ludic.anim: a transition may name a via one-shot - a request from from (the state last asked, or "*") to to goes by it when the rig carries its clip, and the one-shot's next hands on. The game's hiker picked sit_down / stand_up / board_boat / leave_boat in code; the set says it now. A via edge is not an edge for a request's own fade. animset_test holds it, with a via the rig has and one it has not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-30 02:34:07 +03:00
parent 986fba3586
commit 96798c0fbb
5 changed files with 45 additions and 4 deletions

View file

@ -33,7 +33,7 @@ function as_blend(s: AnimSet, from: int, to: int) -> float {
if s.transitions != null { if s.transitions != null {
for i in 0 .. len(s.transitions) { for i in 0 .. len(s.transitions) {
let tr = s.transitions[i] let tr = s.transitions[i]
if tr.when == null and tr.to == s.states[to].key and as_leaves(s, tr, from) { return tr.blend } if tr.when == null and tr.via == "" and tr.to == s.states[to].key and as_leaves(s, tr, from) { return tr.blend }
} }
} }
return s.states[to].blend return s.states[to].blend

View file

@ -11,8 +11,22 @@ export function animset_request(pl: AnimPlayer, key: string) -> void {
if pl.set < 0 or key == pl.asked { return } if pl.set < 0 or key == pl.asked { return }
let i = as_state(AnimSets[pl.set], key) let i = as_state(AnimSets[pl.set], key)
if i < 0 { return } if i < 0 { return }
let v = as_via(pl, key)
pl.asked = key pl.asked = key
pl.want = i pl.want = i
if v >= 0 { pl.want = v }
}
# the one-shot a request goes by: a `via` edge from where the code last asked (or "*") to this state,
# whose clip the rig carries; -1 for none
function as_via(pl: AnimPlayer, key: string) -> int {
let s = AnimSets[pl.set]
if s.transitions == null { return -1 }
for i in 0 .. len(s.transitions) {
let tr = s.transitions[i]
if tr.via != "" and tr.to == key and (tr.from == "*" or tr.from == pl.asked) and animset_can(pl, tr.via) { return as_state(s, tr.via) }
}
return -1
} }
# the state is in the set and the rig carries one of its clips: a one-shot with none is not asked for # the state is in the set and the rig carries one of its clips: a one-shot with none is not asked for

View file

@ -38,6 +38,7 @@ export property AnimTransition {
to: string = "" to: string = ""
blend: float = 0.2 blend: float = 0.2
@frame when: fn() -> bool = null @frame when: fn() -> bool = null
via: string = "" # a one-shot the code's request goes by when the rig carries its clip (its next hands on to `to`)
} }
# a graph for a kind of rig: its parameters, its states (the first is where it starts unless # a graph for a kind of rig: its parameters, its states (the first is where it starts unless

View file

@ -124,4 +124,22 @@ program AnimSetTest {
expect(not animset_can(pl, "bow")) expect(not animset_can(pl, "bow"))
expect(not animset_can(pl, "nope")) expect(not animset_can(pl, "nope"))
} }
test "a request goes by its via one-shot when the rig carries it, which hands on; else straight there" (anim_st: mut AnimState, render3d_st: mut Render3dState) {
let sk = skin(render3d_st)
let pl = rig(anim_st)
animset_request(pl, "seat")
animset_tick(anim_st, pl, sk, 0.1)
expect(playing(pl) == "rig_wave")
animset_tick(anim_st, pl, sk, 0.3)
animset_tick(anim_st, pl, sk, 0.3)
animset_tick(anim_st, pl, sk, 0.016)
expect(playing(pl) == "rig_hop")
animset_request(pl, "seat")
animset_tick(anim_st, pl, sk, 0.016)
expect(playing(pl) == "rig_hop")
animset_request(pl, "perch")
animset_tick(anim_st, pl, sk, 0.016)
expect(playing(pl) == "rig_walk")
}
} }

View file

@ -1,5 +1,6 @@
# sets.lres - the test's one set: a ground state picking by speed bands, a one-shot that hands back, # sets.lres - the test's one set: a ground state picking by speed bands, a one-shot that hands back,
# a hop the code never asks for, taken when toy_hops says so, and a bow no rig carries # a hop the code never asks for, taken when toy_hops says so, a bow no rig carries, and a seat and a
# perch the code asks for by way of a one-shot (settle, which the rig has; bow, which it has not)
toy { toy {
entry: "ground" entry: "ground"
params: ["speed"] params: ["speed"]
@ -15,7 +16,14 @@ toy {
}, },
{ key: "wave", loop: false, next: "ground", choices: [{ clip: "wave" }] }, { key: "wave", loop: false, next: "ground", choices: [{ clip: "wave" }] },
{ key: "hop", choices: [{ clip: "hop" }] }, { key: "hop", choices: [{ clip: "hop" }] },
{ key: "bow", loop: false, next: "ground", choices: [{ clip: "bow" }] } { key: "bow", loop: false, next: "ground", choices: [{ clip: "bow" }] },
{ key: "settle", loop: false, next: "seat", choices: [{ clip: "wave" }] },
{ key: "seat", choices: [{ clip: "hop" }] },
{ key: "perch", choices: [{ clip: "walk" }] }
]
transitions: [
{ from: "ground", to: "hop", blend: 0.1, when: fn toy_hops },
{ from: "*", to: "seat", via: "settle" },
{ from: "*", to: "perch", via: "bow" }
] ]
transitions: [{ from: "ground", to: "hop", blend: 0.1, when: fn toy_hops }]
} }