time: float, elapsed: float):
var index := _get_animation_data_index(key)
if _animation_data[index]._use_step_callback != '_on_tween_step_with_easing_callback':
return
var easing_points_function = _animation_data[index]._easing_points
var easing_callback = funcref(self, easing_points_function)
var easing_elapsed = easing_callback.call_func(elapsed)
_animation_data[index]._animation_callback.call_func(index, easing_elapsed)
func _on_tween_step_with_easing_funcref(object: Object, key: NodePath, _time: float, elapsed: float):
var index := _get_animation_data_index(key)
if _animation_data[index]._use_step_callback != '_on_tween_step_with_easing_funcref':
return
var easing_callback = _animation_data[index]._easing_points
var easing_elapsed = easing_callback.call_func(elapsed)
_animation_data[index]._animation_callback.call_func(index, easing_elapsed)
func _on_tween_step_without_easing(object: Object, key: NodePath, _time: float, elapsed: float):
var index := _get_animation_data_index(key)
if _animation_data[index]._use_step_callback != '_on_tween_step_without_easing':
return
_animation_data[index]._animation_callback.call_func(index, elapsed)
func _get_animation_data_index(key: NodePath) -> int:
var s = str(key)
return int(s.replace('_fake_property:p', '')) - 1
func _cubic_bezier(p0: Vector2, p1: Vector2, p2: Vector2, p3: Vector2, t: float) -> float:
var q0 = p0.linear_interpolate(p1, t)
var q1 = p1.linear_interpolate(p2, t)
var q2 = p2.linear_interpolate(p3, t)
var r0 = q0.linear_interpolate(q1, t)
var r1 = q1.linear_interpolate(q2, t)
var s = r0.linear_interpolate(r1, t)
return s.y
func _calculate_from_and_to(index: int, value: float) -> void:
var animation_data = _animation_data[index]
var node = animation_data.node
var do_calculate = true
if animation_data.has('_recalculate_from_to') and not animation_data._recalculate_from_to and animation_data.has('_property_data'):
do_calculate = false
if do_calculate:
_do_calculate_from_to(node, animation_data)
if animation_data._property_data.has('subkey'):
animation_data._animation_callback = funcref(self, '_on_animation_with_subkey')
elif animation_data._property_data.has('key'):
animation_data._animation_callback = funcref(self, '_on_animation_with_key')
else:
animation_data._animation_callback = funcref(self, '_on_animation_without_key')
_animation_data[index]._animation_callback.call_func(index, value)
func _do_calculate_from_to(node: Node, animation_data: Dictionary) -> void:
var from
var to
var relative = animation_data.relative if animation_data.has('relative') else false
var node_from = DialogicAnimaPropertiesHelper.get_property_initial_value(node, animation_data.property)
if animation_data.has('from'):
from = _maybe_convert_from_deg_to_rad(node, animation_data, animation_data.from)
from = _maybe_calculate_relative_value(relative, from, node_from)
else:
from = node_from
animation_data.__from = from
if animation_data.has('to'):
to = _maybe_convert_from_deg_to_rad(node, animation_data, animation_data.to)
to = _maybe_calculate_relative_value(relative, to, from)
else:
to = from
animation_data.__to = to
if animation_data.has('pivot'):
if node is Spatial:
printerr('3D Pivot not supported yet')
else:
DialogicAnimaPropertiesHelper.set_2D_pivot(animation_data.node, animation_data.pivot)
animation_data._property_data = DialogicAnimaPropertiesHelper.map_property_to_godot_property(node, animation_data.property)
animation_data._property_data.diff = to - from
animation_data._property_data.from = from
func _maybe_calculate_relative_value(relative, value, current_node_value):
if not relative:
return value
return value + current_node_value
func _maybe_convert_from_deg_to_rad(node: Node, animation_data: Dictionary, value):
if not node is Spatial or animation_data.property.find('rotation') < 0:
return value
if value is Vector3:
return Vector3(deg2rad(value.x), deg2rad(value.y), deg2rad(value.z))
return deg2rad(value)
func _on_animation_with_key(index: int, elapsed: float) -> void:
var animation_data = _animation_data[index]
var property_data = _animation_data[index]._property_data
var node = animation_data.node
var value = property_data.from + (property_data.diff * elapsed)
if is_instance_valid(node):
node[property_data.property_name][property_data.key] = value
func _on_animation_with_subkey(index: int, elapsed: float) -> void:
var animation_data = _animation_data[index]
var property_data = _animation_data[index]._property_data
var node = animation_data.node
var value = property_data.from + (property_data.diff * elapsed)
if is_instance_valid(node):
node[property_data.property_name][property_data.key][property_data.subkey] = value
func _on_animation_without_key(index: int, elapsed: float) -> void:
var animation_data = _animation_data[index]
var property_data = _animation_data[index]._property_data
var node = animation_data.node
var value = property_data.from + (property_data.diff * elapsed)
if property_data.has('callback'):
property_data.callback.call_func(property_data.param, value)
return
if is_instance_valid(node):
node[property_data.property_name] = value
#
# We don't want the user to specify the from/to value as color
# we animate opacity.
# So this function converts the "from = #" -> Color(.., .., .., #)
# same for the to value
#
func _maybe_adjust_modulate_value(animation_data: Dictionary, value):
var property = animation_data.property
var node = animation_data.node
if not property == 'opacity':
return value
if value is int or value is float:
var color = node.modulate
color.a = value
return color
return value
func _on_tween_completed(_ignore, property_name: String) -> void:
var property_key = property_name.replace(':_fake_property:', '')
if _callbacks.has(property_key):
var callback = _callbacks[property_key]
if not callback is Array or callback.size() == 1:
callback[0].call_func()
else:
callback[0].call_funcv(callback[1])
func _on_tween_started(_ignore, key) -> void:
var index := _get_animation_data_index(key)
#var hide_strategy = _visibility_strategy
var animation_data = _animation_data[index]
# if animation_data.has('hide_strategy'):
# hide_strategy = animation_data.hide_strategy
var node = animation_data.node
var should_restore_visibility := false
var should_restore_modulate := false
# if hide_strategy == Anima.VISIBILITY.HIDDEN_ONLY:
# should_restore_visibility = true
# elif hide_strategy == Anima.VISIBILITY.HIDDEN_AND_TRANSPARENT:
# should_restore_modulate = true
# should_restore_visibility = true
# elif hide_strategy == Anima.VISIBILITY.TRANSPARENT_ONLY:
# should_restore_modulate = true
if should_restore_modulate:
var old_modulate = node.get_meta('_old_modulate')
if old_modulate:
node.modulate = old_modulate
if should_restore_visibility:
node.show()
var should_trigger_on_started: bool = animation_data.has('_is_first_frame') and animation_data._is_first_frame and animation_data.has('on_started')
if should_trigger_on_started:
var fn: FuncRef
var args: Array = []
if animation_data.on_started is Array:
fn = animation_data.on_started[0]
args = animation_data.on_started.slice(1, -1)
else:
fn = animation_data.on_started
fn.call_funcv(args)
####################################################################################################
####################################################################################################
## FROM ANIMA EASING
####################################################################################################
####################################################################################################
enum EASING {
LINEAR,
EASE,
EASE_IN_OUT,
EASE_IN,
EASE_OUT,
EASE_IN_SINE,
EASE_OUT_SINE,
EASE_IN_OUT_SINE,
EASE_IN_QUAD,
EASE_OUT_QUAD,
EASE_IN_OUT_QUAD,
EASE_IN_CUBIC,
EASE_OUT_CUBIC,
EASE_IN_OUT_CUBIC,
EASE_IN_QUART,
EASE_OUT_QUART,
EASE_IN_OUT_QUART,
EASE_IN_QUINT,
EASE_OUT_QUINT,
EASE_IN_OUT_QUINT,
EASE_IN_EXPO,
EASE_OUT_EXPO,
EASE_IN_OUT_EXPO,
EASE_IN_CIRC,
EASE_OUT_CIRC,
EASE_IN_OUT_CIRC,
EASE_IN_BACK,
EASE_OUT_BACK,
EASE_IN_OUT_BACK,
EASE_IN_ELASTIC,
EASE_OUT_ELASTIC,
EASE_IN_OUT_ELASTIC,
EASE_IN_BOUNCE,
EASE_OUT_BOUNCE,
EASE_IN_OUT_BOUNCE,
}
const _easing_mapping = {
EASING.LINEAR: null,
EASING.EASE: [0.25, 0.1, 0.25, 1],
EASING.EASE_IN_OUT: [0.42, 0, 0.58, 1],
EASING.EASE_IN: [0.42, 0, 1, 1],
EASING.EASE_OUT: [0, 0, 0.58, 1],
EASING.EASE_IN_SINE: [0, 0, 1, .5],
EASING.EASE_OUT_SINE: [0.61, 1, 0.88, 1],
EASING.EASE_IN_OUT_SINE: [0.37, 0, 0.63, 1],
EASING.EASE_IN_QUAD: [0.11, 0, 0.5, 0],
EASING.EASE_OUT_QUAD: [0.5, 1.0, 0.89, 1],
EASING.EASE_IN_OUT_QUAD: [0.45, 0, 0.55, 1],
EASING.EASE_IN_CUBIC: [0.32, 0, 0.67, 0],
EASING.EASE_OUT_CUBIC: [0.33, 1, 0.68, 1],
EASING.EASE_IN_OUT_CUBIC: [0.65, 0, 0.35, 1],
EASING.EASE_IN_QUART: [0.5, 0, 0.75, 0],
EASING.EASE_OUT_QUART: [0.25, 1, 0.5, 1],
EASING.EASE_IN_OUT_QUART: [0.76, 0, 0.24, 1],
EASING.EASE_IN_QUINT: [0.64, 0, 0.78, 0],
EASING.EASE_OUT_QUINT: [0.22, 1, 0.36, 1],
EASING.EASE_IN_OUT_QUINT: [0.83, 0, 0.17, 1],
EASING.EASE_IN_EXPO: [0.7, 0, 0.84, 0],
EASING.EASE_OUT_EXPO: [0.16, 1, 0.3, 1],
EASING.EASE_IN_OUT_EXPO: [0.87, 0, 0.13, 1],
EASING.EASE_IN_CIRC: [0.55, 0, 0.1, 0.45],
EASING.EASE_OUT_CIRC: [0, 0.55, 0.45, 1],
EASING.EASE_IN_OUT_CIRC: [0.85, 0, 0.15, 1],
EASING.EASE_IN_BACK: [0.36, 0, 0.66, -0.56],
EASING.EASE_OUT_BACK: [0.36, 1.56, 0.64, 1],
EASING.EASE_IN_OUT_BACK: [0.68, -0.6, 0.32, 1.6],
EASING.EASE_IN_ELASTIC: 'ease_in_elastic',
EASING.EASE_OUT_ELASTIC: 'ease_out_elastic',
EASING.EASE_IN_OUT_ELASTIC: 'ease_in_out_elastic',
EASING.EASE_IN_BOUNCE: 'ease_in_bounce',
EASING.EASE_OUT_BOUNCE: 'ease_out_bounce',
EASING.EASE_IN_OUT_BOUNCE: 'ease_in_out_bounce'
}
const _ELASTIC_C4: float = (2.0 * PI) / 3.0
const _ELASTIC_C5: float = (2.0 * PI) / 4.5
static func get_easing_points(easing_name):
if _easing_mapping.has(easing_name):
return _easing_mapping[easing_name]
printerr('Easing not found: ' + str(easing_name))
return _easing_mapping[EASING.LINEAR]
static func ease_in_elastic(elapsed: float) -> float:
if elapsed == 0:
return 0.0
elif elapsed == 1:
return 1.0
return -pow(2, 10 * elapsed - 10) * sin((elapsed * 10 - 10.75) * _ELASTIC_C4)
static func ease_out_elastic(elapsed: float) -> float:
if elapsed == 0:
return 0.0
elif elapsed == 1:
return 1.0
return pow(2, -10 * elapsed) * sin((elapsed * 10 - 0.75) * _ELASTIC_C4) + 1
static func ease_in_out_elastic(elapsed: float) -> float:
if elapsed == 0:
return 0.0
elif elapsed == 1:
return 1.0
elif elapsed < 0.5:
return -(pow(2, 20 * elapsed - 10) * sin((20 * elapsed - 11.125) * _ELASTIC_C5)) / 2
return (pow(2, -20 * elapsed + 10) * sin((20 * elapsed - 11.125) * _ELASTIC_C5)) / 2 + 1
const n1 = 7.5625;
const d1 = 2.75;
static func ease_in_bounce(elapsed: float) -> float:
return 1 - ease_out_bounce(1.0 - elapsed)
static func ease_out_bounce(elapsed: float) -> float:
if elapsed < 1 / d1:
return n1 * elapsed * elapsed;
elif elapsed < 2 / d1:
elapsed -= 1.5 / d1
return n1 * elapsed * elapsed + 0.75;
elif elapsed < 2.5 / d1:
elapsed -= 2.25 / d1
return n1 * elapsed * elapsed + 0.9375;
elapsed -= 2.625 / d1
return n1 * elapsed * elapsed + 0.984375;
static func ease_in_out_bounce(elapsed: float) -> float:
if elapsed < 0.5:
return (1 - ease_out_bounce(1 - 2 * elapsed)) / 2
return (1 + ease_out_bounce(2 * elapsed - 1)) / 2