// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3 using System; using ClassicalSharp.Model; using OpenTK; namespace ClassicalSharp.Entities { /// Entity component that performs model animation depending on movement speed and time. public sealed class AnimatedComponent { Game game; Entity entity; public AnimatedComponent(Game game, Entity entity) { this.game = game; this.entity = entity; } public float legXRot, armXRot, armZRot; public float bobbingHor, bobbingVer, bobbingModel, tiltX, tiltY; public float walkTime, swing, bobStrength = 1, velTiltStrength = 1; internal float walkTimeO, walkTimeN, swingO, swingN; internal float leftXRot, leftZRot, rightXRot, rightZRot; /// Calculates the next animation state based on old and new position. public void UpdateAnimState(Vector3 oldPos, Vector3 newPos, double delta) { walkTimeO = walkTimeN; swingO = swingN; float dx = newPos.X - oldPos.X; float dz = newPos.Z - oldPos.Z; double distance = Math.Sqrt(dx * dx + dz * dz); if (distance > 0.05) { float walkDelta = (float)distance * 2 * (float)(20 * delta); walkTimeN += walkDelta; swingN += (float)delta * 3; } else { swingN -= (float)delta * 3; } Utils.Clamp(ref swingN, 0, 1); } const float armMax = 60 * Utils.Deg2Rad; const float legMax = 80 * Utils.Deg2Rad; const float idleMax = 3 * Utils.Deg2Rad; const float idleXPeriod = (float)(2 * Math.PI / 5.0f); const float idleZPeriod = (float)(2 * Math.PI / 3.5f); /// Calculates the interpolated state between the last and next animation state. public void GetCurrentAnimState(float t) { swing = Utils.Lerp(swingO, swingN, t); walkTime = Utils.Lerp(walkTimeO, walkTimeN, t); float idleTime = (float)game.accumulator; float idleXRot = (float)(Math.Sin(idleTime * idleXPeriod) * idleMax); float idleZRot = (float)(idleMax + Math.Cos(idleTime * idleZPeriod) * idleMax); armXRot = (float)(Math.Cos(walkTime) * swing * armMax) - idleXRot; legXRot = -(float)(Math.Cos(walkTime) * swing * legMax); armZRot = -idleZRot; bobbingHor = (float)(Math.Cos(walkTime) * swing * (2.5f/16f)); bobbingVer = (float)(Math.Abs(Math.Sin(walkTime)) * swing * (2.5f/16f)); bobbingModel = (float)(Math.Abs(Math.Cos(walkTime)) * swing * (4.0f/16f)); DoTilt(ref bobStrength, !game.ViewBobbing || !entity.onGround); if (entity is LocalPlayer) { LocalPlayer p = (LocalPlayer)entity; DoTilt(ref velTiltStrength, p.Hacks.Noclip || p.Hacks.Flying); tiltX = (float)Math.Cos(walkTime) * swing * (0.15f * Utils.Deg2Rad); tiltY = (float)Math.Sin(walkTime) * swing * (0.15f * Utils.Deg2Rad); } if (entity.Model is HumanoidModel || entity.Model is HumanoidModel) CalcHumanAnim(idleXRot, idleZRot); } static void DoTilt(ref float tilt, bool reduce) { if (reduce) tilt *= 0.84f; else tilt += 0.1f; Utils.Clamp(ref tilt, 0, 1); } void CalcHumanAnim(float idleXRot, float idleZRot) { if (game.SimpleArmsAnim) { leftXRot = armXRot; leftZRot = armZRot; rightXRot = -armXRot; rightZRot = -armZRot; } else { PerpendicularAnim(0.23f, idleXRot, idleZRot, out leftXRot, out leftZRot); PerpendicularAnim(0.28f, idleXRot, idleZRot, out rightXRot, out rightZRot); rightXRot = -rightXRot; rightZRot = -rightZRot; } } const float maxAngle = 110 * Utils.Deg2Rad; void PerpendicularAnim(float flapSpeed, float idleXRot, float idleZRot, out float xRot, out float zRot) { float verAngle = (float)(0.5 + 0.5 * Math.Sin(walkTime * flapSpeed)); zRot = -idleZRot - verAngle * swing * maxAngle; float horAngle = (float)(Math.Cos(walkTime) * swing * armMax * 1.5f); xRot = idleXRot + horAngle; } } }