using System;
using ClassicalSharp.Model;
using OpenTK;
namespace ClassicalSharp {
/// Entity that is animated depending on movement speed and time.
public abstract class AnimatedEntity : PhysicsEntity {
public AnimatedEntity( Game game ) : base( game ) {
}
public float legXRot, armXRot, armZRot;
public float bobYOffset, tilt, walkTime, swing;
protected float walkTimeO, walkTimeN, swingO, swingN;
/// Calculates the next animation state based on old and new position.
protected 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 );
UpdateHumanState();
}
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.
protected 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 * (2/16f));
tilt = (float)Math.Cos( walkTime ) * swing * (0.15f * Utils.Deg2Rad);
if( Model is PlayerModel )
CalcHumanAnim( idleXRot, idleZRot );
}
internal float leftXRot, leftYRot, leftZRot;
internal float rightXRot, rightYRot, rightZRot;
ArmsAnim animMode = ArmsAnim.NoPerpendicular;
int statesDone;
static Random rnd = new Random();
void UpdateHumanState() {
if( game.SimpleArmsAnim ) {
animMode = ArmsAnim.NoPerpendicular;
return;
}
// crosses over body, finished an arm swing
int oldState = Math.Sign( Math.Cos( walkTimeO ) );
int newState = Math.Sign( Math.Cos( walkTimeN ) );
if( oldState != newState )
statesDone++;
// should we switch animations?
if( statesDone == 5 ) {
statesDone = 0;
animMode = (ArmsAnim)rnd.Next( 0, 4 );
}
}
void CalcHumanAnim( float idleXRot, float idleZRot ) {
switch( animMode ) {
case ArmsAnim.NoPerpendicular:
leftXRot = armXRot; leftYRot = 0; leftZRot = armZRot;
rightXRot = -armXRot; rightYRot = 0; rightZRot = -armZRot;
return;
case ArmsAnim.LeftPerpendicular:
PerpendicularAnim( out leftXRot, out leftYRot, out leftZRot );
rightXRot = -armXRot; rightYRot = 0; rightZRot = -armZRot;
return;
case ArmsAnim.RightPerpendicular:
leftXRot = armXRot; leftYRot = 0; leftZRot = armZRot;
PerpendicularAnim( out rightXRot, out rightYRot, out rightZRot );
rightXRot = -rightXRot; rightZRot = -rightZRot;
return;
case ArmsAnim.BothPerpendicular:
PerpendicularAnim( out leftXRot, out leftYRot, out leftZRot );
PerpendicularAnim( out rightXRot, out rightYRot, out rightZRot );
rightXRot = -rightXRot; rightZRot = -rightZRot;
break;
}
}
const float maxAngle = 90 * Utils.Deg2Rad;
void PerpendicularAnim( out float xRot, out float yRot, out float zRot ) {
xRot = 0;
yRot = 0;
yRot = (float)(Math.Cos( walkTime ) * swing * armMax * 1.5f);
float angle = (float)(1 + 0.3 * Math.Sin( walkTime ) );
zRot = -angle * swing * maxAngle;
}
enum ArmsAnim {
NoPerpendicular, // i.e. both parallel
LeftPerpendicular,
RightPerpendicular,
BothPerpendicular,
}
}
}