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Lua
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2017-09-18 07:19:27 -05:00
local model = minetest.get_modpath("3d_armor") and "armor" or "normal"
-- Localize functions to avoid table lookups (better performance)
local vector_new = vector.new
local math_sin = math.sin
local math_deg = math.deg
local table_remove = table.remove
local get_animation = default.player_get_animation
local get_connected_players = minetest.get_connected_players
-- 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 = {
normal = {
[BODY] = vector_new(0, -3.5, 0),
[HEAD] = vector_new(0, 6.5, 0),
[CAPE] = vector_new(0, 6.5, 1.5),
[LARM] = vector_new(-3.9, 6.5, 0),
[RARM] = vector_new(3.9, 6.5, 0),
[LLEG] = vector_new(-1, 0, 0),
[RLEG] = vector_new(1, 0, 0)
},
armor = {
[BODY] = vector_new(0, -3.5, 0),
[HEAD] = vector_new(0, 6.75, 0),
[CAPE] = vector_new(0, 6.75, 1.5),
[LARM] = vector_new(2, 6.5, 0),
[RARM] = vector_new(-2, 6.5, 0),
[LLEG] = vector_new(1, 0, 0),
[RLEG] = vector_new(-1, 0, 0)
}
}
local bone_rotations = {
normal = {
[BODY] = vector_new(0, 0, 0),
[HEAD] = vector_new(0, 0, 0),
[CAPE] = vector_new(0, 0, 180),
[LARM] = vector_new(180, 0, 7.5),
[RARM] = vector_new(180, 0, -7.5),
[LLEG] = vector_new(0, 0, 0),
[RLEG] = vector_new(0, 0, 0)
},
armor = {
[BODY] = vector_new(0, 0, 0),
[HEAD] = vector_new(0, 0, 0),
[CAPE] = vector_new(180, 0, 180),
[LARM] = vector_new(180, 0, 9),
[RARM] = vector_new(180, 0, -9),
[LLEG] = vector_new(0, 0, 0),
[RLEG] = vector_new(0, 0, 0)
}
}
local bone_rotation = bone_rotations[model]
local bone_position = bone_positions[model]
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
}
player:set_bone_position(bone, bone_position[bone], rotation)
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 name = player:get_player_name()
local swing = math_sin(step * 4 * animation_speed[name])
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 name = player:get_player_name()
local pitch = look_pitch[name]
local swing = math_sin(step * 4 * animation_speed[name])
local hand_swing = math_sin(step * 8 * animation_speed[name])
rotate(player, CAPE, swing * 5 + 10)
rotate(player, LARM)
rotate(player, RARM, hand_swing * 20 + 80 + pitch)
rotate(player, LLEG)
rotate(player, RLEG)
end,
[WALK_MINE] = function(player)
local name = player:get_player_name()
local pitch = look_pitch[name]
local swing = math_sin(step * 4 * animation_speed[name])
local hand_swing = math_sin(step * 8 * animation_speed[name])
rotate(player, CAPE, swing * 30 + 35)
rotate(player, LARM, swing * -40)
rotate(player, RARM, hand_swing * 20 + 80 + pitch)
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)
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)
rotate(player, HEAD)
end
}
local function update_look_pitch(player)
local name = player:get_player_name()
local pitch = math_deg(player:get_look_pitch())
if look_pitch[name] ~= pitch then
look_pitch[name] = pitch
end
end
local function set_animation_speed(player, bool_sneak)
local name = player:get_player_name()
local speed = bool_sneak and 0.75 or 2
if animation_speed[name] ~= speed then
animation_speed[name] = speed
end
end
local previous_animation = {}
local function set_animation(player, anim)
local name = player:get_player_name()
if anim == LAY then
if previous_animation[name] ~= anim then
previous_animation[name] = anim
animations[anim](player)
end
return
end
if anim == WALK or anim == MINE or anim == WALK_MINE then
previous_animation[name] = anim
animations[anim](player)
return
end
if previous_animation[name] ~= anim then
previous_animation[name] = anim
animations[anim](player)
end
end
local previous_head = {}
local function head_rotate(player, y)
local name = player:get_player_name()
local x = look_pitch[name]
local old_head = previous_head[name]
if x ~= old_head.x
or y ~= old_head.y then
previous_head[name] = {x = x, y = y}
rotate(player, HEAD, x, y)
end
end
local previous_yaw = {}
local previous_body = {}
local function body_moving(player, bool_sneak, no_rotate_body)
local name = player:get_player_name()
local yaw = player:get_look_yaw()
local player_previous_yaw = previous_yaw[name]
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 = bool_sneak and 5 or 0
y = math_deg(yaw - next_yaw)
end
local old_body = previous_body[name]
if x ~= old_body.x
or y ~= old_body.y then
rotate(player, BODY, x, y)
previous_body[name] = {x = x, y = y}
end
head_rotate(player, -y)
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
previous_yaw[name] = {}
previous_head[name] = {x = 0, y = 0}
previous_body[name] = {x = 0, y = 0}
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
look_pitch[name] = nil
animation_speed[name] = nil
previous_yaw[name] = nil
previous_head[name] = nil
previous_body[name] = nil
previous_animation[name] = nil
end)
minetest.register_globalstep(function(dtime)
step = step + dtime
if step >= 3600 then
step = 1
end
local players = get_connected_players()
local player_count = #players
if player_count == 0 then return end
for i = 1, player_count do
local player = players[i]
local animation = get_animation(player).animation
if animation == "lay" then -- No head rotate
set_animation(player, STAND) -- Reset
set_animation(player, LAY)
else
local controls = player:get_player_control()
local bool_sneak = controls.sneak
update_look_pitch(player)
if animation == "walk" then
set_animation_speed(player, bool_sneak)
set_animation(player, WALK)
body_moving(player, bool_sneak)
elseif animation == "mine" then
set_animation_speed(player, bool_sneak)
set_animation(player, MINE)
body_moving(player, bool_sneak)
elseif animation == "walk_mine" then
set_animation_speed(player, bool_sneak)
set_animation(player, WALK_MINE)
body_moving(player, bool_sneak)
elseif animation == "sit" then
set_animation(player, SIT)
body_moving(player, bool_sneak, true)
else
set_animation(player, STAND)
body_moving(player, bool_sneak)
end
end
end
end)