/******************************************************************************* * Copyright 2009-2016 Jörg Müller * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ #include "sequence/AnimateableProperty.h" #include #include #include AUD_NAMESPACE_BEGIN AnimateableProperty::AnimateableProperty(int count) : Buffer(count * sizeof(float)), m_count(count), m_isAnimated(false) { std::memset(getBuffer(), 0, count * sizeof(float)); } AnimateableProperty::AnimateableProperty(int count, float value) : Buffer(count * sizeof(float)), m_count(count), m_isAnimated(false) { sample_t* buf = getBuffer(); for(int i = 0; i < count; i++) buf[i] = value; } void AnimateableProperty::updateUnknownCache(int start, int end) { float* buf = getBuffer(); // we could do a better interpolation than zero order, but that doesn't work with Blender's animation system // as frames are only written when changing, so to support jumps, we need zero order interpolation here. for(int i = start; i <= end; i++) std::memcpy(buf + i * m_count, buf + (start - 1) * m_count, m_count * sizeof(float)); } AnimateableProperty::~AnimateableProperty() { } int AnimateableProperty::getCount() const { return m_count; } void AnimateableProperty::write(const float* data) { std::lock_guard lock(m_mutex); m_isAnimated = false; m_unknown.clear(); std::memcpy(getBuffer(), data, m_count * sizeof(float)); } void AnimateableProperty::write(const float* data, int position, int count) { std::lock_guard lock(m_mutex); int pos = getSize() / (sizeof(float) * m_count); if(!m_isAnimated) pos = 0; m_isAnimated = true; assureSize((count + position) * m_count * sizeof(float), true); float* buf = getBuffer(); std::memcpy(buf + position * m_count, data, count * m_count * sizeof(float)); // have to fill up space between? if(pos < position) { m_unknown.push_back(Unknown(pos, position - 1)); // if the buffer was not animated before, we copy the previous static value if(pos == 0) pos = 1; updateUnknownCache(pos, position - 1); } // otherwise it's not at the end, let's check if some unknown part got filled else { bool erased = false; for(auto it = m_unknown.begin(); it != m_unknown.end(); erased ? it : it++) { erased = false; // unknown area before position if(it->end < position) continue; // we're after the new area, let's stop if(it->start >= position + count) break; // we have an intersection, now 4 cases: // the start is included if(position <= it->start) { // the end is included if(position + count > it->end) { // simply delete it = m_unknown.erase(it); erased = true; } // the end is excluded, a second part remains else { // update second part it->start = position + count; updateUnknownCache(it->start, it->end); break; } } // start is excluded, a first part remains else { // the end is included if(position + count > it->end) { // update first part it->end = position - 1; } // the end is excluded, a second part remains else { // add another item and update both parts m_unknown.insert(it, Unknown(it->start, position - 1)); it->start = position + count; updateUnknownCache(it->start, it->end); } } } } } void AnimateableProperty::read(float position, float* out) { std::lock_guard lock(m_mutex); if(!m_isAnimated) { std::memcpy(out, getBuffer(), m_count * sizeof(float)); return; } int last = getSize() / (sizeof(float) * m_count) - 1; float t = position - std::floor(position); if(position >= last) { position = last; t = 0; } if(t == 0) { std::memcpy(out, getBuffer() + int(std::floor(position)) * m_count, m_count * sizeof(float)); } else { int pos = int(std::floor(position)) * m_count; float t2 = t * t; float t3 = t2 * t; float m0, m1; float* p0; float* p1 = getBuffer() + pos; float* p2; float* p3; last *= m_count; if(pos == 0) p0 = p1; else p0 = p1 - m_count; p2 = p1 + m_count; if(pos + m_count == last) p3 = p2; else p3 = p2 + m_count; for(int i = 0; i < m_count; i++) { m0 = (p2[i] - p0[i]) / 2.0f; m1 = (p3[i] - p1[i]) / 2.0f; out[i] = (2 * t3 - 3 * t2 + 1) * p0[i] + (-2 * t3 + 3 * t2) * p1[i] + (t3 - 2 * t2 + t) * m0 + (t3 - t2) * m1; } } } bool AnimateableProperty::isAnimated() const { return m_isAnimated; } AUD_NAMESPACE_END