const root = @import("root.zig"); const rl = @cImport(@cInclude("raylib.h")); const rlm = @cImport(@cInclude("raymath.h")); const Animation = @This(); world_from: rl.Vector2, world_to: rl.Vector2, duration: u32, // TODO frame independent durations tick: u32, active: bool, pub fn init() Animation { return Animation{ .world_from = .{ .x = 0.0, .y = 0.0 }, .world_to = .{ .x = 0.0, .y = 0.0 }, .duration = 60, // TODO speed based duration .tick = 0, .active = false, }; } pub fn next(self: *Animation) rl.Vector2 { if (self.tick >= self.duration) { self.active = false; return self.world_to; } self.tick += 1; return self.lerp(); } inline fn lerp(self: *Animation) rl.Vector2 { const t: f32 = @as(f32, @floatFromInt(self.tick)) / @as(f32, @floatFromInt(self.duration)); const v1 = self.world_from; const v2 = self.world_to; return .{ .x = v1.x + (t * (v2.x - v1.x)), .y = v1.y + (t * (v2.y - v1.y)), }; }