minetest-mm/mods/playeranim/init.lua

341 lines
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Lua
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2020-10-25 19:05:08 +01:00
if not minetest.settings then
error("Mod playeranim requires Minetest 0.4.16 or newer")
end
local ANIMATION_SPEED = tonumber(minetest.settings:get("playeranim.animation_speed")) or 2.4
local ANIMATION_SPEED_SNEAK = tonumber(minetest.settings:get("playeranim.animation_speed_sneak")) or 0.8
local BODY_ROTATION_DELAY = math.max(math.floor(tonumber(minetest.settings:get("playeranim.body_rotation_delay")) or 7), 1)
local BODY_X_ROTATION_SNEAK = tonumber(minetest.settings:get("playeranim.body_x_rotation_sneak")) or 6.0
local BONE_POSITION, BONE_ROTATION = (function()
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
return dofile(modpath .. "/model.lua")
end)()
local get_animation = minetest.global_exists("player_api")
and player_api.get_animation or default.player_get_animation
if not get_animation then
error("player_api.get_animation or default.player_get_animation is not found")
end
-- stop player_api from messing stuff up (since 5.3)
if minetest.global_exists("player_api") then
minetest.register_on_mods_loaded(function()
for _, model in pairs(player_api.registered_models) do
if model.animations then
for _, animation in pairs(model.animations) do
animation.x = 0
animation.y = 0
end
end
end
end)
minetest.register_on_joinplayer(function(player)
player:set_local_animation(nil, nil, nil, nil, 0)
end)
end
local function get_animation_speed(player)
if player:get_player_control().sneak then
return ANIMATION_SPEED_SNEAK
end
return ANIMATION_SPEED
end
local math_deg = math.deg
local function get_pitch_deg(player)
return math_deg(player:get_look_vertical())
end
local players_animation_data = setmetatable({}, {
__index = {
init_player = function(self, player)
self[player] = {
time = 0,
yaw_history = {},
bone_rotations = {},
bone_positions = {},
previous_animation = 0,
}
end,
-- time
get_time = function(self, player)
return self[player].time
end,
increment_time = function(self, player, dtime)
self[player].time = self:get_time(player) + dtime
end,
reset_time = function(self, player)
self[player].time = 0
end,
-- yaw_history
get_yaw_history = function(self, player)
return self[player].yaw_history -- Return mutable reference
end,
add_yaw_to_history = function(self, player)
local yaw = player:get_look_horizontal()
local history = self:get_yaw_history(player)
history[#history + 1] = yaw
end,
clear_yaw_history = function(self, player)
if #self[player].yaw_history > 0 then
self[player].yaw_history = {}
end
end,
-- bone_rotations
get_bone_rotation = function(self, player, bone)
return self[player].bone_rotations[bone]
end,
set_bone_rotation = function(self, player, bone, rotation)
self[player].bone_rotations[bone] = rotation
end,
-- bone_positions
get_bone_position = function(self, player, bone)
return self[player].bone_positions[bone]
end,
set_bone_position = function(self, player, bone, position)
self[player].bone_positions[bone] = position
end,
-- previous_animation
get_previous_animation = function(self, player)
return self[player].previous_animation
end,
set_previous_animation = function(self, player, animation)
self[player].previous_animation = animation
end,
}
})
minetest.register_on_joinplayer(function(player)
players_animation_data:init_player(player)
end)
local vector_add, vector_equals = vector.add, vector.equals
local function rotate_bone(player, bone, rotation, position_optional)
local previous_rotation = players_animation_data:get_bone_rotation(player, bone)
local rotation = vector_add(rotation, BONE_ROTATION[bone])
local previous_position = players_animation_data:get_bone_position(player, bone)
local position = BONE_POSITION[bone]
if position_optional then
position = vector_add(position, position_optional)
end
if not previous_rotation
or not previous_position
or not vector_equals(rotation, previous_rotation)
or not vector_equals(position, previous_position) then
player:set_bone_position(bone, position, rotation)
players_animation_data:set_bone_rotation(player, bone, rotation)
players_animation_data:set_bone_position(player, bone, position)
end
end
-- Animation alias
local STAND = 1
local WALK = 2
local MINE = 3
local WALK_MINE = 4
local SIT = 5
local LAY = 6
-- Bone alias
local BODY = "Body"
local HEAD = "Head"
local CAPE = "Cape"
local LARM = "Arm_Left"
local RARM = "Arm_Right"
local LLEG = "Leg_Left"
local RLEG = "Leg_Right"
local math_sin, math_cos, math_pi = math.sin, math.cos, math.pi
local ANIMATIONS = {
[STAND] = function(player, _time)
rotate_bone(player, BODY, {x = 0, y = 0, z = 0})
rotate_bone(player, CAPE, {x = 0, y = 0, z = 0})
rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
rotate_bone(player, RARM, {x = 0, y = 0, z = 0})
rotate_bone(player, LLEG, {x = 0, y = 0, z = 0})
rotate_bone(player, RLEG, {x = 0, y = 0, z = 0})
end,
[LAY] = function(player, _time)
rotate_bone(player, HEAD, {x = 0, y = 0, z = 0})
rotate_bone(player, CAPE, {x = 0, y = 0, z = 0})
rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
rotate_bone(player, RARM, {x = 0, y = 0, z = 0})
rotate_bone(player, LLEG, {x = 0, y = 0, z = 0})
rotate_bone(player, RLEG, {x = 0, y = 0, z = 0})
rotate_bone(player, BODY, BONE_ROTATION.body_lay, BONE_POSITION.body_lay)
end,
[SIT] = function(player, _time)
rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
rotate_bone(player, RARM, {x = 0, y = 0, z = 0})
rotate_bone(player, LLEG, {x = 90, y = 0, z = 0})
rotate_bone(player, RLEG, {x = 90, y = 0, z = 0})
rotate_bone(player, BODY, BONE_ROTATION.body_sit, BONE_POSITION.body_sit)
end,
[WALK] = function(player, time)
local speed = get_animation_speed(player)
local sin = math_sin(time * speed * math_pi)
rotate_bone(player, CAPE, {x = -35 * sin - 35, y = 0, z = 0})
rotate_bone(player, LARM, {x = -55 * sin, y = 0, z = 0})
rotate_bone(player, RARM, {x = 55 * sin, y = 0, z = 0})
rotate_bone(player, LLEG, {x = 55 * sin, y = 0, z = 0})
rotate_bone(player, RLEG, {x = -55 * sin, y = 0, z = 0})
end,
[MINE] = function(player, time)
local speed = get_animation_speed(player)
local cape_sin = math_sin(time * speed * math_pi)
local rarm_sin = math_sin(2 * time * speed * math_pi)
local rarm_cos = -math_cos(2 * time * speed * math_pi)
local pitch = 90 - get_pitch_deg(player)
rotate_bone(player, CAPE, {x = -5 * cape_sin - 5, y = 0, z = 0})
rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
rotate_bone(player, RARM, {x = 10 * rarm_sin + pitch, y = 10 * rarm_cos, z = 0})
rotate_bone(player, LLEG, {x = 0, y = 0, z = 0})
rotate_bone(player, RLEG, {x = 0, y = 0, z = 0})
end,
[WALK_MINE] = function(player, time)
local speed = get_animation_speed(player)
local sin = math_sin(time * speed * math_pi)
local rarm_sin = math_sin(2 * time * speed * math_pi)
local rarm_cos = -math_cos(2 * time * speed * math_pi)
local pitch = 90 - get_pitch_deg(player)
rotate_bone(player, CAPE, {x = -35 * sin - 35, y = 0, z = 0})
rotate_bone(player, LARM, {x = -55 * sin, y = 0, z = 0})
rotate_bone(player, RARM, {x = 10 * rarm_sin + pitch, y = 10 * rarm_cos, z = 0})
rotate_bone(player, LLEG, {x = 55 * sin, y = 0, z = 0})
rotate_bone(player, RLEG, {x = -55 * sin, y = 0, z = 0})
end,
}
local function set_animation(player, animation, force_animate)
local animation_changed
= (players_animation_data:get_previous_animation(player) ~= animation)
if force_animate or animation_changed then
players_animation_data:set_previous_animation(player, animation)
ANIMATIONS[animation](player, players_animation_data:get_time(player))
end
end
local function rotate_head(player)
local head_x_rotation = -get_pitch_deg(player)
rotate_bone(player, HEAD, {x = head_x_rotation, y = 0, z = 0})
end
local table_remove, math_deg = table.remove, math.deg
local function rotate_body_and_head(player)
local body_x_rotation = (function()
local sneak = player:get_player_control().sneak
return sneak and BODY_X_ROTATION_SNEAK or 0
end)()
local body_y_rotation = (function()
local yaw_history = players_animation_data:get_yaw_history(player)
if #yaw_history > BODY_ROTATION_DELAY then
local body_yaw = table_remove(yaw_history, 1)
local player_yaw = player:get_look_horizontal()
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-- Get the difference and normalize it to [-180,180) range.
-- This will give the shortest rotation between head and body angles.
local angle = ((player_yaw - body_yaw + 3.0*math_pi) % (2.0*math_pi)) - math_pi
-- Arbitrary limit of the head turn angle
local limit = math_pi*0.3 -- value from 0 to pi, less than 0.45*pi looks good
-- Clamp the value to the limit
angle = math.max(math.min(angle, limit), -limit)
return math_deg(angle)
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end
return 0
end)()
rotate_bone(player, BODY, {x = body_x_rotation, y = body_y_rotation, z = 0})
local head_x_rotation = -get_pitch_deg(player)
rotate_bone(player, HEAD, {x = head_x_rotation, y = -body_y_rotation, z = 0})
end
local function animate_player(player, dtime)
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local data = get_animation(player)
if not data then
-- Minetest Engine workaround for 5.6.0-dev and older
-- minetest.register_globalstep may call to this function before the player is
-- initialized by minetest.register_on_joinplayer in player_api
return
end
local animation = data.animation
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-- Yaw history
if animation == "lay" or animation == "sit" then
players_animation_data:clear_yaw_history(player)
else
players_animation_data:add_yaw_to_history(player)
end
-- Increment animation time
if animation == "walk"
or animation == "mine"
or animation == "walk_mine" then
players_animation_data:increment_time(player, dtime)
else
players_animation_data:reset_time(player)
end
-- Set animation
if animation == "stand" then
set_animation(player, STAND)
elseif animation == "lay" then
set_animation(player, LAY)
elseif animation == "sit" then
set_animation(player, SIT)
elseif animation == "walk" then
set_animation(player, WALK, true)
elseif animation == "mine" then
set_animation(player, MINE, true)
elseif animation == "walk_mine" then
set_animation(player, WALK_MINE, true)
end
-- Rotate body and head
if animation == "lay" then
-- Do nothing
elseif animation == "sit" then
rotate_head(player)
else
rotate_body_and_head(player)
end
end
local minetest_get_connected_players = minetest.get_connected_players
minetest.register_globalstep(function(dtime)
for _, player in ipairs(minetest_get_connected_players()) do
animate_player(player, dtime)
end
end)