EinsDreiDreiSieben/mods/character_anim/init.lua
2025-05-13 23:14:13 +02:00

379 lines
13 KiB
Lua

assert(modlib.version >= 103, "character_anim requires at least version rolling-103 of modlib")
local workaround_model = modlib.mod.require"workaround"
character_anim = {}
character_anim.conf = modlib.mod.configuration()
local quaternion = modlib.quaternion
-- TODO deduplicate code: move to modlib (see ghosts mod)
local media_paths = modlib.minetest.media.paths
local static_model_names = {}
local animated_model_names = {}
for name in pairs(media_paths) do
if (name:find"character" or name:find"player") and name:match"%.b3d$" then
local fixed, data = pcall(workaround_model, name)
if fixed then
local static_name = "_character_anim_" .. name
minetest.dynamic_add_media({
filename = static_name,
filedata = data,
})
static_model_names[name] = static_name
animated_model_names[static_name] = name
else
minetest.log("warning", "character_anim: failed to workaround model " .. name)
end
end
end
local function find_node(root, name)
if root.name == name then return root end
for _, child in ipairs(root.children) do
local node = find_node(child, name)
if node then return node end
end
end
local models = setmetatable({}, {__index = function(self, filename)
if animated_model_names[filename] then
return self[animated_model_names[filename]]
end
local _, ext = modlib.file.get_extension(filename)
if not ext or ext:lower() ~= "b3d" then
-- Only B3D support currently
return
end
local path = assert(media_paths[filename], filename)
local stream = io.open(path, "rb")
local model = assert(modlib.b3d.read(stream))
assert(stream:read(1) == nil, "EOF expected")
stream:close()
self[filename] = model
return model
end})
function character_anim.is_interacting(player)
local control = player:get_player_control()
return minetest.check_player_privs(player, "interact") and (control.RMB or control.LMB)
end
local function get_look_horizontal(player)
return -math.deg(player:get_look_horizontal())
end
local players = {}
character_anim.players = players
local function get_playerdata(player)
local name = player:get_player_name()
local data = players[name]
if data then return data end
-- Initialize playerdata if it doesn't already exist
data = {
interaction_time = 0,
animation_time = 0,
look_horizontal = get_look_horizontal(player),
bone_positions = {}
}
players[name] = data
return data
end
function character_anim.set_bone_override(player, bonename, position, rotation)
local value = {
position = position,
euler_rotation = rotation
}
get_playerdata(player).bone_positions[bonename] = next(value) and value
end
local function nil_default(value, default)
if value == nil then return default end
return value
end
-- Forward declaration
local handle_player_animations
-- Raw PlayerRef methods
local set_bone_position, set_animation, set_local_animation
minetest.register_on_joinplayer(function(player)
get_playerdata(player) -- Initalizes playerdata if it isn't already initialized
if not set_bone_position then
local PlayerRef = getmetatable(player)
-- Keep our model hack completely opaque to the outside world
local set_properties = PlayerRef.set_properties
function PlayerRef:set_properties(props)
if not self:is_player() then
return set_properties(self, props)
end
local old_mesh = props.mesh
props.mesh = static_model_names[old_mesh] or old_mesh
set_properties(self, props)
props.mesh = old_mesh
end
local get_properties = PlayerRef.get_properties
function PlayerRef:get_properties()
if not self:is_player() then
return get_properties(self)
end
local props = get_properties(self)
if not props then return nil end
props.mesh = animated_model_names[props.mesh] or props.mesh
return props
end
set_bone_position = PlayerRef.set_bone_position
function PlayerRef:set_bone_position(bonename, position, rotation)
if self:is_player() then
character_anim.set_bone_override(self, bonename or "",
position or {x = 0, y = 0, z = 0},
rotation or {x = 0, y = 0, z = 0})
end
return set_bone_position(self, bonename, position, rotation)
end
set_animation = PlayerRef.set_animation
function PlayerRef:set_animation(frame_range, frame_speed, frame_blend, frame_loop)
if not self:is_player() then
return set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
end
local player_animation = get_playerdata(self)
if not player_animation then
return
end
local prev_anim = player_animation.animation
local new_anim = {
nil_default(frame_range, {x = 1, y = 1}),
nil_default(frame_speed, 15),
nil_default(frame_blend, 0),
nil_default(frame_loop, true)
}
player_animation.animation = new_anim
if not prev_anim or (prev_anim[1].x ~= new_anim[1].x or prev_anim[1].y ~= new_anim[1].y) then
-- Reset animation only if the animation changed
player_animation.animation_time = 0
handle_player_animations(0, player)
elseif prev_anim[2] ~= new_anim[2] then
-- Adapt time to new speed
player_animation.animation_time = player_animation.animation_time * prev_anim[2] / new_anim[2]
end
end
local set_animation_frame_speed = PlayerRef.set_animation_frame_speed
function PlayerRef:set_animation_frame_speed(frame_speed)
if not self:is_player() then
return set_animation_frame_speed(self, frame_speed)
end
frame_speed = nil_default(frame_speed, 15)
local player_animation = get_playerdata(self)
if not player_animation then
return
end
local prev_speed = player_animation.animation[2]
player_animation.animation[2] = frame_speed
-- Adapt time to new speed
player_animation.animation_time = player_animation.animation_time * prev_speed / frame_speed
end
local get_animation = PlayerRef.get_animation
function PlayerRef:get_animation()
if not self:is_player() then
return get_animation(self)
end
local anim = get_playerdata(self).animation
if anim then
return unpack(anim, 1, 4)
end
return get_animation(self)
end
set_local_animation = PlayerRef.set_local_animation
function PlayerRef:set_local_animation(idle, walk, dig, walk_while_dig, frame_speed)
if not self:is_player() then return set_local_animation(self) end
frame_speed = frame_speed or 30
get_playerdata(self).local_animation = {idle, walk, dig, walk_while_dig, frame_speed}
end
local get_local_animation = PlayerRef.get_local_animation
function PlayerRef:get_local_animation()
if not self:is_player() then return get_local_animation(self) end
local local_anim = get_playerdata(self).local_animation
if local_anim then
return unpack(local_anim, 1, 5)
end
return get_local_animation(self)
end
end
-- First update `character_anim` with the current animation
-- which mods like `player_api` might have already set
-- (note: these two methods are already hooked)
player:set_animation(player:get_animation())
-- Then disable animation & local animation
local no_anim = {x = 0, y = 0}
set_animation(player, no_anim, 0, 0, false)
set_local_animation(player, no_anim, no_anim, no_anim, no_anim, 1)
end)
minetest.register_on_leaveplayer(function(player) players[player:get_player_name()] = nil end)
local function clamp(value, range)
if value > range.max then
return range.max
end
if value < range.min then
return range.min
end
return value
end
local function normalize_angle(angle)
return ((angle + 180) % 360) - 180
end
local function normalize_rotation(euler_rotation)
return vector.apply(euler_rotation, normalize_angle)
end
function handle_player_animations(dtime, player)
local mesh
do
local props = player:get_properties()
if not props then
-- HACK inside on_joinplayer, the player object may be invalid
-- causing get_properties() to return nothing - just ignore this
return
end
mesh = props.mesh
end
if static_model_names[mesh] then
player:set_properties{mesh = mesh}
elseif animated_model_names[mesh] then
mesh = animated_model_names[mesh]
end
local model = models[mesh]
if not model then
return
end
local conf = character_anim.conf.models[mesh] or character_anim.conf.default
local player_animation = get_playerdata(player)
local anim = player_animation.animation
if not anim then
return
end
local range, frame_speed, _, frame_loop = unpack(anim, 1, 4)
local animation_time = player_animation.animation_time
animation_time = animation_time + dtime
player_animation.animation_time = animation_time
local range_min, range_max = range.x + 1, range.y + 1
local keyframe
if range_min == range_max then
keyframe = range_min
elseif frame_loop then
keyframe = range_min + ((animation_time * frame_speed) % (range_max - range_min))
else
keyframe = math.min(range_max, range_min + animation_time * frame_speed)
end
local bones = {}
local animated_bone_props = model:get_animated_bone_properties(keyframe, true)
local body_quaternion
for _, props in ipairs(animated_bone_props) do
local bone = props.bone_name
if bone == "Body" then
body_quaternion = props.rotation
end
local position, rotation = modlib.vector.to_minetest(props.position), props.rotation
-- Invert quaternion to match Minetest's coordinate system
rotation = {-rotation[1], -rotation[2], -rotation[3], rotation[4]}
local euler_rotation = quaternion.to_euler_rotation(rotation)
bones[bone] = {position = position, rotation = rotation, euler_rotation = euler_rotation}
end
local Body = (bones.Body or {}).euler_rotation
local Head = (bones.Head or {}).euler_rotation
local Arm_Right = (bones.Arm_Right or {}).euler_rotation
local look_vertical = math.deg(player:get_look_vertical())
if Head then Head.x = -look_vertical end
local interacting = character_anim.is_interacting(player)
if interacting and Arm_Right then
local interaction_time = player_animation.interaction_time
-- Note: -90 instead of -Arm_Right.x because it looks better
Arm_Right.x = -90 - look_vertical - math.sin(-interaction_time) * conf.arm_right.radius
Arm_Right.y = Arm_Right.y + math.cos(-interaction_time) * conf.arm_right.radius
player_animation.interaction_time = interaction_time + dtime * math.rad(conf.arm_right.speed)
else
player_animation.interaction_time = 0
end
local look_horizontal = get_look_horizontal(player)
local diff = look_horizontal - player_animation.look_horizontal
if math.abs(diff) > 180 then
diff = math.sign(-diff) * 360 + diff
end
local moving_diff = math.sign(diff) * math.abs(diff) * math.min(1, dtime / conf.body.turn_speed)
player_animation.look_horizontal = player_animation.look_horizontal + moving_diff
if math.abs(moving_diff) < 1e-6 then
player_animation.look_horizontal = look_horizontal
end
local lag_behind = diff - moving_diff
local attach_parent, _, _, attach_rotation = player:get_attach()
if attach_parent then
local parent_rotation
if attach_parent.get_rotation then
parent_rotation = attach_parent:get_rotation()
else -- 0.4.x doesn't have get_rotation(), only yaw
parent_rotation = {x = 0, y = attach_parent:get_yaw(), z = 0}
end
if attach_rotation and parent_rotation then
parent_rotation = vector.apply(parent_rotation, math.deg)
local total_rotation = normalize_rotation(vector.subtract(attach_rotation, parent_rotation))
local function rotate_relative(euler_rotation)
if not euler_rotation then return end
euler_rotation.y = euler_rotation.y + look_horizontal
local new_rotation = normalize_rotation(vector.subtract(euler_rotation, total_rotation))
modlib.table.add_all(euler_rotation, new_rotation)
end
rotate_relative(Head)
if interacting then rotate_relative(Arm_Right) end
end
elseif Body and not modlib.table.nilget(rawget(_G, "player_api"), "player_attached", player:get_player_name()) then
Body.y = Body.y + lag_behind
if Head then Head.y = Head.y + lag_behind end
if interacting and Arm_Right then Arm_Right.y = Arm_Right.y + lag_behind end
end
-- HACK this essentially only works for very character.b3d-like models;
-- it tries to find the (sole) X-rotation of the body relative to a subsequent (180°) Y-rotation.
if body_quaternion then
local body_rotation = assert(assert(find_node(model.node, "Body")).rotation)
local body_x = quaternion.to_euler_rotation(modlib.quaternion.compose(body_rotation, body_quaternion)).x
if Head then Head.x = normalize_angle(Head.x - body_x) end
if interacting and Arm_Right then Arm_Right.x = normalize_angle(Arm_Right.x - body_x) end
end
if Head then
Head.x = clamp(Head.x, conf.head.pitch)
Head.y = clamp(Head.y, conf.head.yaw)
if math.abs(Head.y) > conf.head.yaw_restriction then
Head.x = clamp(Head.x, conf.head.yaw_restricted)
end
end
if Arm_Right then Arm_Right.y = clamp(Arm_Right.y, conf.arm_right.yaw) end
-- Replace animation with serverside bone animation
for bone, values in pairs(bones) do
local overridden_values = player_animation.bone_positions[bone]
overridden_values = overridden_values or {}
set_bone_position(player, bone,
overridden_values.position or values.position,
overridden_values.euler_rotation or values.euler_rotation)
end
end
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
handle_player_animations(dtime, player)
end
end)