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-rw-r--r--playeranim/init.lua301
1 files changed, 301 insertions, 0 deletions
diff --git a/playeranim/init.lua b/playeranim/init.lua
new file mode 100644
index 0000000..e6730e2
--- /dev/null
+++ b/playeranim/init.lua
@@ -0,0 +1,301 @@
+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 BONE_POSITION, BONE_ROTATION = (function()
+ local modname = minetest.get_current_modname()
+ local modpath = minetest.get_modpath(modname)
+ return dofile(modpath .. "/model.lua")
+end)()
+
+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
+
+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
+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 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 function set_animation(player, animation, force_animate)
+ local animation_changed
+ = (players_animation_data:get_previous_animation(player) ~= animation)
+
+ 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 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 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)()
+
+ 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
+ return 0
+ end)()
+
+ 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
+
+
+local function animate_player(player, dtime)
+ local animation = get_animation(player).animation
+
+ -- 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
+
+ -- 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
+
+ -- 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
+
+ -- 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)
+ for _, player in ipairs(minetest_get_connected_players()) do
+ animate_player(player, dtime)
+ end
+end)