mirror of
https://github.com/minetest-mods/playeranim.git
synced 2024-10-31 23:40:28 +01:00
Bump version to 0.4.16 (#16)
This commit is contained in:
parent
0cccb537a2
commit
05a794fe9d
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@ -1,5 +1,5 @@
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Copyright (c) 2013-2014, Diego Martínez
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Copyright (c) 2016, Rui
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Copyright (c) 2016-2018, Rui
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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47
README.md
Normal file
47
README.md
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@ -0,0 +1,47 @@
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# playeranim
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Makes the head, and the right arm when you're mining, face the way you're facing, similar to Minecraft. Compatible with [3d_armor](https://github.com/stujones11/minetest-3d_armor). This is an ugly hack. Forked from [Kaeza's animplus mod](https://github.com/kaeza/minetest-animplus).
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The head only turns up and down relative to the body, except it turns slightly to the right/left when you strafe right/left. When you turn the body turns with the head.
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Works in both singleplayer and multiplayer.
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Created by [Rui](https://github.com/Rui-Minetest), this document was written by [sloantothebone](https://github.com/sloantothebone).
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## Configuration
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### Version of player model
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Player models supported by this mod:
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- `MTG_4_Jun_2017` (minetest_game after 4 Jun 2017, 0.4.16)
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- `MTG_4_Nov_2017` (minetest_game after 4 Nov 2017, 0.5.0)
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As there is no automatic way to determine which version is used, this must be configured with advanced settings menu, or by manually editing `playeranim.model_version` entry in minetest.conf.
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The default value is `MTG_4_Jun_2017`.
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Symptoms of having configured the incorrect player model:
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- In rest, arms are raised up, and are either detached from the body, or are too close to the body
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- Cape (if visible) points upward
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### The delay of sideways body rotation
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Configure `playeranim.body_rotation_delay`.
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It's the number of frame delay of sideways body rotation.
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The default value is `7`.
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### Lengthways body rotation in sneaking
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Configure `playeranim.body_x_rotation_sneak`.
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It's the degrees of the body's X-axis rotation in sneaking.
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The default value is `6.0`.
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### The speed of an animation
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Configure `playeranim.animation_speed`.
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It's the number of stepping per seconds.
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The default value is `2.4`.
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### The speed of an animation in sneaking
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Configure `playeranim.animation_speed_sneak`.
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It's the number of stepping per seconds in sneaking.
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The default value is `0.8`.
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@ -1 +1,2 @@
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default
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default?
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player_api?
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559
init.lua
559
init.lua
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@ -1,30 +1,126 @@
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-- Version of player model.
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-- default_character_v1:
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-- minetest_game before 25 nov 2016
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-- 3d_armor before 27 nov 2016 (overrides model from minetest_game)
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-- default_character_v2:
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-- minetest_game after 25 nov 2016
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-- 3d_armor after 27 nov 2016 (overrides model from minetest_game)
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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 valid_player_model_versions = {
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default_character_v1 = true,
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default_character_v2 = true,
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default_character_v3 = true,
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}
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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 player_model_version = minetest.settings:get("player_model_version")
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if not player_model_version or player_model_version == "" then
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player_model_version = "default_character_v2"
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elseif not valid_player_model_versions[player_model_version] then
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error("Invalid value for player_model_version in minetest.conf: " .. player_model_version)
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local get_animation = player_api 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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-- Localize to avoid table lookups
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local vector_new = vector.new
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local math_pi = math.pi
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local math_sin = math.sin
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local table_remove = table.remove
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local get_animation = default.player_get_animation
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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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@ -43,308 +139,163 @@ 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 bone_positions = {
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default_character_v1 = {
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[BODY] = vector_new(0, -3.5, 0),
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[HEAD] = vector_new(0, 6.75, 0),
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[CAPE] = vector_new(0, 6.75, 1.1),
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[LARM] = vector_new(2, 6.75, 0),
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[RARM] = vector_new(-2, 6.75, 0),
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[LLEG] = vector_new(-1, 0, 0),
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[RLEG] = vector_new(1, 0, 0)
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},
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default_character_v2 = {
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[BODY] = vector_new(0, -3.5, 0),
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[HEAD] = vector_new(0, 6.75, 0),
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[CAPE] = vector_new(0, 6.75, 1.2),
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[LARM] = vector_new(3, 5.75, 0),
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[RARM] = vector_new(-3, 5.75, 0),
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[LLEG] = vector_new(1, 0, 0),
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[RLEG] = vector_new(-1, 0, 0)
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},
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default_character_v3 = {
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[BODY] = vector_new(0, 6.75, 0),
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[HEAD] = vector_new(0, 6.75, 0),
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[CAPE] = vector_new(0, 6.75, 1.2),
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[LARM] = vector_new(3, 5.75, 0),
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[RARM] = vector_new(-3, 5.75, 0),
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[LLEG] = vector_new(1, 0, 0),
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[RLEG] = vector_new(-1, 0, 0)
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}
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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 bone_rotations = {
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default_character_v1 = {
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[BODY] = vector_new(0, 0, 0),
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[HEAD] = vector_new(0, 0, 0),
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[CAPE] = vector_new(180, 0, 0),
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[LARM] = vector_new(180, 0, 9),
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[RARM] = vector_new(180, 0, -9),
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[LLEG] = vector_new(0, 0, 0),
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[RLEG] = vector_new(0, 0, 0)
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},
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default_character_v2 = {
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[BODY] = vector_new(0, 0, 0),
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[HEAD] = vector_new(0, 0, 0),
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[CAPE] = vector_new(0, 0, 0),
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[LARM] = vector_new(0, 0, 0),
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[RARM] = vector_new(0, 0, 0),
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[LLEG] = vector_new(0, 0, 0),
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[RLEG] = vector_new(0, 0, 0)
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},
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default_character_v3 = {
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[BODY] = vector_new(0, 0, 0),
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[HEAD] = vector_new(0, 0, 0),
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[CAPE] = vector_new(0, 0, 0),
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[LARM] = vector_new(0, 0, 0),
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[RARM] = vector_new(0, 0, 0),
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[LLEG] = vector_new(0, 0, 0),
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[RLEG] = vector_new(0, 0, 0)
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}
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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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local bone_rotation = bone_rotations[player_model_version]
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local bone_position = bone_positions[player_model_version]
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if not bone_rotation or not bone_position then
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error("Internal error: invalid player_model_version: " .. player_model_version)
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end
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local bone_rotation_cache = {}
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local function rotate(player, bone, x, y, z)
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local default_rotation = bone_rotation[bone]
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local rotation = {
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x = (x or 0) + default_rotation.x,
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y = (y or 0) + default_rotation.y,
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z = (z or 0) + default_rotation.z
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}
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local player_cache = bone_rotation_cache[player]
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local rotation_cache = player_cache[bone]
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if not rotation_cache
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or rotation.x ~= rotation_cache.x
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or rotation.y ~= rotation_cache.y
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or rotation.z ~= rotation_cache.z then
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player_cache[bone] = rotation
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player:set_bone_position(bone, bone_position[bone], rotation)
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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 step = 0
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local look_pitch = {}
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local animation_speed = {}
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local animations = {
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[STAND] = function(player)
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rotate(player, BODY)
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rotate(player, CAPE)
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rotate(player, LARM)
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rotate(player, RARM)
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rotate(player, LLEG)
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rotate(player, RLEG)
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end,
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[WALK] = function(player)
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local swing = math_sin(step * 4 * animation_speed[player])
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rotate(player, CAPE, swing * -30 - 35)
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rotate(player, LARM, swing * -40)
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rotate(player, RARM, swing * 40)
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rotate(player, LLEG, swing * 40)
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rotate(player, RLEG, swing * -40)
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end,
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[MINE] = function(player)
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local pitch = look_pitch[player]
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local speed = animation_speed[player]
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local swing = math_sin(step * 4 * speed)
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local hand_swing = math_sin(step * 8 * speed)
|
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rotate(player, CAPE, swing * -5 - 10)
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rotate(player, LARM)
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rotate(player, RARM, hand_swing * 20 + 80 + pitch, hand_swing * 5 - 3, 10)
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rotate(player, LLEG)
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rotate(player, RLEG)
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end,
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[WALK_MINE] = function(player)
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||||
local pitch = look_pitch[player]
|
||||
local speed = animation_speed[player]
|
||||
|
||||
local swing = math_sin(step * 4 * speed)
|
||||
local hand_swing = math_sin(step * 8 * speed)
|
||||
|
||||
rotate(player, CAPE, swing * -30 - 35)
|
||||
rotate(player, LARM, swing * -40)
|
||||
rotate(player, RARM, hand_swing * 20 + 80 + pitch, hand_swing * 5 - 3, 10)
|
||||
rotate(player, LLEG, swing * 40)
|
||||
rotate(player, RLEG, swing * -40)
|
||||
end,
|
||||
|
||||
[SIT] = function(player)
|
||||
local body_position = vector_new(bone_position[BODY])
|
||||
body_position.y = body_position.y - 6
|
||||
|
||||
player:set_bone_position(BODY, body_position, {x = 0, y = 0, z = 0})
|
||||
|
||||
rotate(player, LARM)
|
||||
rotate(player, RARM)
|
||||
rotate(player, LLEG, 90)
|
||||
rotate(player, RLEG, 90)
|
||||
end,
|
||||
|
||||
[LAY] = function(player)
|
||||
rotate(player, HEAD)
|
||||
rotate(player, CAPE)
|
||||
rotate(player, LARM)
|
||||
rotate(player, RARM)
|
||||
rotate(player, LLEG)
|
||||
rotate(player, RLEG)
|
||||
|
||||
local body_position = {x = 0, y = -9, z = 0}
|
||||
local body_rotation = {x = 270, y = 0, z = 0}
|
||||
|
||||
player:set_bone_position(BODY, body_position, body_rotation)
|
||||
end
|
||||
}
|
||||
|
||||
local function update_look_pitch(player)
|
||||
local pitch = -player:get_look_vertical() * 180 / math_pi
|
||||
|
||||
if look_pitch[player] ~= pitch then
|
||||
look_pitch[player] = pitch
|
||||
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 function set_animation_speed(player, sneak)
|
||||
local speed = sneak and 0.75 or 2
|
||||
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)()
|
||||
|
||||
if animation_speed[player] ~= speed then
|
||||
animation_speed[player] = speed
|
||||
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()
|
||||
return math_deg(player_yaw - body_yaw)
|
||||
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 previous_animation = {}
|
||||
|
||||
local function set_animation(player, anim)
|
||||
if (anim == WALK or anim == MINE or anim == WALK_MINE)
|
||||
or (previous_animation[player] ~= anim) then
|
||||
previous_animation[player] = anim
|
||||
animations[anim](player)
|
||||
end
|
||||
end
|
||||
|
||||
local previous_yaw = {}
|
||||
|
||||
local function body_moving(player, sneak, no_rotate_body)
|
||||
local yaw = player:get_look_horizontal()
|
||||
|
||||
local player_previous_yaw = previous_yaw[player]
|
||||
local index = #player_previous_yaw + 1
|
||||
player_previous_yaw[index] = yaw
|
||||
|
||||
local next_yaw = yaw
|
||||
if index > 7 then
|
||||
next_yaw = player_previous_yaw[1]
|
||||
table_remove(player_previous_yaw, 1)
|
||||
end
|
||||
|
||||
local x, y = 0, 0
|
||||
if not no_rotate_body then
|
||||
x = sneak and 5 or 0
|
||||
y = (yaw - next_yaw) * 180 / math_pi
|
||||
end
|
||||
|
||||
rotate(player, BODY, x, y)
|
||||
rotate(player, HEAD, look_pitch[player], -y)
|
||||
end
|
||||
|
||||
local players = {}
|
||||
local player_list = {}
|
||||
local player_count = 0
|
||||
|
||||
local function update_players()
|
||||
players = {}
|
||||
|
||||
local position = 0
|
||||
|
||||
for player, joined in pairs(player_list) do
|
||||
if joined and player:is_player_connected() then
|
||||
position = position + 1
|
||||
players[position] = player
|
||||
end
|
||||
end
|
||||
|
||||
player_count = position
|
||||
end
|
||||
|
||||
minetest.register_on_joinplayer(function(player)
|
||||
bone_rotation_cache[player] = {}
|
||||
previous_yaw[player] = {}
|
||||
|
||||
player_list[player] = true
|
||||
update_players()
|
||||
end)
|
||||
|
||||
minetest.register_on_leaveplayer(function(player)
|
||||
bone_rotation_cache[player] = nil
|
||||
|
||||
look_pitch[player] = nil
|
||||
animation_speed[player] = nil
|
||||
|
||||
previous_yaw[player] = nil
|
||||
previous_animation[player] = nil
|
||||
|
||||
player_list[player] = nil
|
||||
update_players()
|
||||
end)
|
||||
|
||||
minetest.register_globalstep(function(dtime)
|
||||
if player_count == 0 then return end
|
||||
|
||||
step = step + dtime
|
||||
if step >= 3600 then
|
||||
step = 1
|
||||
end
|
||||
|
||||
for i = 1, player_count do
|
||||
local player = players[i]
|
||||
local function animate_player(player, dtime)
|
||||
local animation = get_animation(player).animation
|
||||
|
||||
if animation == "lay" then
|
||||
set_animation(player, LAY)
|
||||
|
||||
if #previous_yaw[player] ~= 0 then
|
||||
previous_yaw[player] = {}
|
||||
end
|
||||
-- Yaw history
|
||||
if animation == "lay" or animation == "sit" then
|
||||
players_animation_data:clear_yaw_history(player)
|
||||
else
|
||||
local controls = player:get_player_control()
|
||||
local sneak = controls.sneak
|
||||
players_animation_data:add_yaw_to_history(player)
|
||||
end
|
||||
|
||||
update_look_pitch(player)
|
||||
-- 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
|
||||
|
||||
if animation == "walk" then
|
||||
set_animation_speed(player, sneak)
|
||||
set_animation(player, WALK)
|
||||
body_moving(player, sneak)
|
||||
elseif animation == "mine" then
|
||||
set_animation_speed(player, sneak)
|
||||
set_animation(player, MINE)
|
||||
body_moving(player, sneak)
|
||||
elseif animation == "walk_mine" then
|
||||
set_animation_speed(player, sneak)
|
||||
set_animation(player, WALK_MINE)
|
||||
body_moving(player, sneak)
|
||||
-- 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)
|
||||
body_moving(player, sneak, true)
|
||||
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
|
||||
set_animation(player, STAND)
|
||||
body_moving(player, sneak)
|
||||
end
|
||||
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)
|
||||
|
|
99
model.lua
Normal file
99
model.lua
Normal file
|
@ -0,0 +1,99 @@
|
|||
-- 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"
|
||||
|
||||
-- Version of player model
|
||||
local DEFAULT_PLAYER_MODEL_VERSION = "MTG_4_Jun_2017"
|
||||
|
||||
local VALID_PLAYER_MODEL_VERSIONS = {
|
||||
MTG_4_Jun_2017 = true,
|
||||
MTG_4_Nov_2017 = true,
|
||||
}
|
||||
|
||||
local LEGACY_PLAYER_MODEL_VERSIONS = {
|
||||
default_character_v1 = true,
|
||||
default_character_v2 = true,
|
||||
default_character_v3 = true,
|
||||
}
|
||||
|
||||
local BONE_POSITIONS = {
|
||||
MTG_4_Jun_2017 = {
|
||||
[BODY] = {x = 0, y = -3.5, z = 0},
|
||||
[HEAD] = {x = 0, y = 6.5, z = 0},
|
||||
[CAPE] = {x = 0, y = 6.5, z = 1.2},
|
||||
[LARM] = {x = 3, y = 5.5, z = 0},
|
||||
[RARM] = {x = -3, y = 5.5, z = 0},
|
||||
[LLEG] = {x = 1, y = 0, z = 0},
|
||||
[RLEG] = {x = -1, y = 0, z = 0},
|
||||
|
||||
body_sit = {x = 0, y = -5.5, z = 0},
|
||||
body_lay = {x = 0, y = -5.5, z = 0},
|
||||
},
|
||||
MTG_4_Nov_2017 = {
|
||||
[BODY] = {x = 0, y = 6.25, z = 0},
|
||||
[HEAD] = {x = 0, y = 6.5, z = 0},
|
||||
[CAPE] = {x = 0, y = 6.5, z = 1.2},
|
||||
[LARM] = {x = 3, y = 5.5, z = 0},
|
||||
[RARM] = {x = -3, y = 5.5, z = 0},
|
||||
[LLEG] = {x = 1, y = 0, z = 0},
|
||||
[RLEG] = {x = -1, y = 0, z = 0},
|
||||
|
||||
body_sit = {x = 0, y = -5, z = 0},
|
||||
body_lay = {x = 0, y = -5, z = 0},
|
||||
},
|
||||
}
|
||||
|
||||
local BONE_ROTATIONS = {
|
||||
MTG_4_Jun_2017 = {
|
||||
[BODY] = {x = 0, y = 0, z = 0},
|
||||
[HEAD] = {x = 0, y = 0, z = 0},
|
||||
[CAPE] = {x = 0, y = 0, z = 0},
|
||||
[LARM] = {x = 0, y = 0, z = 0},
|
||||
[RARM] = {x = 0, y = 0, z = 0},
|
||||
[LLEG] = {x = 0, y = 0, z = 0},
|
||||
[RLEG] = {x = 0, y = 0, z = 0},
|
||||
|
||||
body_sit = {x = 0, y = 0, z = 0},
|
||||
body_lay = {x = 270, y = 0, z = 0},
|
||||
},
|
||||
MTG_4_Nov_2017 = {
|
||||
[BODY] = {x = 0, y = 0, z = 0},
|
||||
[HEAD] = {x = 0, y = 0, z = 0},
|
||||
[CAPE] = {x = 0, y = 0, z = 0},
|
||||
[LARM] = {x = 0, y = 0, z = 0},
|
||||
[RARM] = {x = 0, y = 0, z = 0},
|
||||
[LLEG] = {x = 0, y = 0, z = 0},
|
||||
[RLEG] = {x = 0, y = 0, z = 0},
|
||||
|
||||
body_sit = {x = 0, y = 0, z = 0},
|
||||
body_lay = {x = 270, y = 0, z = 0},
|
||||
},
|
||||
}
|
||||
|
||||
local PLAYER_MODEL_VERSION = (function()
|
||||
local version = minetest.settings:get("playeranim.model_version")
|
||||
if version == nil or version == "" then
|
||||
version = DEFAULT_PLAYER_MODEL_VERSION
|
||||
end
|
||||
|
||||
if LEGACY_PLAYER_MODEL_VERSIONS[version] then
|
||||
error("The model version '" .. version .. "' is no longer suppported")
|
||||
elseif not VALID_PLAYER_MODEL_VERSIONS[version] then
|
||||
error("Invalid value for playeranim.model_version in minetest.conf: " .. version)
|
||||
end
|
||||
|
||||
return version
|
||||
end)()
|
||||
|
||||
local BONE_POSITION = BONE_POSITIONS[PLAYER_MODEL_VERSION]
|
||||
local BONE_ROTATION = BONE_ROTATIONS[PLAYER_MODEL_VERSION]
|
||||
if not BONE_POSITION or not BONE_ROTATION then
|
||||
error("Internal error: invalid player_model_version: " .. PLAYER_MODEL_VERSION)
|
||||
end
|
||||
|
||||
return BONE_POSITION, BONE_ROTATION
|
23
readme.md
23
readme.md
|
@ -1,23 +0,0 @@
|
|||
# playeranim
|
||||
Makes the head, and the right arm when you’re mining, face the way you’re facing, similar to Minecraft. Compatible with 3d_armor. Forked from the animplus mod, which was an ugly hack.
|
||||
|
||||
The head only turns up and down relative to the body, except it turns slightly to the right/left when you strafe right/left. When you turn the body turns with the head.
|
||||
|
||||
Works in multiplayer, I tested it on a local server.
|
||||
|
||||
Configuration
|
||||
-------------
|
||||
|
||||
This mod supports 2 versions of the player model:
|
||||
- The old version: v1 (before nov. 2016)
|
||||
- The new version: v2 (after nov. 2016)
|
||||
(see also init.lua)
|
||||
|
||||
As there is no automatic way to determine which version is used, this must be manually configured in `init.lua`.
|
||||
|
||||
Symptoms of having configured the incorrect player model:
|
||||
- In rest, arms are raised up, and are either detached from the body, or are too close to the body
|
||||
- Cape (if visible) points upward
|
||||
|
||||
|
||||
Created by Rui914, this document was written by sloantothebone.
|
|
@ -1,17 +1,18 @@
|
|||
# Version of player model.
|
||||
# Some fixes and improvements were made to the default player model (character.b3d)
|
||||
# end of november 2016. These changes affect the way body parts are attached and
|
||||
# positioned. For correct results, the version of the player model must be known.
|
||||
#
|
||||
# Player models known / supported by this mod:
|
||||
# . -- default_character_v1; used in:
|
||||
# . -- minetest_game before 25 nov 2016
|
||||
# . -- 3d_armor before 27 nov 2016 (overrides model from minetest_game)
|
||||
# . -- default_character_v2; used in:
|
||||
# . -- minetest_game after 25 nov 2016
|
||||
# . -- 3d_armor after 27 nov 2016 (overrides model from minetest_game)
|
||||
# . -- default_character_v3; used in:
|
||||
# . -- minetest_game after 22 jul 2017
|
||||
# . -- 3d_armor after ???????????????? (overrides model from minetest_game)
|
||||
player_model_version (Version of player model) enum default_character_v2 default_character_v1,default_character_v2,default_character_v3
|
||||
# Player models supported by this mod:
|
||||
# . -- `MTG_4_Jun_2017` (minetest_game after 4 Jun 2017, 0.4.16)
|
||||
# . -- `MTG_4_Nov_2017` (minetest_game after 4 Nov 2017, 0.5.0)
|
||||
playeranim.model_version (Version of player model) enum MTG_4_Jun_2017 MTG_4_Jun_2017,MTG_4_Nov_2017
|
||||
|
||||
# The number of frame delay of sideways body rotation. (between 1 and 20).
|
||||
playeranim.body_rotation_delay (The delay of sideways body rotation) int 7 1 20
|
||||
|
||||
# The degrees of the body's X-axis rotation in sneaking.
|
||||
playeranim.body_x_rotation_sneak (Lengthways body rotation in sneaking) float 6.0
|
||||
|
||||
# The number of stepping per seconds.
|
||||
playeranim.animation_speed (The speed of an animation) float 2.4
|
||||
|
||||
# The number of stepping per seconds in sneaking.
|
||||
playeranim.animation_speed_sneak (The speed of an animation in sneaking) float 0.8
|
||||
|
|
Loading…
Reference in New Issue
Block a user