1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
|
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)),
};
}
|