playeranim/init.lua
Rogier-5 0ca8e5a3aa Changes for adapted player model
The new player model is in minetest_game since 25 nov 2016,
3d_armor since 27 nov 2016

Dependency on 3d_armor was removed, as it is no longer needed

Note: the extra '.' characters in settingtypes.txt are needed to make
the help text display acceptably in the minetest settings tab. Without
them, minetest removes all leading whitespace, and makes the help text
look messy.
2016-12-07 21:03:12 +09:00

332 lines
8.0 KiB
Lua

-- 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 valid_player_model_versions = {
default_character_v1 = true,
default_character_v2 = true,
}
local player_model_version = minetest.setting_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)
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
-- Animation alias
local STAND = 1
local WALK = 2
local MINE = 3
local WALK_MINE = 4
local SIT = 5
local LAY = 6
-- Bone alias
local BODY = "Body"
local HEAD = "Head"
local CAPE = "Cape"
local LARM = "Arm_Left"
local RARM = "Arm_Right"
local LLEG = "Leg_Left"
local RLEG = "Leg_Right"
local 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)
}
}
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)
}
}
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)
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
end
local function set_animation_speed(player, sneak)
local speed = sneak and 0.75 or 2
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
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 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
end
end)