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); } } }