Redo player_api (#2745)

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Lars Müller 2022-01-17 21:49:28 +01:00 committed by GitHub
parent 75f9575557
commit 6623dec567
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5 changed files with 128 additions and 75 deletions

@ -449,13 +449,13 @@ The player API can register player models and update the player's appearance.
* `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_api.register_model()
* `model_name`: model registered with `player_api.register_model`
* `player_api.set_animation(player, anim_name, speed)`
* Applies an animation to a player
* Applies an animation to a player if speed or anim_name differ from the currently playing animation
* `player`: PlayerRef
* `anim_name`: name of the animation
* `speed`: frames per second. If nil, the default from the model def is used
* `speed`: keyframes per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)`
* Sets player textures
@ -477,18 +477,18 @@ The player API can register player models and update the player's appearance.
### Model Definition
{
animation_speed = 30, -- Default animation speed, in FPS
textures = {"character.png", }, -- Default array of textures
visual_size = {x = 1, y = 1}, -- Used to scale the model
animation_speed = 30, -- Default animation speed, in keyframes per second
textures = {"character.png"}, -- Default array of textures
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
-- [anim_name] = {x = <start_frame>, y = <end_frame>, collisionbox = model collisionbox, eye_height = model eye height},
stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
sit = ... -- used by boats and other MTG mods
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position
-- Default object properties, see lua_api.txt
visual_size = {x = 1, y = 1},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
eye_height = 1.47
}

@ -116,8 +116,6 @@ local function lay_down(player, pos, bed_pos, state, skip)
beds.bed_position[name] = bed_pos
beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2)

@ -1,54 +1,88 @@
-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
player_api = {}
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
player_api.registered_models = { }
player_api.registered_models = {}
-- Local for speed.
local models = player_api.registered_models
local function collisionbox_equals(collisionbox, other_collisionbox)
if collisionbox == other_collisionbox then
return true
end
for index = 1, 6 do
if collisionbox[index] ~= other_collisionbox[index] then
return false
end
end
return true
end
function player_api.register_model(name, def)
models[name] = def
def.visual_size = def.visual_size or {x = 1, y = 1}
def.collisionbox = def.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
def.stepheight = def.stepheight or 0.6
def.eye_height = def.eye_height or 1.47
-- Sort animations into property classes:
-- Animations with same properties have the same _equals value
for animation_name, animation in pairs(def.animations) do
animation.eye_height = animation.eye_height or def.eye_height
animation.collisionbox = animation.collisionbox or def.collisionbox
for _, other_animation in pairs(def.animations) do
if other_animation._equals then
if collisionbox_equals(animation.collisionbox, other_animation.collisionbox)
and animation.eye_height == other_animation.eye_height then
animation._equals = other_animation._equals
break
end
end
end
animation._equals = animation._equals or animation_name
end
end
-- Player stats and animations
local player_model = {}
local player_textures = {}
local player_anim = {}
local player_sneak = {}
-- model, textures, animation
local players = {}
player_api.player_attached = {}
local function get_player_data(player)
return assert(players[player:get_player_name()])
end
function player_api.get_animation(player)
local name = player:get_player_name()
return {
model = player_model[name],
textures = player_textures[name],
animation = player_anim[name],
}
return get_player_data(player)
end
-- Called when a player's appearance needs to be updated
function player_api.set_model(player, model_name)
local name = player:get_player_name()
local player_data = get_player_data(player)
if player_data.model == model_name then
return
end
local model = models[model_name]
if model then
if player_model[name] == model_name then
return
end
player:set_properties({
mesh = model_name,
textures = player_textures[name] or model.textures,
textures = player_data.textures or model.textures,
visual = "mesh",
visual_size = model.visual_size or {x = 1, y = 1},
collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = model.stepheight or 0.6,
eye_height = model.eye_height or 1.47,
visual_size = model.visual_size,
stepheight = model.stepheight
})
local animations = model.animations
player:set_local_animation(
animations.stand,
animations.walk,
animations.mine,
animations.walk_mine,
model.animation_speed or 30
)
-- sets collisionbox & eye_height
player_api.set_animation(player, "stand")
else
player:set_properties({
@ -60,37 +94,61 @@ function player_api.set_model(player, model_name)
eye_height = 1.625,
})
end
player_model[name] = model_name
player_data.model = model_name
end
function player_api.get_textures(player)
local player_data = get_player_data(player)
local model = models[player_data.model]
return assert(player_data.textures or (model and model.textures))
end
function player_api.set_textures(player, textures)
local name = player:get_player_name()
local model = models[player_model[name]]
local model_textures = model and model.textures or nil
player_textures[name] = textures or model_textures
player:set_properties({textures = textures or model_textures})
local player_data = get_player_data(player)
local model = models[player_data.model]
local new_textures = assert(textures or (model and model.textures))
player_data.textures = new_textures
player:set_properties({textures = new_textures})
end
function player_api.set_texture(player, index, texture)
local textures = table.copy(player_api.get_textures(player))
textures[index] = texture
player_api.set_textures(player, textures)
end
function player_api.set_animation(player, anim_name, speed)
local name = player:get_player_name()
if player_anim[name] == anim_name then
return
end
local model = player_model[name] and models[player_model[name]]
local player_data = get_player_data(player)
local model = models[player_data.model]
if not (model and model.animations[anim_name]) then
return
end
speed = speed or model.animation_speed
if player_data.animation == anim_name and player_data.animation_speed == speed then
return
end
local previous_anim_equals = (model.animations[player_data.animation] or {})._equals
local anim = model.animations[anim_name]
player_anim[name] = anim_name
player:set_animation(anim, speed or model.animation_speed, animation_blend)
player_data.animation = anim_name
player_data.animation_speed = speed
player:set_animation(anim, speed, animation_blend)
if anim._equals ~= previous_anim_equals then
player:set_properties({
collisionbox = anim.collisionbox,
eye_height = anim.eye_height
})
end
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
players[name] = {}
player_api.player_attached[name] = false
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_model[name] = nil
player_anim[name] = nil
player_textures[name] = nil
player_sneak[name] = nil
players[name] = nil
player_api.player_attached[name] = nil
end)
@ -111,8 +169,8 @@ end
minetest.register_globalstep(function()
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
local player_data = players[name]
local model = models[player_data.model]
if model and not player_attached[name] then
local controls = player:get_player_control()
local animation_speed_mod = model.animation_speed or 30
@ -125,12 +183,7 @@ minetest.register_globalstep(function()
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "lay")
-- Determine if the player is walking
elseif controls.up or controls.down or controls.left or controls.right then
if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB or controls.RMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
else
@ -144,3 +197,15 @@ minetest.register_globalstep(function()
end
end
end)
for _, api_function in pairs({"get_animation", "set_animation", "set_model", "set_textures"}) do
local original_function = player_api[api_function]
player_api[api_function] = function(player, ...)
if not players[player:get_player_name()] then
-- HACK for keeping backwards compatibility
minetest.log("warning", api_function .. " called on offline player")
return
end
original_function(player, ...)
end
end

@ -1,5 +1,3 @@
-- player/init.lua
dofile(minetest.get_modpath("player_api") .. "/api.lua")
-- Default player appearance
@ -9,11 +7,11 @@ player_api.register_model("character.b3d", {
animations = {
-- Standard animations.
stand = {x = 0, y = 79},
lay = {x = 162, y = 166},
lay = {x = 162, y = 166, collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}, eye_height = 0.3},
walk = {x = 168, y = 187},
mine = {x = 189, y = 198},
walk_mine = {x = 200, y = 219},
sit = {x = 81, y = 160},
sit = {x = 81, y = 160, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}, eye_height = 0.8}
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
stepheight = 0.6,
@ -22,13 +20,5 @@ player_api.register_model("character.b3d", {
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
player_api.player_attached[player:get_player_name()] = false
player_api.set_model(player, "character.b3d")
player:set_local_animation(
{x = 0, y = 79},
{x = 168, y = 187},
{x = 189, y = 198},
{x = 200, y = 219},
30
)
end)

@ -1,2 +1,2 @@
name = player_api
description = Minetest Game mod: player_api
description = Minetest Game mod: Manages player visuals