skinview3d/src/animation.ts

153 lines
4.2 KiB
TypeScript

import { PlayerObject } from "./model";
function invokeAnimation(animation: Animation, player: PlayerObject, time: number) {
if (animation instanceof CompositeAnimation) {
animation.play(player, time);
} else if (animation instanceof Function) {
animation(player, time);
} else {
throw new Error(`Not an animation: ${animation}`);
}
}
interface IAnimation {
play(player: PlayerObject, time: number): void;
}
interface AnimationFn {
(player: PlayerObject, time: number): void
}
type Animation = AnimationFn | IAnimation;
class AnimationHandle implements IAnimation {
public paused = false;
public speed: number = 1.0;
private animation: Animation;
private _paused = false;
private _lastChange: number = null;
private _speed: number = 1.0;
private _lastChangeX: number = null;
constructor(animation: Animation) {
this.animation = animation;
}
play(player: PlayerObject, time: number) {
if (this._lastChange === null) {
this._lastChange = time;
this._lastChangeX = 0;
} else if (this.paused !== this._paused || this.speed !== this._speed) {
const dt = time - this._lastChange;
if (this._paused === false) {
this._lastChangeX += dt * this._speed;
}
this._paused = this.paused;
this._speed = this.speed;
this._lastChange = time;
}
if (this.paused === false) {
const dt = time - this._lastChange;
const x = this._lastChangeX + this.speed * dt;
invokeAnimation(this.animation, player, x);
}
}
reset() {
this._lastChange = null;
}
remove(animHandle: AnimationHandle) {
// stub get's overriden
}
}
class CompositeAnimation {
handles: Set<AnimationHandle>;
constructor() {
this.handles = new Set();
}
add(animation: Animation) {
const handle = new AnimationHandle(animation);
handle.remove = () => this.handles.delete(handle);
this.handles.add(handle);
return handle;
}
play(player: PlayerObject, time: number) {
this.handles.forEach(handle => handle.play(player, time));
}
}
const WalkingAnimation: Animation = (player: PlayerObject, time: number) => {
const skin = player.skin;
// Multiply by animation's natural speed
time *= 8;
// Leg swing
skin.leftLeg.rotation.x = Math.sin(time) * 0.5;
skin.rightLeg.rotation.x = Math.sin(time + Math.PI) * 0.5;
// Arm swing
skin.leftArm.rotation.x = Math.sin(time + Math.PI) * 0.5;
skin.rightArm.rotation.x = Math.sin(time) * 0.5;
const basicArmRotationZ = Math.PI * 0.02;
skin.leftArm.rotation.z = Math.cos(time) * 0.03 + basicArmRotationZ;
skin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.03 - basicArmRotationZ;
// Head shaking with different frequency & amplitude
skin.head.rotation.y = Math.sin(time / 4) * 0.2;
skin.head.rotation.x = Math.sin(time / 5) * 0.1;
// Always add an angle for cape around the x axis
const basicCapeRotationX = Math.PI * 0.06;
player.cape.rotation.x = Math.sin(time / 1.5) * 0.06 + basicCapeRotationX;
};
const RunningAnimation: Animation = (player: PlayerObject, time: number) => {
const skin = player.skin;
time *= 15;
// Leg swing with larger amplitude
skin.leftLeg.rotation.x = Math.cos(time + Math.PI) * 1.3;
skin.rightLeg.rotation.x = Math.cos(time) * 1.3;
// Arm swing
skin.leftArm.rotation.x = Math.cos(time) * 1.5;
skin.rightArm.rotation.x = Math.cos(time + Math.PI) * 1.5;
const basicArmRotationZ = Math.PI * 0.1;
skin.leftArm.rotation.z = Math.cos(time) * 0.1 + basicArmRotationZ;
skin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.1 - basicArmRotationZ;
// Jumping
player.position.y = Math.cos(time * 2);
// Dodging when running
player.position.x = Math.cos(time) * 0.15;
// Slightly tilting when running
player.rotation.z = Math.cos(time + Math.PI) * 0.01;
// Apply higher swing frequency, lower amplitude,
// and greater basic rotation around x axis,
// to cape when running.
const basicCapeRotationX = Math.PI * 0.3;
player.cape.rotation.x = Math.sin(time * 2) * 0.1 + basicCapeRotationX;
// What about head shaking?
// You shouldn't glance right and left when running dude :P
};
const RotatingAnimation: Animation = (player: PlayerObject, time: number) => {
player.rotation.y = time;
};
export {
CompositeAnimation,
invokeAnimation,
WalkingAnimation,
RunningAnimation,
RotatingAnimation
};