diff --git a/license.md b/LICENSE.md similarity index 88% rename from license.md rename to LICENSE.md index 539d1d7..5957b8c 100644 --- a/license.md +++ b/LICENSE.md @@ -1,15 +1,15 @@ Copyright (c) 2013-2014, Diego Martínez -Copyright (c) 2016, Rui +Copyright (c) 2016-2018, Rui All rights reserved. Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are met: +modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. + this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. + and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED diff --git a/README.md b/README.md new file mode 100644 index 0000000..9938d60 --- /dev/null +++ b/README.md @@ -0,0 +1,47 @@ +# 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](https://github.com/stujones11/minetest-3d_armor). This is an ugly hack. Forked from [Kaeza's animplus mod](https://github.com/kaeza/minetest-animplus). + +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 both singleplayer and multiplayer. + +Created by [Rui](https://github.com/Rui-Minetest), this document was written by [sloantothebone](https://github.com/sloantothebone). + +## Configuration + +### Version of player model + +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) + +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. +The default value is `MTG_4_Jun_2017`. + +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 + +### The delay of sideways body rotation + +Configure `playeranim.body_rotation_delay`. +It's the number of frame delay of sideways body rotation. +The default value is `7`. + +### Lengthways body rotation in sneaking + +Configure `playeranim.body_x_rotation_sneak`. +It's the degrees of the body's X-axis rotation in sneaking. +The default value is `6.0`. + +### The speed of an animation + +Configure `playeranim.animation_speed`. +It's the number of stepping per seconds. +The default value is `2.4`. + +### The speed of an animation in sneaking + +Configure `playeranim.animation_speed_sneak`. +It's the number of stepping per seconds in sneaking. +The default value is `0.8`. diff --git a/depends.txt b/depends.txt index 4ad96d5..9bcff68 100644 --- a/depends.txt +++ b/depends.txt @@ -1 +1,2 @@ -default +default? +player_api? diff --git a/init.lua b/init.lua index 8fae9b5..e6730e2 100644 --- a/init.lua +++ b/init.lua @@ -1,30 +1,126 @@ --- Version of player model. --- default_character_v1: --- minetest_game before 25 nov 2016 --- 3d_armor before 27 nov 2016 (overrides model from minetest_game) --- default_character_v2: --- minetest_game after 25 nov 2016 --- 3d_armor after 27 nov 2016 (overrides model from minetest_game) +local ANIMATION_SPEED = tonumber(minetest.settings:get("playeranim.animation_speed")) or 2.4 +local ANIMATION_SPEED_SNEAK = tonumber(minetest.settings:get("playeranim.animation_speed_sneak")) or 0.8 +local BODY_ROTATION_DELAY = math.max(math.floor(tonumber(minetest.settings:get("playeranim.body_rotation_delay")) or 7), 1) +local BODY_X_ROTATION_SNEAK = tonumber(minetest.settings:get("playeranim.body_x_rotation_sneak")) or 6.0 -local valid_player_model_versions = { - default_character_v1 = true, - default_character_v2 = true, - default_character_v3 = true, -} +local BONE_POSITION, BONE_ROTATION = (function() + local modname = minetest.get_current_modname() + local modpath = minetest.get_modpath(modname) + return dofile(modpath .. "/model.lua") +end)() -local player_model_version = minetest.settings:get("player_model_version") -if not player_model_version or player_model_version == "" then - player_model_version = "default_character_v2" -elseif not valid_player_model_versions[player_model_version] then - error("Invalid value for player_model_version in minetest.conf: " .. player_model_version) +local get_animation = player_api and player_api.get_animation or default.player_get_animation +if not get_animation then + error("player_api.get_animation or default.player_get_animation is not found") end --- Localize to avoid table lookups -local vector_new = vector.new -local math_pi = math.pi -local math_sin = math.sin -local table_remove = table.remove -local get_animation = default.player_get_animation +local function get_animation_speed(player) + if player:get_player_control().sneak then + return ANIMATION_SPEED_SNEAK + end + return ANIMATION_SPEED +end + +local math_deg = math.deg +local function get_pitch_deg(player) + return math_deg(player:get_look_vertical()) +end + +local players_animation_data = setmetatable({}, { + __index = { + init_player = function(self, player) + self[player] = { + time = 0, + yaw_history = {}, + bone_rotations = {}, + bone_positions = {}, + previous_animation = 0, + } + end, + + -- time + get_time = function(self, player) + return self[player].time + end, + + increment_time = function(self, player, dtime) + self[player].time = self:get_time(player) + dtime + end, + + reset_time = function(self, player) + self[player].time = 0 + end, + + -- yaw_history + get_yaw_history = function(self, player) + return self[player].yaw_history -- Return mutable reference + end, + + add_yaw_to_history = function(self, player) + local yaw = player:get_look_horizontal() + local history = self:get_yaw_history(player) + history[#history + 1] = yaw + end, + + clear_yaw_history = function(self, player) + if #self[player].yaw_history > 0 then + self[player].yaw_history = {} + end + end, + + -- bone_rotations + get_bone_rotation = function(self, player, bone) + return self[player].bone_rotations[bone] + end, + + set_bone_rotation = function(self, player, bone, rotation) + self[player].bone_rotations[bone] = rotation + end, + + -- bone_positions + get_bone_position = function(self, player, bone) + return self[player].bone_positions[bone] + end, + + set_bone_position = function(self, player, bone, position) + self[player].bone_positions[bone] = position + end, + + -- previous_animation + get_previous_animation = function(self, player) + return self[player].previous_animation + end, + + set_previous_animation = function(self, player, animation) + self[player].previous_animation = animation + end, + } +}) + +minetest.register_on_joinplayer(function(player) + players_animation_data:init_player(player) +end) + +local vector_add, vector_equals = vector.add, vector.equals +local function rotate_bone(player, bone, rotation, position_optional) + local previous_rotation = players_animation_data:get_bone_rotation(player, bone) + local rotation = vector_add(rotation, BONE_ROTATION[bone]) + + local previous_position = players_animation_data:get_bone_position(player, bone) + local position = BONE_POSITION[bone] + if position_optional then + position = vector_add(position, position_optional) + end + + if not previous_rotation + or not previous_position + or not vector_equals(rotation, previous_rotation) + or not vector_equals(position, previous_position) then + player:set_bone_position(bone, position, rotation) + players_animation_data:set_bone_rotation(player, bone, rotation) + players_animation_data:set_bone_position(player, bone, position) + end +end -- Animation alias local STAND = 1 @@ -43,308 +139,163 @@ local RARM = "Arm_Right" local LLEG = "Leg_Left" local RLEG = "Leg_Right" -local bone_positions = { - default_character_v1 = { - [BODY] = vector_new(0, -3.5, 0), - [HEAD] = vector_new(0, 6.75, 0), - [CAPE] = vector_new(0, 6.75, 1.1), - [LARM] = vector_new(2, 6.75, 0), - [RARM] = vector_new(-2, 6.75, 0), - [LLEG] = vector_new(-1, 0, 0), - [RLEG] = vector_new(1, 0, 0) - }, - default_character_v2 = { - [BODY] = vector_new(0, -3.5, 0), - [HEAD] = vector_new(0, 6.75, 0), - [CAPE] = vector_new(0, 6.75, 1.2), - [LARM] = vector_new(3, 5.75, 0), - [RARM] = vector_new(-3, 5.75, 0), - [LLEG] = vector_new(1, 0, 0), - [RLEG] = vector_new(-1, 0, 0) - }, - default_character_v3 = { - [BODY] = vector_new(0, 6.75, 0), - [HEAD] = vector_new(0, 6.75, 0), - [CAPE] = vector_new(0, 6.75, 1.2), - [LARM] = vector_new(3, 5.75, 0), - [RARM] = vector_new(-3, 5.75, 0), - [LLEG] = vector_new(1, 0, 0), - [RLEG] = vector_new(-1, 0, 0) - } +local math_sin, math_cos, math_pi = math.sin, math.cos, math.pi +local ANIMATIONS = { + [STAND] = function(player, _time) + rotate_bone(player, BODY, {x = 0, y = 0, z = 0}) + rotate_bone(player, CAPE, {x = 0, y = 0, z = 0}) + rotate_bone(player, LARM, {x = 0, y = 0, z = 0}) + rotate_bone(player, RARM, {x = 0, y = 0, z = 0}) + rotate_bone(player, LLEG, {x = 0, y = 0, z = 0}) + rotate_bone(player, RLEG, {x = 0, y = 0, z = 0}) + end, + + [LAY] = function(player, _time) + rotate_bone(player, HEAD, {x = 0, y = 0, z = 0}) + rotate_bone(player, CAPE, {x = 0, y = 0, z = 0}) + rotate_bone(player, LARM, {x = 0, y = 0, z = 0}) + rotate_bone(player, RARM, {x = 0, y = 0, z = 0}) + rotate_bone(player, LLEG, {x = 0, y = 0, z = 0}) + rotate_bone(player, RLEG, {x = 0, y = 0, z = 0}) + rotate_bone(player, BODY, BONE_ROTATION.body_lay, BONE_POSITION.body_lay) + end, + + [SIT] = function(player, _time) + rotate_bone(player, LARM, {x = 0, y = 0, z = 0}) + rotate_bone(player, RARM, {x = 0, y = 0, z = 0}) + rotate_bone(player, LLEG, {x = 90, y = 0, z = 0}) + rotate_bone(player, RLEG, {x = 90, y = 0, z = 0}) + rotate_bone(player, BODY, BONE_ROTATION.body_sit, BONE_POSITION.body_sit) + end, + + [WALK] = function(player, time) + local speed = get_animation_speed(player) + local sin = math_sin(time * speed * math_pi) + + rotate_bone(player, CAPE, {x = -35 * sin - 35, y = 0, z = 0}) + rotate_bone(player, LARM, {x = -55 * sin, y = 0, z = 0}) + rotate_bone(player, RARM, {x = 55 * sin, y = 0, z = 0}) + rotate_bone(player, LLEG, {x = 55 * sin, y = 0, z = 0}) + rotate_bone(player, RLEG, {x = -55 * sin, y = 0, z = 0}) + end, + + [MINE] = function(player, time) + local speed = get_animation_speed(player) + + local cape_sin = math_sin(time * speed * math_pi) + local rarm_sin = math_sin(2 * time * speed * math_pi) + local rarm_cos = -math_cos(2 * time * speed * math_pi) + local pitch = 90 - get_pitch_deg(player) + + rotate_bone(player, CAPE, {x = -5 * cape_sin - 5, y = 0, z = 0}) + rotate_bone(player, LARM, {x = 0, y = 0, z = 0}) + rotate_bone(player, RARM, {x = 10 * rarm_sin + pitch, y = 10 * rarm_cos, z = 0}) + rotate_bone(player, LLEG, {x = 0, y = 0, z = 0}) + rotate_bone(player, RLEG, {x = 0, y = 0, z = 0}) + end, + + [WALK_MINE] = function(player, time) + local speed = get_animation_speed(player) + + local sin = math_sin(time * speed * math_pi) + local rarm_sin = math_sin(2 * time * speed * math_pi) + local rarm_cos = -math_cos(2 * time * speed * math_pi) + local pitch = 90 - get_pitch_deg(player) + + rotate_bone(player, CAPE, {x = -35 * sin - 35, y = 0, z = 0}) + rotate_bone(player, LARM, {x = -55 * sin, y = 0, z = 0}) + rotate_bone(player, RARM, {x = 10 * rarm_sin + pitch, y = 10 * rarm_cos, z = 0}) + rotate_bone(player, LLEG, {x = 55 * sin, y = 0, z = 0}) + rotate_bone(player, RLEG, {x = -55 * sin, y = 0, z = 0}) + end, } -local bone_rotations = { - default_character_v1 = { - [BODY] = vector_new(0, 0, 0), - [HEAD] = vector_new(0, 0, 0), - [CAPE] = vector_new(180, 0, 0), - [LARM] = vector_new(180, 0, 9), - [RARM] = vector_new(180, 0, -9), - [LLEG] = vector_new(0, 0, 0), - [RLEG] = vector_new(0, 0, 0) - }, - default_character_v2 = { - [BODY] = vector_new(0, 0, 0), - [HEAD] = vector_new(0, 0, 0), - [CAPE] = vector_new(0, 0, 0), - [LARM] = vector_new(0, 0, 0), - [RARM] = vector_new(0, 0, 0), - [LLEG] = vector_new(0, 0, 0), - [RLEG] = vector_new(0, 0, 0) - }, - default_character_v3 = { - [BODY] = vector_new(0, 0, 0), - [HEAD] = vector_new(0, 0, 0), - [CAPE] = vector_new(0, 0, 0), - [LARM] = vector_new(0, 0, 0), - [RARM] = vector_new(0, 0, 0), - [LLEG] = vector_new(0, 0, 0), - [RLEG] = vector_new(0, 0, 0) - } -} +local function set_animation(player, animation, force_animate) + local animation_changed + = (players_animation_data:get_previous_animation(player) ~= animation) -local bone_rotation = bone_rotations[player_model_version] -local bone_position = bone_positions[player_model_version] -if not bone_rotation or not bone_position then - error("Internal error: invalid player_model_version: " .. player_model_version) -end - -local bone_rotation_cache = {} - -local function rotate(player, bone, x, y, z) - local default_rotation = bone_rotation[bone] - local rotation = { - x = (x or 0) + default_rotation.x, - y = (y or 0) + default_rotation.y, - z = (z or 0) + default_rotation.z - } - - local player_cache = bone_rotation_cache[player] - local rotation_cache = player_cache[bone] - - if not rotation_cache - or rotation.x ~= rotation_cache.x - or rotation.y ~= rotation_cache.y - or rotation.z ~= rotation_cache.z then - player_cache[bone] = rotation - player:set_bone_position(bone, bone_position[bone], rotation) + if force_animate or animation_changed then + players_animation_data:set_previous_animation(player, animation) + ANIMATIONS[animation](player, players_animation_data:get_time(player)) end end -local step = 0 - -local look_pitch = {} -local animation_speed = {} - -local animations = { - [STAND] = function(player) - rotate(player, BODY) - rotate(player, CAPE) - rotate(player, LARM) - rotate(player, RARM) - rotate(player, LLEG) - rotate(player, RLEG) - end, - - [WALK] = function(player) - local swing = math_sin(step * 4 * animation_speed[player]) - - rotate(player, CAPE, swing * -30 - 35) - rotate(player, LARM, swing * -40) - rotate(player, RARM, swing * 40) - rotate(player, LLEG, swing * 40) - rotate(player, RLEG, swing * -40) - end, - - [MINE] = function(player) - 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 * -5 - 10) - rotate(player, LARM) - rotate(player, RARM, hand_swing * 20 + 80 + pitch, hand_swing * 5 - 3, 10) - rotate(player, LLEG) - rotate(player, RLEG) - end, - - [WALK_MINE] = function(player) - 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 - end -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 + 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 - end + return 0 + end)() - player_count = position + 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 -minetest.register_on_joinplayer(function(player) - bone_rotation_cache[player] = {} - previous_yaw[player] = {} - player_list[player] = true - update_players() -end) +local function animate_player(player, dtime) + local animation = get_animation(player).animation -minetest.register_on_leaveplayer(function(player) - bone_rotation_cache[player] = nil + -- Yaw history + if animation == "lay" or animation == "sit" then + players_animation_data:clear_yaw_history(player) + else + players_animation_data:add_yaw_to_history(player) + end - look_pitch[player] = nil - animation_speed[player] = nil + -- 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 - previous_yaw[player] = nil - previous_animation[player] = nil + -- Set animation + if animation == "stand" then + set_animation(player, STAND) + elseif animation == "lay" then + set_animation(player, LAY) + elseif animation == "sit" then + set_animation(player, SIT) + elseif animation == "walk" then + set_animation(player, WALK, true) + elseif animation == "mine" then + set_animation(player, MINE, true) + elseif animation == "walk_mine" then + set_animation(player, WALK_MINE, true) + end - player_list[player] = nil - update_players() -end) + -- Rotate body and head + if animation == "lay" then + -- Do nothing + elseif animation == "sit" then + rotate_head(player) + else + rotate_body_and_head(player) + end +end +local minetest_get_connected_players = minetest.get_connected_players minetest.register_globalstep(function(dtime) - 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 animation = get_animation(player).animation - - if animation == "lay" then - set_animation(player, LAY) - - if #previous_yaw[player] ~= 0 then - previous_yaw[player] = {} - end - else - local controls = player:get_player_control() - local sneak = controls.sneak - - update_look_pitch(player) - - 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) - elseif animation == "sit" then - set_animation(player, SIT) - body_moving(player, sneak, true) - else - set_animation(player, STAND) - body_moving(player, sneak) - end - end + for _, player in ipairs(minetest_get_connected_players()) do + animate_player(player, dtime) end end) diff --git a/model.lua b/model.lua new file mode 100644 index 0000000..717382c --- /dev/null +++ b/model.lua @@ -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 diff --git a/readme.md b/readme.md deleted file mode 100644 index 395d687..0000000 --- a/readme.md +++ /dev/null @@ -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. diff --git a/settingtypes.txt b/settingtypes.txt index 8444fa8..a36322f 100644 --- a/settingtypes.txt +++ b/settingtypes.txt @@ -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