Looper animation system for asset space *jank design

This commit is contained in:
spatialfree 2020-07-15 14:32:16 -07:00
parent 1d66b7179c
commit f57b4512af
2 changed files with 78 additions and 65 deletions

View file

@ -260,7 +260,7 @@ MonoBehaviour:
type: 3}
meshToolEraser: {fileID: -2868880653068191277, guid: dc6240c783ee7974e8811c10e071e0cc,
type: 3}
scene: 1
scene: 0
--- !u!1 &162671503
GameObject:
m_ObjectHideFlags: 0

View file

@ -1,5 +1,6 @@
using UnityEngine;
using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
@ -14,6 +15,14 @@ public class AssetSpace
public List<string> loadedNames = new List<string>();
public Dictionary<string, Asset> assets = new Dictionary<string, Asset>();
// Animation
// Some discrete number of steps (frames)
// That are lerped through (one loop)
int frames = 24;
float loopTimeScale = 6f;
float loopTime = 0; // 0-1
public void Init(PolyVector polyVector)
{
// Update Mesh Dictionary
@ -21,7 +30,7 @@ public class AssetSpace
loadedNames.Clear();
assets.Clear();
string[] filePaths = Directory.GetFiles(folderPath, "*.pixelgon", SearchOption.TopDirectoryOnly);
string[] filePaths = Directory.GetFiles(folderPath, "*.json", SearchOption.TopDirectoryOnly);
for (int i = 0; i < filePaths.Length; i++)
{
name = Path.GetFileNameWithoutExtension(filePaths[i]);
@ -30,8 +39,8 @@ public class AssetSpace
Mesh mesh = new Mesh();
mesh = polyVector.ToMesh(pgon.vectors);
Asset asset = new Asset();
asset.pos = Vector3.zero;
asset.rot = Quaternion.identity;
asset.pos = Enumerable.Repeat(Vector3.zero, frames).ToArray();
asset.rot = Enumerable.Repeat(Quaternion.identity, frames).ToArray();
asset.mesh = mesh;
assets.Add(name, asset);
}
@ -40,57 +49,41 @@ public class AssetSpace
}
string held = null;
Vector3 grabOffset;
// Vector3 oldCursorPos;
Quaternion oldOffConRot;
public void Frame(Input input, Render render)
{
// Looper
loopTime += Time.deltaTime / loopTimeScale;
if (loopTime >= 1) { loopTime = 0; }
float frameDelta = loopTime * (frames - 1); // 0.1 * 24 = 2.4
int currentFrame = Mathf.FloorToInt(frameDelta); // 2.4 -> 2 (for index)
frameDelta = frameDelta - currentFrame; // 2.4 - 2 = 0.4 (for lerp delta t)
Vector3 cursorPos = input.stretchCursor;
// instead of a rigid uniform list
// make it a space where you can lay things out
float closest = 1000f;
for (int i = 0; i < loadedNames.Count; i++)
{
Asset asset = assets[loadedNames[i]];
Graphics.DrawMesh(asset.mesh,
asset.pos, asset.rot,
render.polyVector.matVector, 0
);
if (input.mainCon.trigger.down)
{
float reachDist = Vector3.Distance(asset.pos, cursorPos);
if (reachDist < closest)
{
held = loadedNames[i];
closest = reachDist;
grabOffset = asset.pos - cursorPos;
}
}
}
if (input.mainCon.trigger.held)
{
if (held != null)
{
if (input.mainCon.one.up)
Asset asset = assets[held];
if (input.mainCon.one.down)
{
grabOffset = assets[held].pos - cursorPos;
// switch to pixelgon scene to edit
}
if (input.mainCon.one.held)
{
Quaternion rotDelta = input.offCon.physical.Rot() * Quaternion.Inverse(oldOffConRot);
assets[held].rot = rotDelta * assets[held].rot;
// assets[held].rot *= Quaternion.LookRotation(cursorPos - assets[held].pos) *
// Quaternion.Inverse(Quaternion.LookRotation(oldCursorPos - assets[held].pos));
asset.pos[currentFrame] = cursorPos;
}
else
{
assets[held].pos = cursorPos + grabOffset;
}
asset.pos[frames - 1] = Vector3.Lerp(asset.pos[0], asset.pos[frames - 2], 0.5f);
// Quaternion rotDelta = input.offCon.physical.Rot() * Quaternion.Inverse(oldOffConRot);
// assets[held].rot = rotDelta * assets[held].rot;
Graphics.DrawMesh(asset.mesh,
cursorPos, asset.rot[currentFrame],
render.polyVector.matVector, 0
);
}
}
else
@ -98,27 +91,47 @@ public class AssetSpace
held = null;
}
float closest = 1000f;
int closestIndex = -1;
for (int i = 0; i < loadedNames.Count; i++)
{
Asset asset = assets[loadedNames[i]];
Vector3 assetPos = Vector3.Lerp(asset.pos[currentFrame], asset.pos[currentFrame + 1], frameDelta);
Quaternion assetRot = Quaternion.Lerp(asset.rot[currentFrame], asset.rot[currentFrame + 1], frameDelta);
if (loadedNames[i] != held)
{
Graphics.DrawMesh(asset.mesh,
assetPos, assetRot,
render.polyVector.matVector, 0
);
}
float reachDist = Vector3.Distance(assetPos, cursorPos);
if (reachDist < closest)
{
closest = reachDist;
closestIndex = i;
}
}
if (closestIndex > -1)
{
if (input.mainCon.trigger.down)
{
held = loadedNames[closestIndex];
Asset asset = assets[held];
for (int i = 0; i < asset.pos.Length; i++)
{
asset.pos[i] = cursorPos;
}
}
}
oldOffConRot = input.offCon.physical.Rot();
// oldCursorPos = cursorPos;
// where to store persistent position and rotation?
// needs to be saved in the .pixelgon file then
// can assetspace have its own save file instead?
// store the name pos and rotation ++animationPath
// Later you can have multiple persistent spaces
// stream lining features *just manually do it in the unity inspector for now
// and switch to editing a certain object
// buttons in the oriel?
// set name
// asset names (no renaming just save new or over, manually delete the deprecated)
// save
// load
// recordable motion paths
// control over time
}
public void Save(Pixelgon pixelgon)
@ -184,6 +197,6 @@ public class AssetSpace
public class Asset
{
public Mesh mesh;
public Vector3 pos;
public Quaternion rot;
public Vector3[] pos;
public Quaternion[] rot;
}