2020-10-25 19:05:08 +01:00
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if not minetest.settings then
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error("Mod playeranim requires Minetest 0.4.16 or newer")
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end
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local ANIMATION_SPEED = tonumber(minetest.settings:get("playeranim.animation_speed")) or 2.4
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local ANIMATION_SPEED_SNEAK = tonumber(minetest.settings:get("playeranim.animation_speed_sneak")) or 0.8
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local BODY_ROTATION_DELAY = math.max(math.floor(tonumber(minetest.settings:get("playeranim.body_rotation_delay")) or 7), 1)
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local BODY_X_ROTATION_SNEAK = tonumber(minetest.settings:get("playeranim.body_x_rotation_sneak")) or 6.0
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local BONE_POSITION, BONE_ROTATION = (function()
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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return dofile(modpath .. "/model.lua")
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end)()
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local get_animation = minetest.global_exists("player_api")
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and player_api.get_animation or default.player_get_animation
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if not get_animation then
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error("player_api.get_animation or default.player_get_animation is not found")
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end
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-- stop player_api from messing stuff up (since 5.3)
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if minetest.global_exists("player_api") then
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minetest.register_on_mods_loaded(function()
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for _, model in pairs(player_api.registered_models) do
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if model.animations then
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for _, animation in pairs(model.animations) do
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animation.x = 0
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animation.y = 0
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end
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end
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end
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end)
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minetest.register_on_joinplayer(function(player)
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player:set_local_animation(nil, nil, nil, nil, 0)
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end)
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end
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local function get_animation_speed(player)
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if player:get_player_control().sneak then
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return ANIMATION_SPEED_SNEAK
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end
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return ANIMATION_SPEED
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end
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local math_deg = math.deg
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local function get_pitch_deg(player)
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return math_deg(player:get_look_vertical())
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end
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local players_animation_data = setmetatable({}, {
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__index = {
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init_player = function(self, player)
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self[player] = {
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time = 0,
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yaw_history = {},
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bone_rotations = {},
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bone_positions = {},
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previous_animation = 0,
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}
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end,
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-- time
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get_time = function(self, player)
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return self[player].time
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end,
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increment_time = function(self, player, dtime)
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self[player].time = self:get_time(player) + dtime
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end,
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reset_time = function(self, player)
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self[player].time = 0
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end,
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-- yaw_history
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get_yaw_history = function(self, player)
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return self[player].yaw_history -- Return mutable reference
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end,
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add_yaw_to_history = function(self, player)
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local yaw = player:get_look_horizontal()
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local history = self:get_yaw_history(player)
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history[#history + 1] = yaw
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end,
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clear_yaw_history = function(self, player)
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if #self[player].yaw_history > 0 then
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self[player].yaw_history = {}
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end
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end,
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-- bone_rotations
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get_bone_rotation = function(self, player, bone)
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return self[player].bone_rotations[bone]
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end,
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set_bone_rotation = function(self, player, bone, rotation)
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self[player].bone_rotations[bone] = rotation
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end,
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-- bone_positions
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get_bone_position = function(self, player, bone)
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return self[player].bone_positions[bone]
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end,
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set_bone_position = function(self, player, bone, position)
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self[player].bone_positions[bone] = position
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end,
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-- previous_animation
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get_previous_animation = function(self, player)
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return self[player].previous_animation
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end,
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set_previous_animation = function(self, player, animation)
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self[player].previous_animation = animation
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end,
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}
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})
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minetest.register_on_joinplayer(function(player)
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players_animation_data:init_player(player)
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end)
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local vector_add, vector_equals = vector.add, vector.equals
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local function rotate_bone(player, bone, rotation, position_optional)
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local previous_rotation = players_animation_data:get_bone_rotation(player, bone)
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local rotation = vector_add(rotation, BONE_ROTATION[bone])
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local previous_position = players_animation_data:get_bone_position(player, bone)
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local position = BONE_POSITION[bone]
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if position_optional then
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position = vector_add(position, position_optional)
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end
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if not previous_rotation
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or not previous_position
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or not vector_equals(rotation, previous_rotation)
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or not vector_equals(position, previous_position) then
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player:set_bone_position(bone, position, rotation)
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players_animation_data:set_bone_rotation(player, bone, rotation)
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players_animation_data:set_bone_position(player, bone, position)
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end
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end
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-- Animation alias
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local STAND = 1
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local WALK = 2
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local MINE = 3
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local WALK_MINE = 4
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local SIT = 5
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local LAY = 6
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-- Bone alias
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local BODY = "Body"
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local HEAD = "Head"
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local CAPE = "Cape"
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local LARM = "Arm_Left"
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local RARM = "Arm_Right"
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local LLEG = "Leg_Left"
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local RLEG = "Leg_Right"
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local math_sin, math_cos, math_pi = math.sin, math.cos, math.pi
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local ANIMATIONS = {
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[STAND] = function(player, _time)
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rotate_bone(player, BODY, {x = 0, y = 0, z = 0})
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rotate_bone(player, CAPE, {x = 0, y = 0, z = 0})
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rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
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rotate_bone(player, RARM, {x = 0, y = 0, z = 0})
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rotate_bone(player, LLEG, {x = 0, y = 0, z = 0})
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rotate_bone(player, RLEG, {x = 0, y = 0, z = 0})
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end,
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[LAY] = function(player, _time)
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rotate_bone(player, HEAD, {x = 0, y = 0, z = 0})
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rotate_bone(player, CAPE, {x = 0, y = 0, z = 0})
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rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
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rotate_bone(player, RARM, {x = 0, y = 0, z = 0})
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rotate_bone(player, LLEG, {x = 0, y = 0, z = 0})
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rotate_bone(player, RLEG, {x = 0, y = 0, z = 0})
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rotate_bone(player, BODY, BONE_ROTATION.body_lay, BONE_POSITION.body_lay)
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end,
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[SIT] = function(player, _time)
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rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
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rotate_bone(player, RARM, {x = 0, y = 0, z = 0})
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rotate_bone(player, LLEG, {x = 90, y = 0, z = 0})
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rotate_bone(player, RLEG, {x = 90, y = 0, z = 0})
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rotate_bone(player, BODY, BONE_ROTATION.body_sit, BONE_POSITION.body_sit)
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end,
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[WALK] = function(player, time)
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local speed = get_animation_speed(player)
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local sin = math_sin(time * speed * math_pi)
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rotate_bone(player, CAPE, {x = -35 * sin - 35, y = 0, z = 0})
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rotate_bone(player, LARM, {x = -55 * sin, y = 0, z = 0})
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rotate_bone(player, RARM, {x = 55 * sin, y = 0, z = 0})
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rotate_bone(player, LLEG, {x = 55 * sin, y = 0, z = 0})
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rotate_bone(player, RLEG, {x = -55 * sin, y = 0, z = 0})
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end,
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[MINE] = function(player, time)
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local speed = get_animation_speed(player)
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local cape_sin = math_sin(time * speed * math_pi)
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local rarm_sin = math_sin(2 * time * speed * math_pi)
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local rarm_cos = -math_cos(2 * time * speed * math_pi)
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local pitch = 90 - get_pitch_deg(player)
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rotate_bone(player, CAPE, {x = -5 * cape_sin - 5, y = 0, z = 0})
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rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
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rotate_bone(player, RARM, {x = 10 * rarm_sin + pitch, y = 10 * rarm_cos, z = 0})
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rotate_bone(player, LLEG, {x = 0, y = 0, z = 0})
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rotate_bone(player, RLEG, {x = 0, y = 0, z = 0})
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end,
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[WALK_MINE] = function(player, time)
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local speed = get_animation_speed(player)
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local sin = math_sin(time * speed * math_pi)
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local rarm_sin = math_sin(2 * time * speed * math_pi)
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local rarm_cos = -math_cos(2 * time * speed * math_pi)
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local pitch = 90 - get_pitch_deg(player)
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rotate_bone(player, CAPE, {x = -35 * sin - 35, y = 0, z = 0})
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rotate_bone(player, LARM, {x = -55 * sin, y = 0, z = 0})
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rotate_bone(player, RARM, {x = 10 * rarm_sin + pitch, y = 10 * rarm_cos, z = 0})
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rotate_bone(player, LLEG, {x = 55 * sin, y = 0, z = 0})
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rotate_bone(player, RLEG, {x = -55 * sin, y = 0, z = 0})
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end,
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}
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local function set_animation(player, animation, force_animate)
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local animation_changed
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= (players_animation_data:get_previous_animation(player) ~= animation)
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if force_animate or animation_changed then
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players_animation_data:set_previous_animation(player, animation)
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ANIMATIONS[animation](player, players_animation_data:get_time(player))
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end
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end
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local function rotate_head(player)
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local head_x_rotation = -get_pitch_deg(player)
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rotate_bone(player, HEAD, {x = head_x_rotation, y = 0, z = 0})
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end
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local table_remove, math_deg = table.remove, math.deg
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local function rotate_body_and_head(player)
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local body_x_rotation = (function()
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local sneak = player:get_player_control().sneak
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return sneak and BODY_X_ROTATION_SNEAK or 0
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end)()
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local body_y_rotation = (function()
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local yaw_history = players_animation_data:get_yaw_history(player)
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if #yaw_history > BODY_ROTATION_DELAY then
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local body_yaw = table_remove(yaw_history, 1)
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local player_yaw = player:get_look_horizontal()
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2024-12-19 12:55:40 +01:00
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-- Get the difference and normalize it to [-180,180) range.
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-- This will give the shortest rotation between head and body angles.
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local angle = ((player_yaw - body_yaw + 3.0*math_pi) % (2.0*math_pi)) - math_pi
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-- Arbitrary limit of the head turn angle
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local limit = math_pi*0.3 -- value from 0 to pi, less than 0.45*pi looks good
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-- Clamp the value to the limit
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angle = math.max(math.min(angle, limit), -limit)
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return math_deg(angle)
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2020-10-25 19:05:08 +01:00
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end
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return 0
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end)()
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rotate_bone(player, BODY, {x = body_x_rotation, y = body_y_rotation, z = 0})
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local head_x_rotation = -get_pitch_deg(player)
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rotate_bone(player, HEAD, {x = head_x_rotation, y = -body_y_rotation, z = 0})
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end
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local function animate_player(player, dtime)
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2024-12-19 12:55:40 +01:00
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local data = get_animation(player)
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if not data then
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-- Minetest Engine workaround for 5.6.0-dev and older
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-- minetest.register_globalstep may call to this function before the player is
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-- initialized by minetest.register_on_joinplayer in player_api
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return
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end
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local animation = data.animation
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2020-10-25 19:05:08 +01:00
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-- Yaw history
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if animation == "lay" or animation == "sit" then
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players_animation_data:clear_yaw_history(player)
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else
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players_animation_data:add_yaw_to_history(player)
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end
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-- Increment animation time
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if animation == "walk"
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or animation == "mine"
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or animation == "walk_mine" then
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players_animation_data:increment_time(player, dtime)
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else
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players_animation_data:reset_time(player)
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end
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-- Set animation
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if animation == "stand" then
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set_animation(player, STAND)
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elseif animation == "lay" then
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set_animation(player, LAY)
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elseif animation == "sit" then
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set_animation(player, SIT)
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elseif animation == "walk" then
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set_animation(player, WALK, true)
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elseif animation == "mine" then
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set_animation(player, MINE, true)
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elseif animation == "walk_mine" then
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set_animation(player, WALK_MINE, true)
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end
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-- Rotate body and head
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if animation == "lay" then
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-- Do nothing
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elseif animation == "sit" then
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rotate_head(player)
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else
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rotate_body_and_head(player)
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end
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end
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local minetest_get_connected_players = minetest.get_connected_players
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minetest.register_globalstep(function(dtime)
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for _, player in ipairs(minetest_get_connected_players()) do
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animate_player(player, dtime)
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end
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end)
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