Looper animation system for asset space *jank design
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1d66b7179c
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2 changed files with 78 additions and 65 deletions
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@ -260,7 +260,7 @@ MonoBehaviour:
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type: 3}
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meshToolEraser: {fileID: -2868880653068191277, guid: dc6240c783ee7974e8811c10e071e0cc,
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type: 3}
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scene: 1
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scene: 0
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--- !u!1 &162671503
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GameObject:
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m_ObjectHideFlags: 0
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@ -1,5 +1,6 @@
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using UnityEngine;
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using System;
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using System.Linq;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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@ -14,6 +15,14 @@ public class AssetSpace
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public List<string> loadedNames = new List<string>();
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public Dictionary<string, Asset> assets = new Dictionary<string, Asset>();
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// Animation
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// Some discrete number of steps (frames)
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// That are lerped through (one loop)
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int frames = 24;
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float loopTimeScale = 6f;
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float loopTime = 0; // 0-1
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public void Init(PolyVector polyVector)
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{
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// Update Mesh Dictionary
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@ -21,7 +30,7 @@ public class AssetSpace
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loadedNames.Clear();
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assets.Clear();
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string[] filePaths = Directory.GetFiles(folderPath, "*.pixelgon", SearchOption.TopDirectoryOnly);
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string[] filePaths = Directory.GetFiles(folderPath, "*.json", SearchOption.TopDirectoryOnly);
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for (int i = 0; i < filePaths.Length; i++)
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{
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name = Path.GetFileNameWithoutExtension(filePaths[i]);
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@ -30,8 +39,8 @@ public class AssetSpace
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Mesh mesh = new Mesh();
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mesh = polyVector.ToMesh(pgon.vectors);
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Asset asset = new Asset();
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asset.pos = Vector3.zero;
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asset.rot = Quaternion.identity;
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asset.pos = Enumerable.Repeat(Vector3.zero, frames).ToArray();
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asset.rot = Enumerable.Repeat(Quaternion.identity, frames).ToArray();
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asset.mesh = mesh;
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assets.Add(name, asset);
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}
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@ -40,57 +49,41 @@ public class AssetSpace
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}
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string held = null;
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Vector3 grabOffset;
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// Vector3 oldCursorPos;
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Quaternion oldOffConRot;
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public void Frame(Input input, Render render)
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{
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// Looper
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loopTime += Time.deltaTime / loopTimeScale;
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if (loopTime >= 1) { loopTime = 0; }
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float frameDelta = loopTime * (frames - 1); // 0.1 * 24 = 2.4
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int currentFrame = Mathf.FloorToInt(frameDelta); // 2.4 -> 2 (for index)
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frameDelta = frameDelta - currentFrame; // 2.4 - 2 = 0.4 (for lerp delta t)
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Vector3 cursorPos = input.stretchCursor;
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// instead of a rigid uniform list
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// make it a space where you can lay things out
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float closest = 1000f;
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for (int i = 0; i < loadedNames.Count; i++)
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{
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Asset asset = assets[loadedNames[i]];
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Graphics.DrawMesh(asset.mesh,
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asset.pos, asset.rot,
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render.polyVector.matVector, 0
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);
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if (input.mainCon.trigger.down)
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{
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float reachDist = Vector3.Distance(asset.pos, cursorPos);
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if (reachDist < closest)
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{
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held = loadedNames[i];
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closest = reachDist;
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grabOffset = asset.pos - cursorPos;
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}
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}
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}
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if (input.mainCon.trigger.held)
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{
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if (held != null)
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{
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if (input.mainCon.one.up)
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Asset asset = assets[held];
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if (input.mainCon.one.down)
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{
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grabOffset = assets[held].pos - cursorPos;
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// switch to pixelgon scene to edit
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}
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if (input.mainCon.one.held)
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{
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Quaternion rotDelta = input.offCon.physical.Rot() * Quaternion.Inverse(oldOffConRot);
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assets[held].rot = rotDelta * assets[held].rot;
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// assets[held].rot *= Quaternion.LookRotation(cursorPos - assets[held].pos) *
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// Quaternion.Inverse(Quaternion.LookRotation(oldCursorPos - assets[held].pos));
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asset.pos[currentFrame] = cursorPos;
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}
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else
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{
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assets[held].pos = cursorPos + grabOffset;
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}
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asset.pos[frames - 1] = Vector3.Lerp(asset.pos[0], asset.pos[frames - 2], 0.5f);
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// Quaternion rotDelta = input.offCon.physical.Rot() * Quaternion.Inverse(oldOffConRot);
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// assets[held].rot = rotDelta * assets[held].rot;
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Graphics.DrawMesh(asset.mesh,
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cursorPos, asset.rot[currentFrame],
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render.polyVector.matVector, 0
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);
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}
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}
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else
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@ -98,27 +91,47 @@ public class AssetSpace
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held = null;
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}
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float closest = 1000f;
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int closestIndex = -1;
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for (int i = 0; i < loadedNames.Count; i++)
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{
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Asset asset = assets[loadedNames[i]];
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Vector3 assetPos = Vector3.Lerp(asset.pos[currentFrame], asset.pos[currentFrame + 1], frameDelta);
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Quaternion assetRot = Quaternion.Lerp(asset.rot[currentFrame], asset.rot[currentFrame + 1], frameDelta);
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if (loadedNames[i] != held)
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{
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Graphics.DrawMesh(asset.mesh,
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assetPos, assetRot,
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render.polyVector.matVector, 0
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);
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}
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float reachDist = Vector3.Distance(assetPos, cursorPos);
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if (reachDist < closest)
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{
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closest = reachDist;
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closestIndex = i;
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}
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}
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if (closestIndex > -1)
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{
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if (input.mainCon.trigger.down)
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{
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held = loadedNames[closestIndex];
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Asset asset = assets[held];
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for (int i = 0; i < asset.pos.Length; i++)
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{
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asset.pos[i] = cursorPos;
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}
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}
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}
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oldOffConRot = input.offCon.physical.Rot();
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// oldCursorPos = cursorPos;
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// where to store persistent position and rotation?
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// needs to be saved in the .pixelgon file then
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// can assetspace have its own save file instead?
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// store the name pos and rotation ++animationPath
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// Later you can have multiple persistent spaces
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// stream lining features *just manually do it in the unity inspector for now
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// and switch to editing a certain object
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// buttons in the oriel?
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// set name
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// asset names (no renaming just save new or over, manually delete the deprecated)
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// save
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// load
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// recordable motion paths
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// control over time
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}
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public void Save(Pixelgon pixelgon)
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@ -184,6 +197,6 @@ public class AssetSpace
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public class Asset
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{
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public Mesh mesh;
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public Vector3 pos;
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public Quaternion rot;
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public Vector3[] pos;
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public Quaternion[] rot;
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}
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