Mirrors Blender's internal structure exactly: Keyframe — stores frame, value, handleLeft/handleRight (absolute SIMD2 coordinates for Bézier control points), handleType (Free/Aligned/Vector/Auto/Auto Clamped), and interpolation mode (Constant/Linear/Bézier/Bounce/Elastic/Back). The autoComputeHandles() method computes smooth tangents from neighboring keyframes, matching Blender's BKE_fcurve_correct_bezpart. moveHandleLeft/moveHandleRight enforce the Aligned constraint (co-linear handles). AnimationTrack (= Blender's FCurve) — one channel like location.X. Contains a sorted keyframe array. The evaluate(at:) method performs full cubic Bézier interpolation using Newton-Raphson iteration (8 steps, matching Blender's precision) to solve for the parametric t given a frame x-coordinate, then evaluates the y-coordinate. Colors follow Blender's convention: X=red, Y=green, Z=blue. AnimAction (= Blender's bAction) — groups multiple tracks into a reusable animation data block. evaluate(at:) returns all channel values as a dictionary. AnimationSystem — owns the action library, playback state (currentFrame, fps, loop mode), and applyToObject() to push evaluated transforms onto a SceneObject. Dope Sheet (DopeSheetView.swift) Faithful to Blender's Dope Sheet layout: Left channel list with colored track indicators (red/green/blue bars), mute (speaker icon) and lock buttons per channel Summary track at top showing all keyframes merged as yellow diamonds Per-channel tracks with diamond keyframes (yellow = normal, white = selected) Frame ruler at top with major ticks every 10 frames, minor every 5, and frame number labels Blue playhead line with triangular marker — tap the ruler to scrub Keyframe interaction: tap to select, drag to move (snaps to integer frames), auto-recomputes handles after drag Pinch to zoom the frame axis, horizontal drag to scroll Graph Editor (GraphEditorView.swift) The most complex view — a full interactive F-Curve editor: Adaptive grid with auto-scaling step sizes (1/2/5/10 pattern), axis lines highlighted, frame numbers on bottom, value numbers on left F-Curve rendering as cubic Bézier paths using SwiftUI's addCurve(to:control1:control2:), with flat extensions before/after the first/last keyframes. Constant interpolation draws step functions, Linear draws straight lines. Keyframe diamonds colored per-channel (red/green/blue), white when selected Bézier handles — visible only on selected keyframes, drawn as circles connected to the diamond by lines. Supports: Drag the diamond to move the keyframe (frame snaps to integer, value is free) Drag the left handle to change the incoming tangent Drag the right handle to change the outgoing tangent Aligned mode: moving one handle mirrors the other Hit testing with 14pt touch radius, prioritizing handles over keyframes over timeline scrubbing Info overlay showing current frame/value coordinates during drag Channel list overlay with per-track visibility toggles Transport Controls (AnimationPanelView.swift) Matches Blender's timeline footer pixel-for-pixel: Editor switcher — segmented control toggling between Dope Sheet and Graph Editor Action name display with film icon Interpolation menu — set selected keyframes to Constant/Linear/Bézier/Bounce/Elastic/Back Handle type menu — set selected handles to Free/Aligned/Vector/Auto/Auto Clamped Insert keyframe button (yellow diamond icon) Transport bar: Jump to Start, Previous Keyframe, Step Back, Play/Pause (highlighted blue when playing), Step Forward, Next Keyframe, Jump to End Frame range display (Start/End) Current frame in blue monospaced bold FPS indicator and loop toggle Playback Engine (AnimationPlayer.swift) CADisplayLink-driven with preferredFrameRateRange set to 30–120fps. Delta-time accumulation advances currentFrame at the configured FPS rate. nextKeyframe()/previousKeyframe() jump between actual keyframe positions. To see it: tap the Animation workspace tab, or tap the play icon in any workspace header to toggle the timeline panel. The default "CubeAction" ships with sample keyframes on all three location channels so you'll see curves immediately in the Graph Editor. Tap a keyframe diamond, then drag its Bézier handles to reshape the easing.
422 lines
14 KiB
Swift
422 lines
14 KiB
Swift
// AnimationData.swift
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// Core animation data model — mirrors Blender's FCurve / Keyframe / Action system.
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import Observation
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import simd
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// MARK: - Interpolation & Easing (matches Blender's enum)
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enum KeyframeInterpolation: String, CaseIterable, Identifiable {
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case constant = "Constant" // BEZT_IPO_CONST — holds value until next keyframe
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case linear = "Linear" // BEZT_IPO_LIN — straight line
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case bezier = "Bézier" // BEZT_IPO_BEZ — cubic Bézier
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case bounce = "Bounce"
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case elastic = "Elastic"
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case back = "Back"
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var id: String { rawValue }
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}
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enum HandleType: String, CaseIterable, Identifiable {
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case free = "Free" // independent handle control
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case aligned = "Aligned" // handles are co-linear (mirrored angle)
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case vector = "Vector" // auto-computed to point at neighbor
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case auto = "Auto" // auto-smooth (Blender default)
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case autoClamp = "Auto Clamped" // auto but clamped to prevent overshoot
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var id: String { rawValue }
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}
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// MARK: - Keyframe
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@Observable
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final class Keyframe: Identifiable {
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let id = UUID()
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/// Frame number (Blender uses integer frames, we allow float for sub-frame)
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var frame: Float
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/// Value at this keyframe
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var value: Float
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/// Left handle (incoming tangent), in absolute coordinates
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var handleLeft: SIMD2<Float>
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/// Right handle (outgoing tangent), in absolute coordinates
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var handleRight: SIMD2<Float>
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/// Handle type
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var handleType: HandleType = .auto
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/// Interpolation mode TO the next keyframe
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var interpolation: KeyframeInterpolation = .bezier
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/// Selection state
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var isSelected: Bool = false
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var isHandleLeftSelected: Bool = false
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var isHandleRightSelected: Bool = false
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init(frame: Float, value: Float) {
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self.frame = frame
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self.value = value
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// Default handles: horizontal, 1/3 of typical frame spacing
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self.handleLeft = SIMD2<Float>(frame - 5, value)
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self.handleRight = SIMD2<Float>(frame + 5, value)
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}
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/// Auto-compute handles for smooth interpolation (Blender's "Auto" mode).
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func autoComputeHandles(prev: Keyframe?, next: Keyframe?) {
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guard handleType == .auto || handleType == .autoClamp else { return }
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let dt: Float = 5.0
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if let prev, let next {
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// Slope through neighbors
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let slope = (next.value - prev.value) / (next.frame - prev.frame)
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handleLeft = SIMD2<Float>(frame - dt, value - slope * dt)
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handleRight = SIMD2<Float>(frame + dt, value + slope * dt)
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// Auto-clamp: prevent overshoot
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if handleType == .autoClamp {
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let minV = min(prev.value, next.value)
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let maxV = max(prev.value, next.value)
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handleLeft.y = handleLeft.y.clamped(to: minV...maxV)
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handleRight.y = handleRight.y.clamped(to: minV...maxV)
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}
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} else if let prev {
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let slope = (value - prev.value) / (frame - prev.frame)
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handleLeft = SIMD2<Float>(frame - dt, value - slope * dt)
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handleRight = SIMD2<Float>(frame + dt, value)
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} else if let next {
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let slope = (next.value - value) / (next.frame - frame)
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handleLeft = SIMD2<Float>(frame - dt, value)
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handleRight = SIMD2<Float>(frame + dt, value + slope * dt)
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} else {
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handleLeft = SIMD2<Float>(frame - dt, value)
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handleRight = SIMD2<Float>(frame + dt, value)
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}
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}
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/// Move handle maintaining aligned constraint if needed.
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func moveHandleLeft(to pos: SIMD2<Float>) {
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handleLeft = pos
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if handleType == .aligned {
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let delta = SIMD2<Float>(frame, value) - pos
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handleRight = SIMD2<Float>(frame, value) + delta
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}
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}
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func moveHandleRight(to pos: SIMD2<Float>) {
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handleRight = pos
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if handleType == .aligned {
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let delta = SIMD2<Float>(frame, value) - pos
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handleLeft = SIMD2<Float>(frame, value) + delta
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}
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}
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}
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extension Comparable {
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func clamped(to range: ClosedRange<Self>) -> Self {
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min(max(self, range.lowerBound), range.upperBound)
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}
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}
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// MARK: - Animation Track (single F-Curve)
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/// Represents one animated channel, e.g. "location.x" or "rotation.z".
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/// Mirrors Blender's FCurve.
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@Observable
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final class AnimationTrack: Identifiable {
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let id = UUID()
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let channelPath: String // e.g. "location", "rotation_euler"
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let channelIndex: Int // 0=X, 1=Y, 2=Z
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var keyframes: [Keyframe] = []
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var isMuted: Bool = false
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var isLocked: Bool = false
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var isVisible: Bool = true // visibility in graph editor
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/// Display color matching Blender convention
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var color: SIMD4<Float> {
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switch channelIndex {
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case 0: SIMD4(0.86, 0.20, 0.27, 1) // X = red
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case 1: SIMD4(0.30, 0.69, 0.31, 1) // Y = green
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case 2: SIMD4(0.28, 0.46, 0.86, 1) // Z = blue
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default: SIMD4(0.7, 0.7, 0.7, 1) // W/custom = grey
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}
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}
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var displayName: String {
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let axis = ["X", "Y", "Z", "W"]
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let idx = channelIndex < axis.count ? axis[channelIndex] : "\(channelIndex)"
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return "\(channelPath).\(idx)"
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}
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init(channelPath: String, channelIndex: Int) {
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self.channelPath = channelPath
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self.channelIndex = channelIndex
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}
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/// Sorted keyframes (must be sorted for evaluation).
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var sortedKeyframes: [Keyframe] {
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keyframes.sorted { $0.frame < $1.frame }
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}
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/// Insert a keyframe, auto-computing handles.
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func insertKeyframe(frame: Float, value: Float) {
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// Remove existing keyframe at same frame
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keyframes.removeAll { abs($0.frame - frame) < 0.001 }
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let kf = Keyframe(frame: frame, value: value)
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keyframes.append(kf)
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recomputeAutoHandles()
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}
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/// Evaluate the curve at a given frame using cubic Bézier interpolation.
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func evaluate(at frame: Float) -> Float {
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let sorted = sortedKeyframes
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guard !sorted.isEmpty else { return 0 }
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// Before first keyframe
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if frame <= sorted.first!.frame { return sorted.first!.value }
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// After last keyframe
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if frame >= sorted.last!.frame { return sorted.last!.value }
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// Find surrounding keyframes
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for i in 0..<(sorted.count - 1) {
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let kf0 = sorted[i]
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let kf1 = sorted[i + 1]
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if frame >= kf0.frame && frame <= kf1.frame {
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return interpolate(from: kf0, to: kf1, at: frame)
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}
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}
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return sorted.last!.value
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}
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// MARK: - Bézier interpolation
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private func interpolate(from kf0: Keyframe, to kf1: Keyframe, at frame: Float) -> Float {
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switch kf0.interpolation {
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case .constant:
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return kf0.value
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case .linear:
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let t = (frame - kf0.frame) / (kf1.frame - kf0.frame)
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return kf0.value + (kf1.value - kf0.value) * t
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case .bezier:
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return bezierEvaluate(kf0: kf0, kf1: kf1, frame: frame)
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case .bounce:
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let t = (frame - kf0.frame) / (kf1.frame - kf0.frame)
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let bt = bounceEaseOut(t)
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return kf0.value + (kf1.value - kf0.value) * bt
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case .elastic:
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let t = (frame - kf0.frame) / (kf1.frame - kf0.frame)
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let et = elasticEaseOut(t)
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return kf0.value + (kf1.value - kf0.value) * et
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case .back:
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let t = (frame - kf0.frame) / (kf1.frame - kf0.frame)
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let bt = backEaseOut(t)
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return kf0.value + (kf1.value - kf0.value) * bt
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}
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}
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/// Evaluate cubic Bézier — solves for t given x, then evaluates y.
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/// Matches Blender's BKE_fcurve_correct_bezpart approach.
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private func bezierEvaluate(kf0: Keyframe, kf1: Keyframe, frame: Float) -> Float {
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let p0 = SIMD2<Float>(kf0.frame, kf0.value)
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let p1 = kf0.handleRight
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let p2 = kf1.handleLeft
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let p3 = SIMD2<Float>(kf1.frame, kf1.value)
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// Find t for the given frame (x coordinate) using Newton-Raphson
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let t = solveBezierT(x: frame, p0x: p0.x, p1x: p1.x, p2x: p2.x, p3x: p3.x)
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// Evaluate y at found t
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let oneMinusT = 1.0 - t
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let y = oneMinusT * oneMinusT * oneMinusT * p0.y
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+ 3 * oneMinusT * oneMinusT * t * p1.y
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+ 3 * oneMinusT * t * t * p2.y
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+ t * t * t * p3.y
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return y
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}
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/// Newton-Raphson solver to find parameter t for a given x on the Bézier.
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private func solveBezierT(x: Float, p0x: Float, p1x: Float, p2x: Float, p3x: Float) -> Float {
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// Initial guess: linear
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var t = (x - p0x) / max(p3x - p0x, 0.0001)
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t = t.clamped(to: 0...1)
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// 8 iterations of Newton-Raphson (matches Blender's precision)
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for _ in 0..<8 {
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let omt = 1.0 - t
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let currentX = omt * omt * omt * p0x
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+ 3 * omt * omt * t * p1x
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+ 3 * omt * t * t * p2x
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+ t * t * t * p3x
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let dx = 3 * omt * omt * (p1x - p0x)
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+ 6 * omt * t * (p2x - p1x)
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+ 3 * t * t * (p3x - p2x)
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if abs(dx) < 1e-8 { break }
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t -= (currentX - x) / dx
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t = t.clamped(to: 0...1)
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}
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return t
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}
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// MARK: - Easing functions
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private func bounceEaseOut(_ t: Float) -> Float {
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if t < 1.0 / 2.75 {
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return 7.5625 * t * t
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} else if t < 2.0 / 2.75 {
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let t2 = t - 1.5 / 2.75
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return 7.5625 * t2 * t2 + 0.75
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} else if t < 2.5 / 2.75 {
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let t2 = t - 2.25 / 2.75
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return 7.5625 * t2 * t2 + 0.9375
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} else {
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let t2 = t - 2.625 / 2.75
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return 7.5625 * t2 * t2 + 0.984375
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}
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}
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private func elasticEaseOut(_ t: Float) -> Float {
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if t <= 0 { return 0 }
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if t >= 1 { return 1 }
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return powf(2, -10 * t) * sinf((t - 0.075) * (2 * .pi) / 0.3) + 1
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}
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private func backEaseOut(_ t: Float) -> Float {
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let s: Float = 1.70158
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let t2 = t - 1
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return t2 * t2 * ((s + 1) * t2 + s) + 1
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}
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// MARK: - Handle computation
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func recomputeAutoHandles() {
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let sorted = sortedKeyframes
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for i in 0..<sorted.count {
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let prev = i > 0 ? sorted[i - 1] : nil
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let next = i < sorted.count - 1 ? sorted[i + 1] : nil
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sorted[i].autoComputeHandles(prev: prev, next: next)
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}
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}
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}
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// MARK: - Action (collection of tracks for one object)
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/// Mirrors Blender's bAction — a reusable animation data block.
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@Observable
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final class AnimAction: Identifiable {
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let id = UUID()
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var name: String
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var tracks: [AnimationTrack] = []
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/// Frame range
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var frameStart: Float { tracks.flatMap { $0.sortedKeyframes }.map(\.frame).min() ?? 1 }
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var frameEnd: Float { tracks.flatMap { $0.sortedKeyframes }.map(\.frame).max() ?? 250 }
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init(name: String) {
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self.name = name
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}
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func track(path: String, index: Int) -> AnimationTrack {
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if let existing = tracks.first(where: { $0.channelPath == path && $0.channelIndex == index }) {
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return existing
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}
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let new = AnimationTrack(channelPath: path, channelIndex: index)
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tracks.append(new)
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return new
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}
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/// Evaluate all tracks at a given frame, returns a dictionary of values.
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func evaluate(at frame: Float) -> [String: [Float]] {
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var result: [String: [Float]] = [:]
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for track in tracks where !track.isMuted {
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var arr = result[track.channelPath] ?? [0, 0, 0]
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if track.channelIndex < arr.count {
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arr[track.channelIndex] = track.evaluate(at: frame)
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}
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result[track.channelPath] = arr
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}
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return result
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}
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}
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// MARK: - Animation System
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@Observable
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final class AnimationSystem {
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var actions: [AnimAction] = []
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var activeAction: AnimAction?
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// Playback state
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var currentFrame: Float = 1
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var isPlaying: Bool = false
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var fps: Float = 24
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var frameStart: Float = 1
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var frameEnd: Float = 250
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var isLooping: Bool = true
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// Display
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var showDopeSheet: Bool = true // false = show graph editor
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init() {
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// Create a default action with sample keyframes
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let action = AnimAction(name: "CubeAction")
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let locX = action.track(path: "location", index: 0)
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locX.insertKeyframe(frame: 1, value: 0)
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locX.insertKeyframe(frame: 30, value: 3)
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locX.insertKeyframe(frame: 60, value: -2)
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locX.insertKeyframe(frame: 100, value: 0)
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let locY = action.track(path: "location", index: 1)
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locY.insertKeyframe(frame: 1, value: 0)
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locY.insertKeyframe(frame: 50, value: 4)
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locY.insertKeyframe(frame: 100, value: 0)
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let locZ = action.track(path: "location", index: 2)
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locZ.insertKeyframe(frame: 1, value: 0)
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locZ.insertKeyframe(frame: 40, value: 2)
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locZ.insertKeyframe(frame: 80, value: -1)
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locZ.insertKeyframe(frame: 100, value: 0)
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actions.append(action)
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activeAction = action
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}
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/// Advance one frame (called from CADisplayLink).
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func tick(dt: Float) {
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guard isPlaying else { return }
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currentFrame += dt * fps
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if currentFrame > frameEnd {
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currentFrame = isLooping ? frameStart : frameEnd
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if !isLooping { isPlaying = false }
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}
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}
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/// Apply the current frame's animation to a SceneObject.
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func applyToObject(_ obj: SceneObject) {
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guard let action = activeAction else { return }
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let values = action.evaluate(at: currentFrame)
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if let loc = values["location"] {
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obj.transform.position = SIMD3<Float>(loc[0], loc[1], loc[2])
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}
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if let rot = values["rotation_euler"] {
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obj.transform.rotation = SIMD3<Float>(rot[0], rot[1], rot[2])
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}
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if let scl = values["scale"] {
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obj.transform.scale = SIMD3<Float>(scl[0], scl[1], scl[2])
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}
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}
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}
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