0ca8e5a3aa
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.
332 lines
8.0 KiB
Lua
332 lines
8.0 KiB
Lua
-- 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 valid_player_model_versions = {
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default_character_v1 = true,
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default_character_v2 = true,
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}
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local player_model_version = minetest.setting_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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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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-- Animation alias
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local STAND = 1
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local WALK = 2
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local MINE = 3
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local WALK_MINE = 4
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local SIT = 5
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local LAY = 6
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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 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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}
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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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}
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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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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]
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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 * -30 - 35)
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rotate(player, LARM, swing * -40)
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rotate(player, RARM, hand_swing * 20 + 80 + pitch, hand_swing * 5 - 3, 10)
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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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[SIT] = function(player)
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local body_position = vector_new(bone_position[BODY])
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body_position.y = body_position.y - 6
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player:set_bone_position(BODY, body_position, {x = 0, y = 0, z = 0})
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rotate(player, LARM)
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rotate(player, RARM)
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rotate(player, LLEG, 90)
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rotate(player, RLEG, 90)
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end,
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[LAY] = function(player)
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rotate(player, HEAD)
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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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local body_position = {x = 0, y = -9, z = 0}
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local body_rotation = {x = 270, y = 0, z = 0}
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player:set_bone_position(BODY, body_position, body_rotation)
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end
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}
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local function update_look_pitch(player)
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local pitch = -player:get_look_vertical() * 180 / math_pi
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if look_pitch[player] ~= pitch then
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look_pitch[player] = pitch
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end
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end
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local function set_animation_speed(player, sneak)
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local speed = sneak and 0.75 or 2
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if animation_speed[player] ~= speed then
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animation_speed[player] = speed
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end
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end
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local previous_animation = {}
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local function set_animation(player, anim)
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if (anim == WALK or anim == MINE or anim == WALK_MINE)
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or (previous_animation[player] ~= anim) then
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previous_animation[player] = anim
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animations[anim](player)
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end
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end
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local previous_yaw = {}
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local function body_moving(player, sneak, no_rotate_body)
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local yaw = player:get_look_horizontal()
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local player_previous_yaw = previous_yaw[player]
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local index = #player_previous_yaw + 1
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player_previous_yaw[index] = yaw
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local next_yaw = yaw
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if index > 7 then
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next_yaw = player_previous_yaw[1]
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table_remove(player_previous_yaw, 1)
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end
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local x, y = 0, 0
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if not no_rotate_body then
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x = sneak and 5 or 0
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y = (yaw - next_yaw) * 180 / math_pi
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end
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rotate(player, BODY, x, y)
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rotate(player, HEAD, look_pitch[player], -y)
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end
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local players = {}
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local player_list = {}
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local player_count = 0
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local function update_players()
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players = {}
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local position = 0
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for player, joined in pairs(player_list) do
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if joined and player:is_player_connected() then
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position = position + 1
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players[position] = player
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end
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end
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player_count = position
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end
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minetest.register_on_joinplayer(function(player)
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bone_rotation_cache[player] = {}
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previous_yaw[player] = {}
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player_list[player] = true
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update_players()
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end)
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minetest.register_on_leaveplayer(function(player)
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bone_rotation_cache[player] = nil
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look_pitch[player] = nil
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animation_speed[player] = nil
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previous_yaw[player] = nil
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previous_animation[player] = nil
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player_list[player] = nil
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update_players()
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end)
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minetest.register_globalstep(function(dtime)
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if player_count == 0 then return end
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step = step + dtime
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if step >= 3600 then
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step = 1
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end
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for i = 1, player_count do
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local player = players[i]
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local animation = get_animation(player).animation
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if animation == "lay" then
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set_animation(player, LAY)
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if #previous_yaw[player] ~= 0 then
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previous_yaw[player] = {}
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end
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else
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local controls = player:get_player_control()
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local sneak = controls.sneak
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update_look_pitch(player)
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if animation == "walk" then
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set_animation_speed(player, sneak)
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set_animation(player, WALK)
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body_moving(player, sneak)
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elseif animation == "mine" then
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set_animation_speed(player, sneak)
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set_animation(player, MINE)
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body_moving(player, sneak)
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elseif animation == "walk_mine" then
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set_animation_speed(player, sneak)
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set_animation(player, WALK_MINE)
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body_moving(player, sneak)
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elseif animation == "sit" then
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set_animation(player, SIT)
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body_moving(player, sneak, true)
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else
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set_animation(player, STAND)
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body_moving(player, sneak)
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end
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end
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end
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end)
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