Files
Frostbite2D/Game/src/character/CharacterAnimation.cpp
Lenheart e570fec599 feat(角色): 添加角色阴影渲染功能
新增 CharacterShadowActor 类用于处理角色阴影的渲染
在 CharacterObject 中实现阴影的同步和渲染逻辑
移除 GameDebugActor 中不再使用的合成纹理预览代码
添加 EnsureCompositeTextureReady 方法确保纹理准备就绪
2026-04-07 07:08:53 +08:00

604 lines
18 KiB
C++

#include "character/CharacterAnimation.h"
#include "character/CharacterObject.h"
#include <frostbite2D/graphics/renderer.h>
#include <frostbite2D/resource/pvf_archive.h>
#include <SDL2/SDL.h>
#include <algorithm>
#include <array>
#include <cmath>
#include <cstdio>
#include <sstream>
#include <utility>
namespace frostbite2D {
namespace {
const std::array<const char*, 12> kAvatarParts = {
"weapon_avatar", "aurora_avatar", "hair_avatar", "hat_avatar",
"face_avatar", "breast_avatar", "coat_avatar", "skin_avatar",
"waist_avatar", "pants_avatar", "shoes_avatar", "weapon"};
std::string truncatePath(const std::string& path) {
size_t slashPos = path.find_last_of('/');
if (slashPos == std::string::npos) {
return {};
}
return path.substr(0, slashPos);
}
std::string actionTail(const std::string& path) {
size_t slashPos = path.find_last_of('/');
if (slashPos == std::string::npos) {
return path;
}
return path.substr(slashPos);
}
struct BoundsAccumulator {
bool valid = false;
float minX = 0.0f;
float minY = 0.0f;
float maxX = 0.0f;
float maxY = 0.0f;
void includeRect(const Rect& rect) {
if (rect.empty()) {
return;
}
if (!valid) {
minX = rect.left();
minY = rect.top();
maxX = rect.right();
maxY = rect.bottom();
valid = true;
return;
}
minX = std::min(minX, rect.left());
minY = std::min(minY, rect.top());
maxX = std::max(maxX, rect.right());
maxY = std::max(maxY, rect.bottom());
}
};
Rect transformRectBounds(const Rect& rect, const Transform2D& transform) {
Vec2 p0 = transform.transformPoint(Vec2(rect.left(), rect.top()));
Vec2 p1 = transform.transformPoint(Vec2(rect.right(), rect.top()));
Vec2 p2 = transform.transformPoint(Vec2(rect.left(), rect.bottom()));
Vec2 p3 = transform.transformPoint(Vec2(rect.right(), rect.bottom()));
float minX = std::min(std::min(p0.x, p1.x), std::min(p2.x, p3.x));
float minY = std::min(std::min(p0.y, p1.y), std::min(p2.y, p3.y));
float maxX = std::max(std::max(p0.x, p1.x), std::max(p2.x, p3.x));
float maxY = std::max(std::max(p0.y, p1.y), std::max(p2.y, p3.y));
return Rect(minX, minY, maxX - minX, maxY - minY);
}
void combineHash(uint64& seed, uint64 value) {
constexpr uint64 kOffset = 0x9e3779b97f4a7c15ULL;
seed ^= value + kOffset + (seed << 6) + (seed >> 2);
}
CharacterAnimation::CompositeFrameInfo combineCompositeFrameInfo(
const CharacterAnimation::CompositeFrameInfo& lhs,
const CharacterAnimation::CompositeFrameInfo& rhs) {
if (!lhs.valid) {
return rhs;
}
if (!rhs.valid) {
return lhs;
}
float left = std::floor(std::min(lhs.localBounds.left(), rhs.localBounds.left()));
float top = std::floor(std::min(lhs.localBounds.top(), rhs.localBounds.top()));
float right = std::ceil(std::max(lhs.localBounds.right(), rhs.localBounds.right()));
float bottom =
std::ceil(std::max(lhs.localBounds.bottom(), rhs.localBounds.bottom()));
CharacterAnimation::CompositeFrameInfo result;
result.valid = true;
result.localBounds =
Rect(left, top, std::max(right - left, 1.0f), std::max(bottom - top, 1.0f));
result.width =
std::max(static_cast<int>(std::lround(result.localBounds.width())), 1);
result.height =
std::max(static_cast<int>(std::lround(result.localBounds.height())), 1);
result.originInTexture =
Vec2(-result.localBounds.left(), -result.localBounds.top());
result.groundAnchorInTexture = result.originInTexture;
return result;
}
} // namespace
bool CharacterAnimation::Init(CharacterObject* parent,
const character::CharacterConfig& config,
const CharacterEquipmentManager& equipmentManager) {
parent_ = parent;
actionAnimations_.clear();
missingAnimationPaths_.clear();
skippedMissingAnimationCount_ = 0;
currentActionTag_.clear();
direction_ = 1;
actionFrameFlagCallback_ = nullptr;
actionEndCallback_ = nullptr;
compositeCanvas_ = MakePtr<CanvasActor>();
compositeFrameInfoByAction_.clear();
compositeDirty_ = true;
compositeVersion_ = 0;
lastCompositeSignature_ = 0;
if (!compositeCanvas_->Init(1, 1)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"CharacterAnimation: failed to initialize composite canvas");
compositeCanvas_.Reset();
} else {
compositeCanvas_->SetCustomDrawCallback([this]() {
RenderCurrentActionToCompositeCanvas();
});
}
for (const auto& [actionName, actionPath] : config.animationPath) {
for (const char* slotName : kAvatarParts) {
CreateAnimationBySlot(actionName, slotName, actionPath, config, equipmentManager);
}
}
if (actionAnimations_.empty()) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"CharacterAnimation: no usable action animations for job %d",
config.jobId);
return false;
}
if (skippedMissingAnimationCount_ > 0) {
SDL_Log("CharacterAnimation: skipped %zu missing animation loads across %zu unique paths for job %d",
skippedMissingAnimationCount_, missingAnimationPaths_.size(),
config.jobId);
}
BuildCompositeActionFrames();
return true;
}
void CharacterAnimation::Update(float deltaTime) {
Actor::Update(deltaTime);
uint64 renderSignature = CaptureCurrentRenderSignature();
if (renderSignature != lastCompositeSignature_) {
compositeDirty_ = true;
}
}
void CharacterAnimation::Render() {
if (compositeDirty_ && compositeCanvas_ && Renderer::get().isFrameActive()) {
RefreshCompositeTextureIfNeeded();
}
Actor::Render();
}
std::string CharacterAnimation::FormatImgPath(std::string path, Animation::ReplaceData data) {
size_t pos = path.find("%04d");
if (pos != std::string::npos) {
path.replace(pos, 4, "%02d%02d");
}
char buffer[512] = {};
std::snprintf(buffer, sizeof(buffer), path.c_str(), data.param1, data.param2);
return std::string(buffer);
}
void CharacterAnimation::CreateAnimationBySlot(
const std::string& actionName,
const std::string& slotName,
const std::string& actionPath,
const character::CharacterConfig& config,
const CharacterEquipmentManager& equipmentManager) {
if (slotName == std::string("skin_avatar")) {
if (shouldSkipMissingAnimation(actionPath)) {
return;
}
Animation::ReplaceData replaceData(0, 0);
if (const auto* equip = equipmentManager.GetEquip(slotName)) {
auto it = equip->jobAnimations.find(config.jobId);
if (it != equip->jobAnimations.end() && !it->second.empty()) {
replaceData.param1 = it->second.front().imgFormat[0];
replaceData.param2 = it->second.front().imgFormat[1];
}
}
auto animation = MakePtr<Animation>(actionPath, FormatImgPath, replaceData);
if (!animation || !animation->IsUsable()) {
return;
}
animation->SetVisible(false);
AddChild(animation);
actionAnimations_[actionName].push_back(animation);
return;
}
const auto* equip = equipmentManager.GetEquip(slotName);
if (!equip) {
return;
}
auto jobAniIt = equip->jobAnimations.find(config.jobId);
if (jobAniIt == equip->jobAnimations.end()) {
return;
}
std::string equipDir = truncatePath(equip->path);
std::string actionPathTail = actionTail(actionPath);
for (const auto& variation : jobAniIt->second) {
if (variation.animationGroup.empty()) {
continue;
}
std::string aniPath = equipDir + "/" + variation.animationGroup + actionPathTail;
if (shouldSkipMissingAnimation(aniPath)) {
continue;
}
auto animation = MakePtr<Animation>(
aniPath, FormatImgPath,
Animation::ReplaceData(variation.imgFormat[0], variation.imgFormat[1]));
if (!animation || !animation->IsUsable()) {
continue;
}
animation->SetVisible(false);
animation->SetZOrder(variation.layer);
AddChild(animation);
actionAnimations_[actionName].push_back(animation);
}
}
bool CharacterAnimation::shouldSkipMissingAnimation(const std::string& aniPath) {
PvfArchive& pvf = PvfArchive::get();
std::string normalizedPath = pvf.normalizePath(aniPath);
if (missingAnimationPaths_.find(normalizedPath) != missingAnimationPaths_.end()) {
++skippedMissingAnimationCount_;
return true;
}
if (pvf.hasFile(normalizedPath)) {
return false;
}
missingAnimationPaths_.insert(std::move(normalizedPath));
++skippedMissingAnimationCount_;
return true;
}
std::string CharacterAnimation::DescribeAvailableActions() const {
if (actionAnimations_.empty()) {
return "<none>";
}
std::ostringstream stream;
bool first = true;
for (const auto& [actionName, animations] : actionAnimations_) {
(void)animations;
if (!first) {
stream << ", ";
}
stream << actionName;
first = false;
}
return stream.str();
}
Animation* CharacterAnimation::GetPrimaryAnimation(const std::string& actionName) const {
auto it = actionAnimations_.find(actionName);
if (it == actionAnimations_.end()) {
return nullptr;
}
for (const auto& animation : it->second) {
if (animation && animation->IsUsable()) {
return animation.Get();
}
}
for (const auto& animation : it->second) {
if (animation) {
return animation.Get();
}
}
return nullptr;
}
Animation* CharacterAnimation::GetCurrentPrimaryAnimation() const {
if (currentActionTag_.empty()) {
return nullptr;
}
return GetPrimaryAnimation(currentActionTag_);
}
void CharacterAnimation::RefreshRuntimeCallbacks() {
auto currentIt = actionAnimations_.find(currentActionTag_);
if (currentIt == actionAnimations_.end()) {
return;
}
Animation* primaryAnimation = GetPrimaryAnimation(currentActionTag_);
for (auto& animation : currentIt->second) {
if (!animation) {
continue;
}
if (animation.Get() == primaryAnimation) {
animation->changeFrameCallback_ = actionFrameFlagCallback_;
animation->endCallback_ = actionEndCallback_;
} else {
animation->changeFrameCallback_ = nullptr;
animation->endCallback_ = nullptr;
}
}
}
bool CharacterAnimation::SetAction(const std::string& actionName) {
auto nextIt = actionAnimations_.find(actionName);
if (nextIt == actionAnimations_.end()) {
if (parent_) {
parent_->ReportFatalCharacterError("CharacterAnimation::SetAction",
"requested animation tag is not loaded",
std::string(), actionName);
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CharacterAnimation: action %s missing and parent is null",
actionName.c_str());
}
return false;
}
if (!currentActionTag_.empty()) {
auto currentIt = actionAnimations_.find(currentActionTag_);
if (currentIt != actionAnimations_.end()) {
for (auto& animation : currentIt->second) {
animation->Reset();
animation->SetVisible(false);
}
}
}
for (auto& animation : nextIt->second) {
animation->Reset();
animation->SetVisible(true);
}
currentActionTag_ = actionName;
RefreshRuntimeCallbacks();
SetDirection(direction_);
MarkCompositeDirty();
return true;
}
void CharacterAnimation::SetDirection(int direction) {
direction_ = direction >= 0 ? 1 : -1;
auto currentIt = actionAnimations_.find(currentActionTag_);
if (currentIt == actionAnimations_.end()) {
return;
}
for (auto& animation : currentIt->second) {
if (animation) {
animation->SetDirection(direction_);
}
}
MarkCompositeDirty();
}
bool CharacterAnimation::IsCurrentActionFinished() const {
const Animation* primaryAnimation = GetCurrentPrimaryAnimation();
if (!primaryAnimation) {
return false;
}
return !primaryAnimation->IsUsable();
}
int CharacterAnimation::GetCurrentFrameIndex() const {
const Animation* primaryAnimation = GetCurrentPrimaryAnimation();
return primaryAnimation ? primaryAnimation->GetCurrentFrameIndex() : 0;
}
int CharacterAnimation::GetCurrentFrameCount() const {
const Animation* primaryAnimation = GetCurrentPrimaryAnimation();
return primaryAnimation ? primaryAnimation->GetTotalFrameCount() : 0;
}
float CharacterAnimation::GetCurrentNormalizedProgress() const {
int totalFrames = GetCurrentFrameCount();
if (totalFrames <= 1) {
return IsCurrentActionFinished() ? 1.0f : 0.0f;
}
float progress = static_cast<float>(GetCurrentFrameIndex())
/ static_cast<float>(totalFrames - 1);
return std::clamp(progress, 0.0f, 1.0f);
}
animation::AniFrame CharacterAnimation::GetCurrentFrameInfo() const {
const Animation* primaryAnimation = GetCurrentPrimaryAnimation();
if (!primaryAnimation) {
return animation::AniFrame();
}
return primaryAnimation->GetCurrentFrameInfo();
}
void CharacterAnimation::SetActionFrameFlagCallback(ActionFrameFlagCallback callback) {
actionFrameFlagCallback_ = std::move(callback);
RefreshRuntimeCallbacks();
}
void CharacterAnimation::SetActionEndCallback(ActionEndCallback callback) {
actionEndCallback_ = std::move(callback);
RefreshRuntimeCallbacks();
}
bool CharacterAnimation::EnsureCompositeTextureReady() {
RefreshCompositeTextureIfNeeded();
return HasCompositeTexture();
}
bool CharacterAnimation::HasCompositeTexture() const {
return compositeCanvas_ && compositeCanvas_->IsCanvasReady() &&
GetCurrentCompositeFrameInfo().valid;
}
Ptr<Texture> CharacterAnimation::GetCompositeTexture() const {
return compositeCanvas_ ? compositeCanvas_->GetOutputTexture() : nullptr;
}
Vec2 CharacterAnimation::GetCompositeTextureSize() const {
CompositeFrameInfo info = GetCurrentCompositeFrameInfo();
return Vec2(static_cast<float>(info.width), static_cast<float>(info.height));
}
Vec2 CharacterAnimation::GetCompositeOriginInTexture() const {
return GetCurrentCompositeFrameInfo().originInTexture;
}
Vec2 CharacterAnimation::GetCompositeGroundAnchorInTexture() const {
return GetCurrentCompositeFrameInfo().groundAnchorInTexture;
}
CharacterAnimation::CompositeFrameInfo CharacterAnimation::ComputeCompositeFrameInfo(
const std::vector<RefPtr<Animation>>& animations, int direction) const {
CompositeFrameInfo info;
BoundsAccumulator bounds;
for (const auto& animation : animations) {
if (!animation) {
continue;
}
Rect animationBounds;
if (!animation->GetStaticLocalBounds(direction, animationBounds)) {
continue;
}
bounds.includeRect(
transformRectBounds(animationBounds, animation->GetLocalTransform()));
}
if (!bounds.valid) {
return info;
}
float left = std::floor(bounds.minX);
float top = std::floor(bounds.minY);
float right = std::ceil(bounds.maxX);
float bottom = std::ceil(bounds.maxY);
info.valid = true;
info.localBounds = Rect(left, top, std::max(right - left, 1.0f),
std::max(bottom - top, 1.0f));
info.width = std::max(static_cast<int>(std::lround(info.localBounds.width())), 1);
info.height = std::max(static_cast<int>(std::lround(info.localBounds.height())), 1);
info.originInTexture = Vec2(-info.localBounds.left(), -info.localBounds.top());
info.groundAnchorInTexture = info.originInTexture;
return info;
}
void CharacterAnimation::BuildCompositeActionFrames() {
compositeFrameInfoByAction_.clear();
for (const auto& [actionName, animations] : actionAnimations_) {
CompositeFrameInfo rightInfo = ComputeCompositeFrameInfo(animations, 1);
CompositeFrameInfo leftInfo = ComputeCompositeFrameInfo(animations, -1);
compositeFrameInfoByAction_[actionName] =
combineCompositeFrameInfo(rightInfo, leftInfo);
}
}
CharacterAnimation::CompositeFrameInfo CharacterAnimation::GetCurrentCompositeFrameInfo() const {
auto it = compositeFrameInfoByAction_.find(currentActionTag_);
if (it == compositeFrameInfoByAction_.end()) {
return CompositeFrameInfo();
}
return it->second;
}
uint64 CharacterAnimation::CaptureCurrentRenderSignature() const {
uint64 signature = 1469598103934665603ULL;
combineHash(signature, static_cast<uint64>(direction_ >= 0 ? 1 : 0));
combineHash(signature, static_cast<uint64>(std::hash<std::string>{}(currentActionTag_)));
auto currentIt = actionAnimations_.find(currentActionTag_);
if (currentIt == actionAnimations_.end()) {
return signature;
}
for (const auto& animation : currentIt->second) {
if (!animation) {
continue;
}
combineHash(signature, animation->GetRenderSignature());
}
return signature;
}
void CharacterAnimation::MarkCompositeDirty() {
compositeDirty_ = true;
if (compositeCanvas_) {
compositeCanvas_->SetDirty();
}
}
void CharacterAnimation::UpdateCompositeCamera() {
if (!compositeCanvas_) {
return;
}
CompositeFrameInfo info = GetCurrentCompositeFrameInfo();
Camera& camera = compositeCanvas_->GetCanvasCamera();
camera.setViewport(std::max(info.width, 1), std::max(info.height, 1));
camera.setZoom(1.0f);
Vec2 cameraOrigin = GetWorldTransform().transformPoint(
Vec2(info.localBounds.left(), info.localBounds.top()));
camera.setPosition(cameraOrigin);
}
void CharacterAnimation::RefreshCompositeTextureIfNeeded() {
if (!compositeDirty_ || !compositeCanvas_) {
return;
}
CompositeFrameInfo info = GetCurrentCompositeFrameInfo();
if (!info.valid) {
compositeDirty_ = false;
lastCompositeSignature_ = CaptureCurrentRenderSignature();
return;
}
if (!compositeCanvas_->SetCanvasSize(std::max(info.width, 1),
std::max(info.height, 1))) {
return;
}
UpdateCompositeCamera();
if (!compositeCanvas_->Redraw()) {
return;
}
compositeDirty_ = false;
lastCompositeSignature_ = CaptureCurrentRenderSignature();
++compositeVersion_;
}
void CharacterAnimation::RenderCurrentActionToCompositeCanvas() {
if (actionAnimations_.find(currentActionTag_) == actionAnimations_.end()) {
return;
}
RenderChildren();
}
} // namespace frostbite2D