using System;
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 leftLegXRot, leftArmXRot, leftArmZRot;
public float rightLegXRot, rightArmXRot, rightArmZRot;
public float bobYOffset, tilt;
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 ) {
walkTimeN += (float)distance * 2 * (float)(20 * delta);
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.
protected void GetCurrentAnimState( float t ) {
float swing = Utils.Lerp( swingO, swingN, t );
float 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);
leftArmXRot = (float)(Math.Cos( walkTime ) * swing * armMax) - idleXRot;
rightArmXRot = -leftArmXRot;
rightLegXRot = (float)(Math.Cos( walkTime ) * swing * legMax);
leftLegXRot = -rightLegXRot;
rightArmZRot = idleZRot;
leftArmZRot = -idleZRot;
bobYOffset = (float)(Math.Abs( Math.Cos( walkTime ) ) * swing * (2/16f));
tilt = (float)Math.Cos( walkTime ) * swing * (0.15f * Utils.Deg2Rad);
}
}
}