// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.Model; using OpenTK; namespace ClassicalSharp { /// 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 bobYOffset, tilt, walkTime, swing; 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; bobYOffset = (float)(Math.Abs( Math.Cos( walkTime ) ) * swing * (2.5f/16f)); tilt = (float)Math.Cos( walkTime ) * swing * (0.15f * Utils.Deg2Rad); if( entity.Model is HumanoidModel || entity.Model is ChibiModel ) CalcHumanAnim( idleXRot, idleZRot ); } 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; } } }