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a294baf6cf
...
61da3d55aa
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@ -25,10 +25,10 @@ export abstract class AnimationSegment {
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this.endPosition = endPosition;
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}
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abstract interpolateOffset(progress: number);
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protected abstract interpolateOffset(progress: number);
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// TODO Not sure this interpolation is actually right for arms...
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interpolateHandOffset(progress: number, hand: Hand) : Offset | undefined {
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protected interpolateHandOffset(progress: number, hand: Hand) : Offset | undefined {
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let prev = hand === Hand.Left ? this.startPosition.leftArmEnd : this.startPosition.rightArmEnd;
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let next = hand === Hand.Left ? this.endPosition.leftArmEnd : this.endPosition.rightArmEnd;
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@ -39,7 +39,7 @@ export abstract class AnimationSegment {
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return interpolateLinearOffset(progress, prev, next);
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}
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interpolateRotation(progress: number) {
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protected interpolateRotation(progress: number) {
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return interpolateLinear(progress, this.startPosition.rotation, this.endPosition.rotation);
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}
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@ -65,120 +65,19 @@ function interpolateLinearOffset(progress: number, prev: Offset, next: Offset):
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}
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export class LinearAnimationSegment extends AnimationSegment {
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constructor({ beats, startPosition, endPosition }: {
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beats: number;
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startPosition: DancerSetPosition;
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endPosition: DancerSetPosition;
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}) {
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constructor(beats: number, startPosition: DancerSetPosition, endPosition: DancerSetPosition) {
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super(beats, startPosition, endPosition);
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}
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public static standStill(startAndEndPosition: DancerSetPosition, beats?: number) {
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return new LinearAnimationSegment({
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beats: beats ?? 0,
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startPosition: startAndEndPosition,
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endPosition: startAndEndPosition
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});
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return new LinearAnimationSegment(beats ?? 0, startAndEndPosition, startAndEndPosition);
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}
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override interpolateOffset(progress: number) {
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protected interpolateOffset(progress: number) {
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return interpolateLinearOffset(progress, this.startPosition.position, this.endPosition.position);
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}
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}
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export interface AnimationTransitionFlags {
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rotation?: boolean;
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hands?: boolean;
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}
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export class TransitionAnimationSegment extends AnimationSegment {
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private readonly actualAnimation: AnimationSegment;
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private readonly flags: AnimationTransitionFlags;
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private readonly startTransitionProgress: number;
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private readonly endTransitionProgress: number;
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private readonly startRotation: number;
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private readonly endRotation: number;
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constructor({ actualAnimation, flags, startTransitionBeats, endTransitionBeats }: {
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actualAnimation: AnimationSegment;
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flags: AnimationTransitionFlags;
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startTransitionBeats: number;
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endTransitionBeats?: number;
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}) {
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super(actualAnimation.beats, actualAnimation.startPosition, actualAnimation.endPosition);
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this.actualAnimation = actualAnimation;
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this.flags = flags;
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this.startTransitionProgress = startTransitionBeats / actualAnimation.beats;
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this.endTransitionProgress = endTransitionBeats === undefined ? this.startTransitionProgress : endTransitionBeats / actualAnimation.beats;
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this.startRotation = this.startPosition.rotation;
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this.endRotation = this.endPosition.rotation;
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if (this.flags.rotation) {
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const actualStart = this.actualAnimation.interpolateRotation(0);
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const actualEnd = this.actualAnimation.interpolateRotation(1);
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const rotationPositive = actualEnd > actualStart;
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const transitionStart = this.actualAnimation.interpolateRotation(this.startTransitionProgress);
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const transitionEnd = this.actualAnimation.interpolateRotation(1 - this.endTransitionProgress);
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if (rotationPositive) {
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while (transitionStart < this.startRotation) {
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this.startRotation -= 360;
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}
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while (transitionEnd > this.endRotation) {
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this.endRotation += 360;
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}
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} else {
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while (transitionStart > this.startRotation) {
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this.startRotation += 360;
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}
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while (transitionEnd < this.endRotation) {
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this.endRotation -= 360;
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}
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}
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}
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}
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override interpolateOffset(progress: number) {
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return this.actualAnimation.interpolateOffset(progress);
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}
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override interpolateRotation(progress: number): number {
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const actualRotation = this.actualAnimation.interpolateRotation(progress);
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if (this.flags.rotation) {
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if (progress < this.startTransitionProgress) {
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return interpolateLinear(progress / this.startTransitionProgress, this.startRotation, actualRotation);
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} else if ((1 - progress) < this.endTransitionProgress) {
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return interpolateLinear((1 - progress) / this.endTransitionProgress, this.endRotation, actualRotation);
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}
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}
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return actualRotation;
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}
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override interpolateHandOffset(progress: number, hand: Hand): Offset | undefined {
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const actualHandOffset = this.actualAnimation.interpolateHandOffset(progress, hand);
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if (this.flags.hands) {
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if (progress < this.startTransitionProgress) {
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const startHand = hand === Hand.Left
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? this.startPosition.leftArmEnd ?? leftShoulder
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: this.startPosition.rightArmEnd ?? rightShoulder;
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return interpolateLinearOffset(progress / this.startTransitionProgress, startHand, actualHandOffset ?? hand.shoulderPosition());
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} else if (1 - progress < this.endTransitionProgress) {
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const endHand = hand === Hand.Left
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? this.endPosition.leftArmEnd ?? leftShoulder
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: this.endPosition.rightArmEnd ?? rightShoulder;
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return interpolateLinearOffset((1 - progress) / this.endTransitionProgress, endHand, actualHandOffset ?? hand.shoulderPosition());
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}
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}
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return actualHandOffset;
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}
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}
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// TODO Not sure this really belongs here instead of on some Semantic* type.
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export enum RotationAnimationFacing {
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Linear = "Linear", // Default, linearly interpolate.
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@ -196,7 +95,12 @@ interface Closer {
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transitionProgress: number,
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}
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export interface HandAnimation {
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kind: "Linear" | "Center" | "None" | "Start" | "End"
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kind: "Linear" | "Center" | "None",
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transitionBeats?: number,
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}
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interface HandAnimationInternal {
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kind: "Linear" | "Center" | "None",
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transitionProgress: number,
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}
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export class RotationAnimationSegment extends AnimationSegment {
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@ -210,21 +114,27 @@ export class RotationAnimationSegment extends AnimationSegment {
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private readonly facing: RotationAnimationFacing;
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private readonly startFacing: Rotation;
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private readonly closer?: Closer;
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private readonly hands: Map<Hand, HandAnimation>;
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private readonly hands: Map<Hand, HandAnimationInternal>;
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private readonly rotationTransitionProgress: number;
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constructor({ beats, startPosition, endPosition, rotation, around, facing, closer, hands }: {
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beats: number;
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startPosition: DancerSetPosition;
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endPosition: DancerSetPosition;
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rotation: number; around: RotationAround;
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facing: RotationAnimationFacing;
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closer?: CloserDuringRotation;
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hands?: Map<Hand, HandAnimation>;
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}) {
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constructor(beats: number, startPosition: DancerSetPosition, endPosition: DancerSetPosition,
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rotation: number, around: RotationAround, facing: RotationAnimationFacing,
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closer?: CloserDuringRotation, hands?: Map<Hand, HandAnimation>,
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rotationTransitionBeats?: number) {
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super(beats, startPosition, endPosition);
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this.hands = new Map<Hand, HandAnimation>(
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[Hand.Left, Hand.Right].map(h => [h, hands?.get(h) ?? { kind: "Linear" }]));
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function convertHandAnimation(anim: HandAnimation | undefined): HandAnimationInternal {
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if (!anim) {
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return { kind: "Linear", transitionProgress: 0 };
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} else {
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return {
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...anim,
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transitionProgress: (anim.transitionBeats ?? 0) / beats
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}
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}
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}
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this.hands = new Map<Hand, HandAnimationInternal>(
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[Hand.Left, Hand.Right].map(h => [h, convertHandAnimation(hands?.get(h))]));
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this.facing = facing;
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this.xRadius = around.width / 2;
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@ -238,6 +148,7 @@ export class RotationAnimationSegment extends AnimationSegment {
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// Canvas rotation is backwards of what we expect, so take the negative here.
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return -radiansToDegrees(radians);
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}
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this.rotationTransitionProgress = (rotationTransitionBeats ?? 0) / beats;
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this.startRotation = positionToDegrees(startPosition.position);
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this.startFacing = startPosition.rotation;
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const actualRotation = normalizeRotation(positionToDegrees(endPosition.position) - this.startRotation,
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@ -258,7 +169,7 @@ export class RotationAnimationSegment extends AnimationSegment {
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}
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}
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override interpolateOffset(progress: number) {
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protected interpolateOffset(progress: number) {
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const radians = -degreesToRadians(interpolateLinear(progress, this.startRotation, this.endRotation));
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let distance: number;
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if (!this.closer) {
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@ -278,7 +189,7 @@ export class RotationAnimationSegment extends AnimationSegment {
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}
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}
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override interpolateRotation(progress: number): number {
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protected interpolateRotation(progress: number): number {
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if (this.facing === RotationAnimationFacing.Linear) {
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return super.interpolateRotation(progress);
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} else {
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@ -286,27 +197,41 @@ export class RotationAnimationSegment extends AnimationSegment {
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let rotation : number;
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switch (this.facing) {
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case RotationAnimationFacing.Center:
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return degrees - 90;
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rotation = degrees - 90;
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break;
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case RotationAnimationFacing.CenterRelative:
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return degrees - this.startRotation + this.startFacing;
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rotation = degrees - this.startRotation + this.startFacing;
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break;
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case RotationAnimationFacing.Forward:
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return degrees + 180;
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rotation = degrees + 180;
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break;
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case RotationAnimationFacing.Backward:
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return degrees;
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rotation = degrees;
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break;
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}
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if (progress < this.rotationTransitionProgress) {
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return interpolateLinear(progress / this.rotationTransitionProgress, this.startRotation, rotation);
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} else if ((1 - progress) < this.rotationTransitionProgress) {
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return interpolateLinear((1 - progress) / this.rotationTransitionProgress, this.endRotation, rotation);
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} else {
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return rotation;
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}
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}
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}
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override interpolateHandOffset(progress: number, hand: Hand): Offset | undefined {
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const handAnim : HandAnimation = this.hands.get(hand)!;
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protected interpolateHandOffset(progress: number, hand: Hand): Offset | undefined {
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const handAnim : HandAnimationInternal = this.hands.get(hand)!;
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let middlePos : Offset;
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switch (handAnim.kind) {
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case "Start":
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return hand === Hand.Left ? this.startPosition.leftArmEnd : this.startPosition.rightArmEnd;
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case "End":
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return hand === Hand.Left ? this.endPosition.leftArmEnd : this.endPosition.rightArmEnd;
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case "Linear":
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return super.interpolateHandOffset(progress, hand);
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if (handAnim.transitionProgress === 0) {
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return super.interpolateHandOffset(progress, hand);
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} else if (progress < handAnim.transitionProgress) {
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return super.interpolateHandOffset(progress / handAnim.transitionProgress, hand);
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} else {
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return super.interpolateHandOffset(1, hand);
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}
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case "Center":
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const position = this.interpolateOffset(progress);
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const offset = {
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@ -319,10 +244,28 @@ export class RotationAnimationSegment extends AnimationSegment {
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x: -Math.cos(rotation) * offset.x + Math.sin(rotation) * offset.y,
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y: -Math.sin(rotation) * offset.x - Math.cos(rotation) * offset.y,
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}
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return centerPos;
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middlePos = centerPos;
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break;
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case "None":
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return hand === Hand.Left ? leftShoulder : rightShoulder;
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middlePos = hand === Hand.Left ? leftShoulder : rightShoulder;
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break;
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}
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if (handAnim.transitionProgress) {
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if (progress < handAnim.transitionProgress) {
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const startHand = hand === Hand.Left
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? this.startPosition.leftArmEnd ?? leftShoulder
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: this.startPosition.rightArmEnd ?? rightShoulder;
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return interpolateLinearOffset(progress / handAnim.transitionProgress, startHand, middlePos);
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} else if (1 - progress < handAnim.transitionProgress) {
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const endHand = hand === Hand.Left
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? this.endPosition.leftArmEnd ?? leftShoulder
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: this.endPosition.rightArmEnd ?? rightShoulder;
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return interpolateLinearOffset((1 - progress) / handAnim.transitionProgress, endHand, middlePos);
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}
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}
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return middlePos;
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}
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}
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@ -287,14 +287,12 @@ export function animateLowLevelMove(move: LowLevelMove): animation.AnimationSegm
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+ JSON.stringify(move.startPosition) + ", end=" + JSON.stringify(move.endPosition);
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}
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return [
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new animation.LinearAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: {
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new animation.LinearAnimationSegment(move.beats,
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startSetPosition,
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{
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...endSetPosition,
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rotation: startSetPosition.rotation + rotation,
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}
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}),
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}),
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];
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case SemanticAnimationKind.Circle:
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if (move.startPosition.kind !== PositionKind.Circle || move.endPosition.kind !== PositionKind.Circle) {
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@ -302,27 +300,22 @@ export function animateLowLevelMove(move: LowLevelMove): animation.AnimationSegm
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}
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return [
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new animation.TransitionAnimationSegment({
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actualAnimation: new animation.RotationAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: endSetPosition,
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rotation: move.movementPattern.places * 90,
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around: {
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center: CenterOfSet(move.startPosition.setOffset, move.startPosition.lineOffset),
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width: setWidth,
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height: setHeight,
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},
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facing: animation.RotationAnimationFacing.Center, closer: undefined, hands: new Map<Hand, animation.HandAnimation>([
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[Hand.Left, { kind: "End" }],
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[Hand.Right, { kind: "End" }],
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])
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}),
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flags: {
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hands: true
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new animation.RotationAnimationSegment(move.beats,
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startSetPosition,
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endSetPosition,
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move.movementPattern.places * 90,
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{
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center: CenterOfSet(move.startPosition.setOffset, move.startPosition.lineOffset),
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width: setWidth,
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height: setHeight,
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},
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startTransitionBeats: 1
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}),
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animation.RotationAnimationFacing.Center,
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undefined,
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new Map<Hand, animation.HandAnimation>([
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[Hand.Left, { kind: "Linear", transitionBeats: 1 }],
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[Hand.Right, { kind: "Linear", transitionBeats: 1 }],
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])
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),
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];
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case SemanticAnimationKind.DoSiDo:
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// TODO Rotation
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|
@ -333,18 +326,17 @@ export function animateLowLevelMove(move: LowLevelMove): animation.AnimationSegm
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}
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const center = CenterOf(move.startPosition.which.leftRightSide(), move.startPosition.setOffset, move.startPosition.lineOffset);
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return [
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new animation.RotationAnimationSegment({
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beats: move.beats,
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startPosition: startSetPosition,
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endPosition: endSetPosition,
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rotation: move.movementPattern.amount,
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around: {
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new animation.RotationAnimationSegment(move.beats,
|
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startSetPosition,
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endSetPosition,
|
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move.movementPattern.amount,
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{
|
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center,
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width: setWidth / 3,
|
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height: setHeight,
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},
|
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facing: animation.RotationAnimationFacing.Linear
|
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}),
|
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animation.RotationAnimationFacing.Linear,
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),
|
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];
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case SemanticAnimationKind.RotateAround:
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// TODO Rotation
|
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|
@ -357,37 +349,31 @@ export function animateLowLevelMove(move: LowLevelMove): animation.AnimationSegm
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const rotateCenter = CenterOf(move.movementPattern.around, move.startPosition.setOffset, move.startPosition.lineOffset);
|
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const hands = move.movementPattern.byHand
|
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? new Map<Hand, animation.HandAnimation>([
|
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[move.movementPattern.byHand, { kind: "Center" }],
|
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[move.movementPattern.byHand.opposite(), { kind: "None" }],
|
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[move.movementPattern.byHand, { kind: "Center", transitionBeats: 1 }],
|
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[move.movementPattern.byHand.opposite(), { kind: "None", transitionBeats: 1 }],
|
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])
|
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: new Map<Hand, animation.HandAnimation>([
|
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[Hand.Left, { kind: "None" }],
|
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[Hand.Right, { kind: "None" }],
|
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[Hand.Left, { kind: "None", transitionBeats: 1 }],
|
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[Hand.Right, { kind: "None", transitionBeats: 1 }],
|
||||
]);
|
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return [
|
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new animation.TransitionAnimationSegment({
|
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actualAnimation: new animation.RotationAnimationSegment({
|
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beats: move.beats,
|
||||
startPosition: startSetPosition,
|
||||
endPosition: endSetPosition,
|
||||
rotation: move.movementPattern.minAmount,
|
||||
around: {
|
||||
center: rotateCenter,
|
||||
width: setWidth / 5,
|
||||
height: setHeight / 5,
|
||||
},
|
||||
facing: animation.RotationAnimationFacing.Center, closer: {
|
||||
transitionBeats: 1,
|
||||
minDistance: setWidth,
|
||||
},
|
||||
hands
|
||||
}),
|
||||
flags: {
|
||||
hands: true,
|
||||
rotation: true
|
||||
new animation.RotationAnimationSegment(move.beats,
|
||||
startSetPosition,
|
||||
endSetPosition,
|
||||
move.movementPattern.minAmount,
|
||||
{
|
||||
center: rotateCenter,
|
||||
width: setWidth / 5,
|
||||
height: setHeight / 5,
|
||||
},
|
||||
startTransitionBeats: 1
|
||||
}),
|
||||
animation.RotationAnimationFacing.Center,
|
||||
{
|
||||
transitionBeats: 1,
|
||||
minDistance: setWidth,
|
||||
},
|
||||
hands,
|
||||
1,
|
||||
),
|
||||
];
|
||||
case SemanticAnimationKind.Swing:
|
||||
if (move.startPosition.kind !== PositionKind.Circle || move.endPosition.kind !== PositionKind.Circle) {
|
||||
|
@ -414,33 +400,29 @@ export function animateLowLevelMove(move: LowLevelMove): animation.AnimationSegm
|
|||
});
|
||||
|
||||
return [
|
||||
new animation.LinearAnimationSegment({
|
||||
beats: 1,
|
||||
startPosition: startSetPosition,
|
||||
endPosition: swingStart,
|
||||
}),
|
||||
new animation.RotationAnimationSegment({
|
||||
beats: move.beats - 3,
|
||||
startPosition: swingStart,
|
||||
endPosition: beforeUnfold,
|
||||
rotation: move.movementPattern.minAmount,
|
||||
around: {
|
||||
new animation.LinearAnimationSegment(1,
|
||||
startSetPosition,
|
||||
swingStart,
|
||||
),
|
||||
new animation.RotationAnimationSegment(move.beats - 3,
|
||||
swingStart,
|
||||
beforeUnfold,
|
||||
move.movementPattern.minAmount, // TODO base minAmount on number of beats?
|
||||
{
|
||||
center: rotateSwingCenter,
|
||||
width: setWidth / 5,
|
||||
height: setHeight / 5,
|
||||
},
|
||||
facing: animation.RotationAnimationFacing.CenterRelative
|
||||
}),
|
||||
new animation.LinearAnimationSegment({
|
||||
beats: 1,
|
||||
startPosition: beforeUnfold,
|
||||
endPosition: unfolded,
|
||||
}),
|
||||
new animation.LinearAnimationSegment({
|
||||
beats: 1,
|
||||
startPosition: unfolded,
|
||||
endPosition: endSetPosition,
|
||||
}),
|
||||
animation.RotationAnimationFacing.CenterRelative,
|
||||
),
|
||||
new animation.LinearAnimationSegment(1,
|
||||
beforeUnfold,
|
||||
unfolded,
|
||||
),
|
||||
new animation.LinearAnimationSegment(1,
|
||||
unfolded,
|
||||
endSetPosition,
|
||||
),
|
||||
];
|
||||
case SemanticAnimationKind.TwirlSwap:
|
||||
const twirlCenter =
|
||||
|
@ -453,26 +435,25 @@ export function animateLowLevelMove(move: LowLevelMove): animation.AnimationSegm
|
|||
rightArmEnd: startSetPosition.rightArmEnd === undefined ? undefined : endSetPosition.rightArmEnd,
|
||||
};
|
||||
return [
|
||||
new animation.RotationAnimationSegment({
|
||||
beats: move.beats - 1,
|
||||
startPosition: startSetPosition,
|
||||
endPosition: {
|
||||
new animation.RotationAnimationSegment(move.beats - 1,
|
||||
startSetPosition,
|
||||
{
|
||||
...postTwirlPos,
|
||||
rotation: endSetPosition.rotation - (move.startPosition.hands?.has(Hand.Left) ? 360 : 0)
|
||||
},
|
||||
rotation: 180,
|
||||
around: {
|
||||
180,
|
||||
{
|
||||
center: twirlCenter,
|
||||
width: aroundTopOrBottom ? setWidth : setWidth / 4,
|
||||
height: aroundTopOrBottom ? setHeight / 4 : setHeight,
|
||||
},
|
||||
facing: animation.RotationAnimationFacing.Linear, closer: undefined, hands: new Map<Hand, animation.HandAnimation>([[[...move.startPosition.hands!.keys()][0], { kind: "Center" }]])
|
||||
}),
|
||||
new animation.LinearAnimationSegment({
|
||||
beats: 1,
|
||||
startPosition: postTwirlPos,
|
||||
endPosition: endSetPosition
|
||||
})
|
||||
animation.RotationAnimationFacing.Linear,
|
||||
undefined,
|
||||
new Map<Hand, animation.HandAnimation>([[[...move.startPosition.hands!.keys()][0], {kind: "Center"}]]),
|
||||
),
|
||||
new animation.LinearAnimationSegment(1,
|
||||
postTwirlPos,
|
||||
endSetPosition)
|
||||
];
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue
Block a user