Remove Nima from DEPS, experiments, Viewer, etc.
Change-Id: Ide69d3c9f0f02e886bd0d52723d425a548edd2e0 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/214187 Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
This commit is contained in:
parent
d063e8b6f1
commit
c6568afa0b
22
BUILD.gn
22
BUILD.gn
@ -42,7 +42,6 @@ declare_args() {
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skia_enable_ccpr = true
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skia_enable_nvpr = !skia_enable_flutter_defines
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skia_enable_discrete_gpu = true
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skia_enable_nima = false
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skia_enable_pdf = true
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skia_enable_spirv_validation = is_skia_dev_build && is_debug
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skia_enable_skpicture = true
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@ -892,10 +891,6 @@ component("skia") {
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":xml",
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]
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if (skia_enable_nima) {
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deps += [ "//third_party/Nima-Cpp" ]
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}
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# This file (and all GN files in Skia) are designed to work with an
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# empty sources assignment filter; we handle all that explicitly.
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# We clear the filter here for clients who may have set up a global filter.
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@ -1787,12 +1782,6 @@ if (skia_enable_tools) {
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"modules/skshaper",
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]
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# NIMA does not build on Windows clang
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if (!is_win || !is_clang) {
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sources += [ "experimental/nima/NimaActor.cpp" ]
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deps += [ "//third_party/Nima-Cpp" ]
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}
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if (skia_use_lua) {
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sources += [ "samplecode/SampleLua.cpp" ]
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deps += [
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@ -1865,11 +1854,6 @@ if (skia_enable_tools) {
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"modules/skottie:utils",
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"modules/sksg",
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]
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# NIMA does not build on Windows clang
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if (!is_win || !is_clang) {
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deps += [ "//third_party/Nima-Cpp" ]
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}
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}
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}
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@ -2341,12 +2325,6 @@ if (skia_enable_tools) {
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"modules/sksg:samples",
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"//third_party/imgui",
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]
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# NIMA does not build on Windows clang
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if (!is_win || !is_clang) {
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sources += [ "tools/viewer/NIMASlide.cpp" ]
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deps += [ "//third_party/Nima-Cpp" ]
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}
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}
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if (!skia_use_angle && (is_linux || is_win || is_mac)) {
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2
DEPS
2
DEPS
@ -32,8 +32,6 @@ deps = {
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#"third_party/externals/v8" : "https://chromium.googlesource.com/v8/v8.git@5f1ae66d5634e43563b2d25ea652dfb94c31a3b4",
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"third_party/externals/wuffs" : "https://skia.googlesource.com/external/github.com/google/wuffs.git@f58ffbc927899b9534a273d3057094ce6ac1ed61",
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"third_party/externals/zlib" : "https://chromium.googlesource.com/chromium/src/third_party/zlib@47af7c547f8551bd25424e56354a2ae1e9062859",
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"third_party/externals/Nima-Cpp" : "https://skia.googlesource.com/external/github.com/2d-inc/Nima-Cpp.git@4bd02269d7d1d2e650950411325eafa15defb084",
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"third_party/externals/Nima-Math-Cpp" : "https://skia.googlesource.com/external/github.com/2d-inc/Nima-Math-Cpp.git@e0c12772093fa8860f55358274515b86885f0108",
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"../src": {
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"url": "https://chromium.googlesource.com/chromium/src.git@8c742b264faa683884dc348471d8160d8c8e977f",
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@ -1,323 +0,0 @@
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/*
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* Copyright 2018 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "experimental/nima/NimaActor.h"
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#include "include/core/SkData.h"
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#include "include/core/SkFilterQuality.h"
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#include "include/core/SkImage.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkString.h"
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#include "include/core/SkVertices.h"
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#include <algorithm>
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#include <cmath>
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NimaActor::NimaActor(std::string nimaPath, std::string texturePath)
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: fTexture(nullptr)
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, fActorImages()
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, fPaint(nullptr)
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, fAnimationNames()
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, fAnimationInstance(nullptr) {
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// Load the NIMA data.
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INHERITED::load(nimaPath);
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// Load the image asset.
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fTexture = SkImage::MakeFromEncoded(SkData::MakeFromFileName(texturePath.c_str()));
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this->init();
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}
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NimaActor::NimaActor(sk_sp<SkData> nimaBytes, sk_sp<SkData> textureBytes)
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: fTexture(nullptr)
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, fActorImages()
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, fPaint(nullptr)
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, fAnimationNames()
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, fAnimationInstance(nullptr) {
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// Load the NIMA data.
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INHERITED::load(const_cast<uint8_t*>(nimaBytes->bytes()), nimaBytes->size());
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// Load the image asset.
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fTexture = SkImage::MakeFromEncoded(textureBytes);
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this->init();
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}
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void NimaActor::init() {
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// Create the paint.
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fPaint = std::make_unique<SkPaint>();
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fPaint->setShader(fTexture->makeShader(nullptr));
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fPaint->setFilterQuality(SkFilterQuality::kLow_SkFilterQuality);
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// Load the image nodes.
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fActorImages.reserve(m_ImageNodeCount);
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for (uint32_t i = 0; i < m_ImageNodeCount; i ++) {
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fActorImages.emplace_back(m_ImageNodes[i], fTexture.get(), fPaint.get());
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}
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// Sort the image nodes.
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std::sort(fActorImages.begin(), fActorImages.end(), [](auto a, auto b) {
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return a.drawOrder() < b.drawOrder();
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});
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// Get the list of animations.
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fAnimationNames.reserve(m_AnimationsCount);
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for (uint32_t i = 0; i < m_AnimationsCount; i++) {
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fAnimationNames.push_back(m_Animations[i].name());
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}
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this->setAnimation(0);
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}
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SkScalar NimaActor::duration() const {
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if (fAnimationInstance) {
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return fAnimationInstance->duration();
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}
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return 0.0f;
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}
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void NimaActor::setAnimation(uint8_t index) {
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if (index < fAnimationNames.size()) {
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fAnimationIndex = index;
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fAnimationInstance = this->animationInstance(fAnimationNames[fAnimationIndex]);
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}
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}
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void NimaActor::setAnimation(std::string name) {
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for (size_t i = 0; i < fAnimationNames.size(); i++)
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{
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std::string aName = fAnimationNames[i];
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if (aName == name)
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{
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setAnimation(i);
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return;
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}
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}
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}
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void NimaActor::render(SkCanvas* canvas, uint32_t renderFlags) {
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// Render the image nodes.
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for (auto& image : fActorImages) {
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image.render(canvas, renderFlags);
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}
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}
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void NimaActor::seek(SkScalar t) {
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// Apply the animation.
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if (fAnimationInstance) {
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t = std::fmod(t, fAnimationInstance->max());
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fAnimationInstance->time(t);
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fAnimationInstance->apply(1.0f);
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}
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}
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// ===================================================================================
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NimaActorImage::NimaActorImage(nima::ActorImage* actorImage, SkImage* texture, SkPaint* paint)
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: fActorImage(actorImage)
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, fTexture(texture)
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, fPaint(paint)
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, fSkinned(false)
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, fPositions()
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, fTexs()
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, fBoneIdx()
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, fBoneWgt()
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, fIndices()
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, fBones()
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, fVertices(nullptr)
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, fRenderFlags(0) {
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// Update the vertices and bones.
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this->updateVertices(true);
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this->updateBones();
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}
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void NimaActorImage::render(SkCanvas* canvas, uint32_t renderFlags) {
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bool dirty = renderFlags != fRenderFlags;
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fRenderFlags = renderFlags;
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bool useImmediate = renderFlags & kImmediate_RenderFlag;
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bool useCache = renderFlags & kCache_RenderFlag;
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bool drawBounds = renderFlags & kBounds_RenderFlag;
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// Don't use the cache if drawing in immediate mode.
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useCache &= !useImmediate;
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if (fActorImage->doesAnimationVertexDeform() || dirty) {
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// These are vertices that transform beyond just bone transforms, so they must be
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// updated every frame.
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// If the render flags are dirty, reset the vertices object.
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this->updateVertices(!useCache);
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}
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// Update the bones.
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this->updateBones();
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// Deform the bones in immediate mode.
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sk_sp<SkVertices> vertices = fVertices;
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if (useImmediate) {
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vertices = fVertices->applyBones(fBones.data(), fBones.size());
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}
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// Draw the vertices object.
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this->drawVerticesObject(vertices.get(), canvas, !useImmediate);
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// Draw the bounds.
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if (drawBounds && fActorImage->renderOpacity() > 0.0f) {
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// Get the bounds.
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SkRect bounds = vertices->bounds();
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// Approximate bounds if not using immediate transforms.
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if (!useImmediate) {
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const SkRect originalBounds = fBones[0].mapRect(vertices->bounds());
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bounds = originalBounds;
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for (size_t i = 1; i < fBones.size(); i++) {
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const SkVertices::Bone& matrix = fBones[i];
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bounds.join(matrix.mapRect(originalBounds));
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}
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}
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// Draw the bounds.
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SkPaint paint;
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paint.setStyle(SkPaint::kStroke_Style);
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paint.setColor(0xFFFF0000);
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canvas->drawRect(bounds, paint);
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}
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}
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void NimaActorImage::updateVertices(bool isVolatile) {
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// Update whether the image is skinned.
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fSkinned = fActorImage->connectedBoneCount() > 0;
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// Retrieve data from the image.
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uint32_t vertexCount = fActorImage->vertexCount();
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uint32_t vertexStride = fActorImage->vertexStride();
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float* vertexData = fActorImage->vertices();
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uint32_t indexCount = fActorImage->triangleCount() * 3;
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uint16_t* indexData = fActorImage->triangles();
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// Don't render if not visible.
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if (!vertexCount || fActorImage->textureIndex() < 0) {
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fPositions.clear();
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fTexs.clear();
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fBoneIdx.clear();
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fBoneWgt.clear();
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fIndices.clear();
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return;
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}
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// Split the vertex data.
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fPositions.resize(vertexCount);
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fTexs.resize(vertexCount);
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fIndices.resize(indexCount);
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if (fSkinned) {
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fBoneIdx.resize(vertexCount * 4);
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fBoneWgt.resize(vertexCount * 4);
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}
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for (uint32_t i = 0; i < vertexCount; i ++) {
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uint32_t j = i * vertexStride;
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// Get the attributes.
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float* attrPosition = vertexData + j;
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float* attrTex = vertexData + j + 2;
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float* attrBoneIdx = vertexData + j + 4;
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float* attrBoneWgt = vertexData + j + 8;
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// Get deformed positions if necessary.
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if (fActorImage->doesAnimationVertexDeform()) {
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attrPosition = fActorImage->animationDeformedVertices() + i * 2;
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}
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// Set the data.
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fPositions[i].set(attrPosition[0], attrPosition[1]);
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fTexs[i].set(attrTex[0] * fTexture->width(), attrTex[1] * fTexture->height());
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if (fSkinned) {
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for (uint32_t k = 0; k < 4; k ++) {
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fBoneIdx[i][k] = static_cast<uint32_t>(attrBoneIdx[k]);
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fBoneWgt[i][k] = attrBoneWgt[k];
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}
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}
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}
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memcpy(fIndices.data(), indexData, indexCount * sizeof(uint16_t));
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// Update the vertices object.
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fVertices = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode,
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vertexCount,
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fPositions.data(),
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fTexs.data(),
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nullptr,
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fBoneIdx.data(),
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fBoneWgt.data(),
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fIndices.size(),
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fIndices.data(),
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isVolatile);
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}
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void NimaActorImage::updateBones() {
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// NIMA matrices are a collection of 6 floats.
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constexpr int kNIMAMatrixSize = 6;
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// Set up the matrices for the first time.
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if (fBones.size() == 0) {
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int numMatrices = 1;
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if (fSkinned) {
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numMatrices = fActorImage->boneInfluenceMatricesLength() / kNIMAMatrixSize;
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}
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// Initialize all matrices to the identity matrix.
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fBones.assign(numMatrices, {{ 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f }});
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}
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if (fSkinned) {
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// Update the matrices.
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float* matrixData = fActorImage->boneInfluenceMatrices();
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memcpy(fBones.data(), matrixData, fBones.size() * kNIMAMatrixSize * sizeof(float));
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}
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// Set the zero matrix to be the world transform.
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memcpy(fBones.data(),
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fActorImage->worldTransform().values(),
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kNIMAMatrixSize * sizeof(float));
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}
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void NimaActorImage::drawVerticesObject(SkVertices* vertices, SkCanvas* canvas, bool useBones) const {
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// Determine the blend mode.
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SkBlendMode blendMode;
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switch (fActorImage->blendMode()) {
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case nima::BlendMode::Off: {
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blendMode = SkBlendMode::kSrc;
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break;
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}
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case nima::BlendMode::Normal: {
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blendMode = SkBlendMode::kSrcOver;
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break;
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}
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case nima::BlendMode::Additive: {
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blendMode = SkBlendMode::kPlus;
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break;
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}
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case nima::BlendMode::Multiply: {
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blendMode = SkBlendMode::kMultiply;
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break;
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}
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case nima::BlendMode::Screen: {
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blendMode = SkBlendMode::kScreen;
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break;
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}
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}
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// Set the opacity.
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fPaint->setAlpha(static_cast<U8CPU>(fActorImage->renderOpacity() * 255));
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// Draw the vertices.
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if (useBones) {
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canvas->drawVertices(vertices, fBones.data(), fBones.size(), blendMode, *fPaint);
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} else {
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canvas->drawVertices(vertices, blendMode, *fPaint);
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}
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// Reset the opacity.
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fPaint->setAlpha(255);
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}
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@ -1,133 +0,0 @@
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/*
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* Copyright 2018 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef NimaActor_DEFINED
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#define NimaActor_DEFINED
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#include <nima/Actor.hpp>
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#include <nima/ActorImage.hpp>
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#include <nima/Vec2D.hpp>
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#include "include/core/SkCanvas.h"
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#include "include/core/SkData.h"
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#include "include/core/SkImage.h"
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#include <string>
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class NimaActor;
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class NimaActorImage;
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enum RenderFlags {
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kImmediate_RenderFlag = 0x1,
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kCache_RenderFlag = 0x2,
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kBounds_RenderFlag = 0x4,
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};
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/** \class NimaActor
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NimaActor acts as a breidge between Skia and a nima::Actor object.
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The Actor object essentially is a set of bones and textures.
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NimaActor knows how to draw itself (the Actor) to an SkCanvas
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at various time stamps.
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NimaActor is also aware of the different animation types the
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Actor has and coordinates switching between them. For example,
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an animation might have an "idle" and a "jump" animation it can
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switch between.
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*/
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class NimaActor : public nima::Actor {
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public:
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NimaActor(std::string nimaPath, std::string texturePath);
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NimaActor(sk_sp<SkData> nimaBytes, sk_sp<SkData> textureBytes);
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~NimaActor() = default;
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/**
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* Render draws itself to the given canvas, at whatever
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* the current time position is (see seek).
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*/
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void render(SkCanvas* canvas, uint32_t renderFlags = 0);
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/**
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* Updates the animation state to be at time t.
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* This does not re-draw anything, another call to render() is required.
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*
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* @param t - number of second in (modulo total duration)
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*
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*/
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void seek(SkScalar t);
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/**
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* Returns the duration of the current Actor's animation in seconds.
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*/
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SkScalar duration() const;
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/**
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* Sets the animation type based on the index given. The default
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* animation index is 0. If index is invalid, nothing changes.
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*/
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void setAnimation(uint8_t index);
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/**
|
||||
* Sets the animation type to be one that matches the provided
|
||||
* name. If the name does not match any of the existing animation
|
||||
* types, nothing changes.
|
||||
*/
|
||||
void setAnimation(std::string name);
|
||||
|
||||
/**
|
||||
* Returns all possible animation names. Use with setAnimation().
|
||||
*/
|
||||
const std::vector<std::string>& getAnimationNames() const {
|
||||
return fAnimationNames;
|
||||
}
|
||||
|
||||
private:
|
||||
void init();
|
||||
sk_sp<SkImage> fTexture;
|
||||
std::vector<NimaActorImage> fActorImages;
|
||||
std::unique_ptr<SkPaint> fPaint;
|
||||
std::vector<std::string> fAnimationNames;
|
||||
nima::ActorAnimationInstance* fAnimationInstance;
|
||||
uint8_t fAnimationIndex;
|
||||
|
||||
typedef nima::Actor INHERITED;
|
||||
};
|
||||
|
||||
// A wrapper class that handles rendering of ActorImages (renderable components NIMA Actors).
|
||||
class NimaActorImage {
|
||||
public:
|
||||
NimaActorImage(nima::ActorImage* actorImage, SkImage* texture, SkPaint* paint);
|
||||
~NimaActorImage() = default;
|
||||
|
||||
void render(SkCanvas* canvas, uint32_t renderFlags);
|
||||
|
||||
int drawOrder() const { return fActorImage->drawOrder(); }
|
||||
|
||||
private:
|
||||
nima::ActorImage* fActorImage;
|
||||
SkImage* fTexture;
|
||||
SkPaint* fPaint;
|
||||
|
||||
bool fSkinned;
|
||||
std::vector<SkPoint> fPositions;
|
||||
std::vector<SkPoint> fTexs;
|
||||
std::vector<SkVertices::BoneIndices> fBoneIdx;
|
||||
std::vector<SkVertices::BoneWeights> fBoneWgt;
|
||||
std::vector<uint16_t> fIndices;
|
||||
|
||||
std::vector<SkVertices::Bone> fBones;
|
||||
sk_sp<SkVertices> fVertices;
|
||||
|
||||
uint32_t fRenderFlags;
|
||||
|
||||
void updateVertices(bool isVolatile);
|
||||
void updateBones();
|
||||
void drawVerticesObject(SkVertices* vertices, SkCanvas* canvas, bool useBones) const;
|
||||
};
|
||||
|
||||
#endif
|
@ -61,7 +61,6 @@ samples_sources = [
|
||||
"$_samplecode/SampleLitAtlas.cpp",
|
||||
"$_samplecode/SampleManyRects.cpp",
|
||||
"$_samplecode/SampleMegaStroke.cpp",
|
||||
"$_samplecode/SampleNima.cpp",
|
||||
"$_samplecode/SampleMixer.cpp",
|
||||
"$_samplecode/SamplePatch.cpp",
|
||||
"$_samplecode/SamplePath.cpp",
|
||||
@ -100,7 +99,3 @@ samples_sources = [
|
||||
"$_samplecode/SampleXfermodesBlur.cpp",
|
||||
"$_samplecode/vertexdump.cpp",
|
||||
]
|
||||
|
||||
if (is_win && is_clang) {
|
||||
samples_sources -= [ "$_samplecode/SampleNima.cpp" ]
|
||||
}
|
||||
|
@ -1,73 +0,0 @@
|
||||
/*
|
||||
* Copyright 2018 Google Inc.
|
||||
*
|
||||
* Use of this source code is governed by a BSD-style license that can be
|
||||
* found in the LICENSE file.
|
||||
*/
|
||||
|
||||
#include "samplecode/Sample.h"
|
||||
|
||||
#include "experimental/nima/NimaActor.h"
|
||||
#include "tools/Resources.h"
|
||||
#include "tools/timer/AnimTimer.h"
|
||||
|
||||
#include <nima/Animation/ActorAnimationInstance.hpp>
|
||||
#include <cmath>
|
||||
|
||||
using namespace nima;
|
||||
|
||||
class NimaView : public Sample {
|
||||
public:
|
||||
NimaView()
|
||||
: fActor(nullptr) {
|
||||
}
|
||||
|
||||
protected:
|
||||
virtual bool onQuery(Sample::Event* evt) override {
|
||||
if (Sample::TitleQ(*evt)) {
|
||||
Sample::TitleR(evt, "Nima");
|
||||
return true;
|
||||
}
|
||||
return this->INHERITED::onQuery(evt);
|
||||
}
|
||||
|
||||
void onOnceBeforeDraw() override {
|
||||
// Create the actor.
|
||||
std::string nimaPath(GetResourcePath("nima/Robot.nima").c_str());
|
||||
std::string texturePath(GetResourcePath("nima/Robot.png").c_str());
|
||||
|
||||
fActor = std::make_unique<NimaActor>(nimaPath, texturePath);
|
||||
|
||||
// Also available: dance, jump, idle
|
||||
fActor->setAnimation("attack");
|
||||
}
|
||||
|
||||
void onDrawContent(SkCanvas* canvas) override {
|
||||
canvas->save();
|
||||
|
||||
canvas->translate(500, 700);
|
||||
canvas->scale(1, -1);
|
||||
|
||||
// Render the actor.
|
||||
fActor->render(canvas);
|
||||
|
||||
canvas->restore();
|
||||
}
|
||||
|
||||
bool onAnimate(const AnimTimer& timer) override {
|
||||
if (fActor) {
|
||||
float time = std::fmod(timer.secs(), fActor->duration());
|
||||
fActor->seek(time);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
std::unique_ptr<NimaActor> fActor;
|
||||
|
||||
typedef Sample INHERITED;
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
DEF_SAMPLE( return new NimaView(); )
|
99
third_party/Nima-Cpp/BUILD.gn
vendored
99
third_party/Nima-Cpp/BUILD.gn
vendored
@ -1,99 +0,0 @@
|
||||
# Copyright 2018 Google Inc.
|
||||
#
|
||||
# Use of this source code is governed by a BSD-style license that can be
|
||||
# found in the LICENSE file.
|
||||
|
||||
import("../third_party.gni")
|
||||
|
||||
copy("copy-nima-cpp") {
|
||||
sources = [
|
||||
"../externals/Nima-Cpp/Source",
|
||||
]
|
||||
outputs = [
|
||||
"$target_gen_dir/Nima-Cpp/nima",
|
||||
]
|
||||
}
|
||||
|
||||
copy("copy-nima-math-cpp") {
|
||||
sources = [
|
||||
"../externals/Nima-Math-Cpp/Source",
|
||||
]
|
||||
outputs = [
|
||||
"$target_gen_dir/Nima-Math-Cpp/nima",
|
||||
]
|
||||
}
|
||||
|
||||
third_party("Nima-Cpp") {
|
||||
deps = [
|
||||
":copy-nima-cpp",
|
||||
":copy-nima-math-cpp",
|
||||
]
|
||||
|
||||
public_include_dirs = [
|
||||
"$target_gen_dir/Nima-Cpp",
|
||||
"$target_gen_dir/Nima-Math-Cpp",
|
||||
]
|
||||
|
||||
configs -= [
|
||||
"//gn:no_exceptions",
|
||||
"//gn:no_rtti",
|
||||
]
|
||||
|
||||
sources = [
|
||||
"../externals/Nima-Cpp/Source/Actor.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorBone.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorCollider.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorComponent.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorEvent.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorIKTarget.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorImage.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorInstance.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorNode.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorNodeSolo.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorRenderNode.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorRootBone.cpp",
|
||||
"../externals/Nima-Cpp/Source/ActorStaticMesh.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/ActorAnimation.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/ActorAnimationInstance.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/ComponentAnimation.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/Interpolators/CubicSolver.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/Interpolators/ValueTimeCurveInterpolator.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrame.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameActiveChild.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameCustomProperty.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameDrawOrder.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameIKStrength.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameIsCollisionEnabled.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameLength.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameNumeric.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameOpacity.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFramePosX.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFramePosY.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameRotation.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameScaleX.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameScaleY.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameSequence.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameTrigger.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameVertexDeform.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/KeyFrames/KeyFrameWithInterpolation.cpp",
|
||||
"../externals/Nima-Cpp/Source/Animation/PropertyAnimation.cpp",
|
||||
"../externals/Nima-Cpp/Source/BinaryReader.cpp",
|
||||
"../externals/Nima-Cpp/Source/BlockReader.cpp",
|
||||
"../externals/Nima-Cpp/Source/CustomProperty.cpp",
|
||||
"../externals/Nima-Cpp/Source/NestedActorAsset.cpp",
|
||||
"../externals/Nima-Cpp/Source/NestedActorNode.cpp",
|
||||
"../externals/Nima-Math-Cpp/Source/Mat2D.cpp",
|
||||
"../externals/Nima-Math-Cpp/Source/Vec2D.cpp",
|
||||
]
|
||||
|
||||
cflags_cc = []
|
||||
if (is_win) {
|
||||
defines = [ "_USE_MATH_DEFINES" ]
|
||||
cflags_cc += [
|
||||
"/FI",
|
||||
"algorithm",
|
||||
]
|
||||
}
|
||||
|
||||
enabled = !is_win || !is_clang
|
||||
}
|
@ -1,178 +0,0 @@
|
||||
/*
|
||||
* Copyright 2018 Google Inc.
|
||||
*
|
||||
* Use of this source code is governed by a BSD-style license that can be
|
||||
* found in the LICENSE file.
|
||||
*/
|
||||
|
||||
#include "tools/viewer/NIMASlide.h"
|
||||
|
||||
#include "src/utils/SkOSPath.h"
|
||||
#include "tools/Resources.h"
|
||||
#include "tools/timer/AnimTimer.h"
|
||||
#include "imgui.h"
|
||||
#include "experimental/nima/NimaActor.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
using namespace sk_app;
|
||||
using namespace nima;
|
||||
|
||||
// ImGui expects an array of const char* when displaying a ListBox. This function is for an
|
||||
// overload of ImGui::ListBox that takes a getter so that ListBox works with
|
||||
// std::vector<std::string>.
|
||||
static bool vector_getter(void* v, int index, const char** out) {
|
||||
auto vector = reinterpret_cast<std::vector<std::string>*>(v);
|
||||
*out = vector->at(index).c_str();
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
NIMASlide::NIMASlide(const SkString& name, const SkString& path)
|
||||
: fBasePath()
|
||||
, fActor(nullptr)
|
||||
, fAnimationIndex(0)
|
||||
, fPlaying(true)
|
||||
, fTime(0.0f)
|
||||
, fRenderFlags(0) {
|
||||
fName = name;
|
||||
|
||||
// Get the path components.
|
||||
SkString baseName = SkOSPath::Basename(path.c_str());
|
||||
baseName.resize(baseName.size() - 5);
|
||||
SkString dirName = SkOSPath::Dirname(path.c_str());
|
||||
SkString basePath = SkOSPath::Join(dirName.c_str(), baseName.c_str());
|
||||
|
||||
// Save the base path.
|
||||
fBasePath = std::string(basePath.c_str());
|
||||
}
|
||||
|
||||
NIMASlide::~NIMASlide() {}
|
||||
|
||||
SkISize NIMASlide::getDimensions() const {
|
||||
return SkISize::MakeEmpty(); // TODO
|
||||
}
|
||||
|
||||
void NIMASlide::draw(SkCanvas* canvas) {
|
||||
canvas->save();
|
||||
|
||||
for (int i = 0; i < 10; i ++) {
|
||||
for (int j = 0; j < 10; j ++) {
|
||||
canvas->save();
|
||||
|
||||
canvas->translate(1250 - 250 * i, 1250 - 250 * j);
|
||||
canvas->scale(0.5, -0.5);
|
||||
|
||||
// Render the actor.
|
||||
fActor->setAnimation(fAnimationIndex);
|
||||
fActor->render(canvas, fRenderFlags);
|
||||
|
||||
canvas->restore();
|
||||
}
|
||||
}
|
||||
|
||||
canvas->restore();
|
||||
|
||||
// Render the GUI.
|
||||
this->renderGUI();
|
||||
}
|
||||
|
||||
void NIMASlide::load(SkScalar winWidth, SkScalar winHeight) {
|
||||
this->resetActor();
|
||||
}
|
||||
|
||||
void NIMASlide::unload() {
|
||||
// Discard resources.
|
||||
fActor.reset(nullptr);
|
||||
}
|
||||
|
||||
bool NIMASlide::animate(const AnimTimer& timer) {
|
||||
// Apply the animation.
|
||||
if (fActor) {
|
||||
float time = std::fmod(timer.secs(), fActor->duration());
|
||||
fActor->seek(time);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool NIMASlide::onChar(SkUnichar c) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool NIMASlide::onMouse(SkScalar x, SkScalar y, Window::InputState state, uint32_t modifiers) {
|
||||
return false;
|
||||
}
|
||||
|
||||
void NIMASlide::resetActor() {
|
||||
// Create the actor.
|
||||
std::string nimaPath = fBasePath + ".nima";
|
||||
std::string texturePath = fBasePath + ".png";
|
||||
|
||||
fActor = std::make_unique<NimaActor>(nimaPath, texturePath);
|
||||
}
|
||||
|
||||
void NIMASlide::renderGUI() {
|
||||
ImGui::SetNextWindowSize(ImVec2(300, 0));
|
||||
ImGui::Begin("NIMA");
|
||||
|
||||
// List of animations.
|
||||
auto animations = const_cast<std::vector<std::string>&>(fActor->getAnimationNames());
|
||||
ImGui::PushItemWidth(-1);
|
||||
if (ImGui::ListBox("Animations",
|
||||
&fAnimationIndex,
|
||||
vector_getter,
|
||||
reinterpret_cast<void*>(&animations),
|
||||
animations.size(),
|
||||
5)) {
|
||||
resetActor();
|
||||
}
|
||||
|
||||
// Playback control.
|
||||
ImGui::Spacing();
|
||||
if (ImGui::Button("Play")) {
|
||||
fPlaying = true;
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Pause")) {
|
||||
fPlaying = false;
|
||||
}
|
||||
|
||||
// Time slider.
|
||||
ImGui::PushItemWidth(-1);
|
||||
ImGui::SliderFloat("Time", &fTime, 0.0f, fActor->duration(), "Time: %.3f");
|
||||
|
||||
// Backend control.
|
||||
int useImmediate = SkToBool(fRenderFlags & kImmediate_RenderFlag);
|
||||
ImGui::Spacing();
|
||||
ImGui::RadioButton("Skia Backend", &useImmediate, 0);
|
||||
ImGui::RadioButton("Immediate Backend", &useImmediate, 1);
|
||||
if (useImmediate) {
|
||||
fRenderFlags |= kImmediate_RenderFlag;
|
||||
} else {
|
||||
fRenderFlags &= ~kImmediate_RenderFlag;
|
||||
}
|
||||
|
||||
// Cache control.
|
||||
bool useCache = SkToBool(fRenderFlags & kCache_RenderFlag);
|
||||
ImGui::Spacing();
|
||||
ImGui::Checkbox("Cache Vertices", &useCache);
|
||||
if (useCache) {
|
||||
fRenderFlags |= kCache_RenderFlag;
|
||||
} else {
|
||||
fRenderFlags &= ~kCache_RenderFlag;
|
||||
}
|
||||
|
||||
// Bounding box toggle.
|
||||
bool drawBounds = SkToBool(fRenderFlags & kBounds_RenderFlag);
|
||||
ImGui::Spacing();
|
||||
ImGui::Checkbox("Draw Bounds", &drawBounds);
|
||||
if (drawBounds) {
|
||||
fRenderFlags |= kBounds_RenderFlag;
|
||||
} else {
|
||||
fRenderFlags &= ~kBounds_RenderFlag;
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
@ -1,48 +0,0 @@
|
||||
/*
|
||||
* Copyright 2018 Google Inc.
|
||||
*
|
||||
* Use of this source code is governed by a BSD-style license that can be
|
||||
* found in the LICENSE file.
|
||||
*/
|
||||
|
||||
#ifndef NIMASlide_DEFINED
|
||||
#define NIMASlide_DEFINED
|
||||
|
||||
#include "tools/viewer/Slide.h"
|
||||
|
||||
#include "experimental/nima/NimaActor.h"
|
||||
#include "include/core/SkCanvas.h"
|
||||
#include "include/core/SkVertices.h"
|
||||
|
||||
class NIMASlide : public Slide {
|
||||
public:
|
||||
NIMASlide(const SkString& name, const SkString& path);
|
||||
~NIMASlide() override;
|
||||
|
||||
SkISize getDimensions() const override;
|
||||
|
||||
void draw(SkCanvas* canvas) override;
|
||||
void load(SkScalar winWidth, SkScalar winHeight) override;
|
||||
void unload() override;
|
||||
bool animate(const AnimTimer& timer) override;
|
||||
|
||||
bool onChar(SkUnichar c) override;
|
||||
bool onMouse(SkScalar x, SkScalar y, sk_app::Window::InputState state,
|
||||
uint32_t modifiers) override;
|
||||
|
||||
private:
|
||||
void resetActor();
|
||||
|
||||
void renderGUI();
|
||||
|
||||
private:
|
||||
std::string fBasePath;
|
||||
std::unique_ptr<NimaActor> fActor;
|
||||
int fAnimationIndex;
|
||||
|
||||
bool fPlaying;
|
||||
float fTime;
|
||||
uint32_t fRenderFlags;
|
||||
};
|
||||
|
||||
#endif
|
@ -52,10 +52,6 @@
|
||||
#include "tools/viewer/SkottieSlide.h"
|
||||
#endif
|
||||
|
||||
#if !(defined(SK_BUILD_FOR_WIN) && defined(__clang__))
|
||||
#include "tools/viewer/NIMASlide.h"
|
||||
#endif
|
||||
|
||||
class CapturingShaderErrorHandler : public GrContextOptions::ShaderErrorHandler {
|
||||
public:
|
||||
void compileError(const char* shader, const char* errors) override {
|
||||
@ -113,13 +109,11 @@ static DEFINE_string2(match, m, nullptr,
|
||||
|
||||
#if defined(SK_BUILD_FOR_ANDROID)
|
||||
static DEFINE_string(jpgs, "/data/local/tmp/resources", "Directory to read jpgs from.");
|
||||
static DEFINE_string(nimas, "/data/local/tmp/nimas", "Directory to read NIMA animations from.");
|
||||
static DEFINE_string(skps, "/data/local/tmp/skps", "Directory to read skps from.");
|
||||
static DEFINE_string(lotties, "/data/local/tmp/lotties",
|
||||
"Directory to read (Bodymovin) jsons from.");
|
||||
#else
|
||||
static DEFINE_string(jpgs, "jpgs", "Directory to read jpgs from.");
|
||||
static DEFINE_string(nimas, "nimas", "Directory to read NIMA animations from.");
|
||||
static DEFINE_string(skps, "skps", "Directory to read skps from.");
|
||||
static DEFINE_string(lotties, "lotties", "Directory to read (Bodymovin) jsons from.");
|
||||
#endif
|
||||
@ -611,12 +605,6 @@ void Viewer::initSlides() {
|
||||
[](const SkString& name, const SkString& path) -> sk_sp<Slide> {
|
||||
return sk_make_sp<SvgSlide>(name, path);}
|
||||
},
|
||||
#endif
|
||||
#if !(defined(SK_BUILD_FOR_WIN) && defined(__clang__))
|
||||
{ ".nima", "nima-dir", FLAGS_nimas,
|
||||
[](const SkString& name, const SkString& path) -> sk_sp<Slide> {
|
||||
return sk_make_sp<NIMASlide>(name, path);}
|
||||
},
|
||||
#endif
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user