mirror of
https://github.com/minetest-mods/playeranim.git
synced 2025-01-25 00:50:20 +01:00
475 lines
14 KiB
Lua
475 lines
14 KiB
Lua
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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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playeranim = {}
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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 ROTATE_ON_SNEAK = true
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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 vector_add, vector_equals = vector.add, vector.equals
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local math_sin, math_cos, math_pi, math_deg = math.sin, math.cos, math.pi, math.deg
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local table_remove = table.remove
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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_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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static_rotations = {},
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static_positions = {},
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previous_animations = {},
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assigned_animations = {},
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animation_speed = nil
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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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-- static_rotations
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get_static_rotations = function(self, player)
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return self[player].static_rotations
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end,
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set_static_rotations = function(self, player, rotations)
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self[player].static_rotations = rotations
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end,
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-- static_positions
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get_static_positions = function(self, player)
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return self[player].static_positions
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end,
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set_static_positions = function(self, player, positions)
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self[player].static_positions = positions
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end,
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-- previous_animations
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get_previous_animations = function(self, player)
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return self[player].previous_animations
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end,
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set_previous_animations = function(self, player, animations)
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self[player].previous_animations = animations
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end,
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-- assigned_animations
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get_assigned_animations = function(self, player)
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return self[player].assigned_animations
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end,
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assign_animation = function(self, player, animation)
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self[player].assigned_animations[animation] = true
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end,
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unassign_animation = function(self, player, animation)
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self[player].assigned_animations[animation] = nil
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end,
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-- animation_speed
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get_animation_speed = function(self, player)
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return self[player].animation_speed
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end,
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set_animation_speed = function(self, player, speed)
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self[player].animation_speed = speed
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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 function rotate_bone(player, bone, rotation, position)
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local previous_rotation = players_animation_data:get_bone_rotation(player, bone)
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local previous_position = players_animation_data:get_bone_position(player, bone)
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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)
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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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-- 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 ANIMATIONS = {}
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local ORDERED_STATIC_ANIMATIONS = {}
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local ORDERED_MOVING_ANIMATIONS = {}
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local function update_reference_caches()
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ORDERED_STATIC_ANIMATIONS = {}
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ORDERED_MOVING_ANIMATIONS = {}
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local ordered_static = {}
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local ordered_moving = {}
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for animation, config in pairs(ANIMATIONS) do
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if config.options.moving then
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table.insert(ordered_moving, { order=config.options.order or 0, name=animation})
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else
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table.insert(ordered_static, { order=config.options.order or 0, name=animation})
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end
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end
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table.sort(ordered_static, function (a,b) return a.order < b.order end)
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for i,animation in ipairs(ordered_static) do
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table.insert(ORDERED_STATIC_ANIMATIONS, animation.name)
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end
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table.sort(ordered_moving, function (a,b) return a.order < b.order end)
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for i,animation in ipairs(ordered_moving) do
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table.insert(ORDERED_MOVING_ANIMATIONS, animation.name)
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end
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end
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function playeranim.register_animation(name, options, apply)
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if type(options) ~= 'table' then options = {} end
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ANIMATIONS[name] = {
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apply=apply,
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options = options
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}
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update_reference_caches()
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end
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playeranim.bones = {
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BODY = BODY,
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HEAD = HEAD,
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CAPE = CAPE,
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LARM = LARM,
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RARM = RARM,
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LLEG = LLEG,
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RLEG = RLEG
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}
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function playeranim.assign_animation (player, animation)
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return players_animation_data:assign_animation(player, animation)
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end
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function playeranim.unassign_animation (player, animation)
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return players_animation_data:unassign_animation(player, animation)
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end
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function playeranim.set_animation_speed(player, speed)
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return players_animation_data:set_animation_speed(player, speed)
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end
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function playeranim.set_rotate_on_sneak(newval)
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ROTATE_ON_SNEAK = newval
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end
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playeranim.register_animation("stand", {looking=true,facing=true})
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playeranim.register_animation("lay", nil, function(player, _time)
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anim.rotations[BODY] = vector.add(anim.rotations[BODY], anim.rotations.body_lay)
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anim.positions[BODY] = vector.add(anim.positions[BODY], anim.positions.body_lay)
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end)
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playeranim.register_animation("sit", {looking=true}, function(player, _time, anim)
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anim.rotations[LLEG].x = anim.rotations[LLEG].x+90
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anim.rotations[RLEG].x = anim.rotations[RLEG].x+90
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anim.rotations[BODY] = vector.add(anim.rotations[BODY], anim.rotations.body_sit)
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anim.positions[BODY] = vector.add(anim.positions[BODY], anim.positions.body_sit)
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end)
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playeranim.register_animation("walk", {moving=true,looking=true,facing=true}, function(player, time, anim)
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local sin = math_sin(time * anim.speed * math_pi)
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anim.rotations[CAPE].x = anim.rotations[CAPE].x+(-35 * sin - 35)
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anim.rotations[LARM].x = anim.rotations[LARM].x+(-55 * sin)
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anim.rotations[LLEG].x = anim.rotations[LLEG].x+( 55 * sin)
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anim.rotations[RLEG].x = anim.rotations[RLEG].x+(-55 * sin)
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if not anim.current_animations.mine then
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anim.rotations[RARM].x = anim.rotations[RARM].x+(55 * sin)
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end
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end)
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playeranim.register_animation("mine", {moving=true}, function(player, time, anim)
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local cape_sin = math_sin(time * anim.speed * math_pi)
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local rarm_sin = math_sin(2 * time * anim.speed * math_pi)
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local rarm_cos = -math_cos(2 * time * anim.speed * math_pi)
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local pitch = 90 - get_pitch_deg(player)
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anim.rotations[CAPE].x = anim.rotations[CAPE].x+(-5 * cape_sin - 5)
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anim.rotations[RARM].x = anim.rotations[RARM].x+( 10 * rarm_sin + pitch)
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anim.rotations[RARM].y = anim.rotations[RARM].y+( 10 * rarm_cos)
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end)
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local function rotate_head(player, anim)
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local head_x_rotation = -get_pitch_deg(player)
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anim.rotations[HEAD].x = anim.rotations[HEAD].x+head_x_rotation
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end
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local function rotate_body(player, anim)
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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 ROTATE_ON_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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return math_deg(player_yaw - body_yaw)
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end
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return 0
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end)()
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anim.rotations[BODY].x = anim.rotations[BODY].x+body_x_rotation
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anim.rotations[BODY].y = anim.rotations[BODY].y+body_y_rotation
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anim.rotations[HEAD].y = anim.rotations[HEAD].y-body_y_rotation
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end
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local function get_animation_speed(player)
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local assigned_speed = players_animation_data:get_animation_speed(player)
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if assigned_speed then
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return assigned_speed
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end
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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 function static_animations_changed(previous_animations, current_animations)
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for animation in pairs(previous_animations) do
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if not ANIMATIONS[animation].options.moving and not current_animations[animation] then
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return true
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end
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end
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for animation in pairs(current_animations) do
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if not ANIMATIONS[animation].options.moving and not previous_animations[animation] then
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return true
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end
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end
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return false
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end
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local function any_animation_has_property(animations, property)
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for animation in pairs(animations) do
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if ANIMATIONS[animation] and ANIMATIONS[animation].options[property] then
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return true
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end
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end
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return false
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end
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local function animate_player(player, dtime)
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local animation = get_animation(player).animation
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-- Combine manually set animations and system defined animations
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local animations = table.copy(players_animation_data:get_assigned_animations(player))
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if animation == "walk_mine" then
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animations.walk = true
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animations.mine = true
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else
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animations[animation] = true
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end
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-- Set animation
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local animation_speed = get_animation_speed(player)
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local moving_animation = any_animation_has_property(animations, 'moving')
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local facing_animation = any_animation_has_property(animations, 'facing')
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local looking_animation = any_animation_has_property(animations, 'looking')
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-- Increment animation time
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if moving_animation 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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-- Yaw history
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if facing_animation then
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players_animation_data:add_yaw_to_history(player)
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else
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players_animation_data:clear_yaw_history(player)
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end
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local previous_animations = players_animation_data:get_previous_animations(player)
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local changes = false
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local time = players_animation_data:get_time(player)
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-- Apply any static animations to the base if they have changed, retrieve them if not
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local rotations
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local positions
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if static_animations_changed(previous_animations, animations) then
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rotations = table.copy(BONE_ROTATION.default)
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positions = table.copy(BONE_POSITION.default)
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for _,animation in ipairs(ORDERED_STATIC_ANIMATIONS) do
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if animations[animation] then
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local apply = ANIMATIONS[animation] and ANIMATIONS[animation].apply
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if apply then
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apply(player, time, {
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rotations = rotations,
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positions = positions,
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current_animations = animations,
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previous_animations = previous_animations,
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speed = animation_speed
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})
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end
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end
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end
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players_animation_data:set_static_rotations(player, table.copy(rotations))
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players_animation_data:set_static_positions(player, table.copy(positions))
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changes = true
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else
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rotations = table.copy(players_animation_data:get_static_rotations(player))
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positions = table.copy(players_animation_data:get_static_positions(player))
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end
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-- Apply any animations that are moving
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for _,animation in ipairs(ORDERED_MOVING_ANIMATIONS) do
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if animations[animation] then
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if not previous_animations[animation] then
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changes = true
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end
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local apply = ANIMATIONS[animation] and ANIMATIONS[animation].apply
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if apply then
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apply(player, time, {
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rotations = rotations,
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positions = positions,
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current_animations = animations,
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previous_animations = previous_animations,
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speed = animation_speed
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})
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end
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end
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end
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-- Head looks around
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if looking_animation then
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rotate_head(player, {
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rotations = rotations,
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positions = positions,
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current_animations = animations,
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previous_animations = previous_animations,
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speed = animation_speed
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})
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end
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-- Body follows head
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if facing_animation then
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rotate_body(player, {
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rotations = rotations,
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positions = positions,
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current_animations = animations,
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previous_animations = previous_animations,
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speed = animation_speed
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})
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end
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for name, bone in pairs(playeranim.bones) do
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rotate_bone(player, bone, rotations[bone], positions[bone])
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end
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if changes then
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players_animation_data:set_previous_animations(player, animations)
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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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