maintenance

This commit is contained in:
Reid 2025-11-23 01:10:42 -08:00
parent 8c8ceaaf47
commit d27c1fa39a
23 changed files with 1977 additions and 1564 deletions

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my figura avatar!! this currently targets version **0.1.5** my figura avatar!! this currently targets version **0.1.5**
`textures/main.png` contains the skins base, which can be used as your default minecraft skin if you so choose something of note, `textures/main.png` contains the skin's base, which can be used as your default minecraft skin if you so choose
## development ## development
to get proper typings, find the correct branch for your figura version [on this repository](github.com/GrandpaScout/FiguraRewriteVSDocs/). then, copy everything from the `src/` folder into your current working folder here to get proper typings, find the correct branch for your figura version [on this repository](https://github.com/GrandpaScout/FiguraRewriteVSDocs/). then, copy everything from the `src/` folder into your current working folder here. another helpful thing to have is the [figura vscode plugin](https://marketplace.visualstudio.com/items?itemName=Manuel-Underscore.figura)
unfortunately, 0.1.5 typings aren't done yet, so just make sure it works :) unfortunately, 0.1.5 typings aren't done yet, so just make sure it works :)

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"authors": [ "authors": [
"reidlab", "reidlab",
"mrsirsquishy: Squishy's API", "mrsirsquishy: Squishy's API",
"Agapurnis: Gradient and nameplate script", "homomorphist: Gradient and nameplate script",
"skyevg: Oklab script", "skyevg: Oklab script",
"adristel: Wet Clothes/Fur Script" "adristel: Wet Clothes/Fur Script"
], ],

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---@class FPHand
local FPHand = {}
FPHand.all = {}
---*CONSTRUCTOR
--Make sure the setting for modifying first person hands is enabled in the Figura settings for this to work properly!!**
---@param element ModelPart The actual hand element to change.
---@param position? Vector3 Defaults to `vec(0,0,0)`, the position of the hover point relative to you.
---@param scale? number Defaults to `1`, this will multiply the size of the element by this size.
---@param onlyVisibleInFP? boolean Defaults to `false`, this will make the element invisible when not in first person if true.
---@return SquAPI.FPHand
function FPHand:new(element, position, scale, onlyVisibleInFP)
---@class SquAPI.FPHand
local self = {}
assert(element, "Your First Person Hand path is incorrect")
element:setParentType("RightArm")
self.element = element
self.position = position or vec(0,0,0)
self.scale = scale or 1
self.onlyVisibleInFP = onlyVisibleInFP
self = setmetatable(self, {__index = FPHand})
table.insert(FPHand.all, self)
return self
end
--*CONTROL FUNCTIONS
--*UPDATE FUNCTIONS
---@param context Event.Render.context
function FPHand:render(_, context)
if context == "FIRST_PERSON" then
if self.onlyVisibleInFP then
self.element:setVisible(true)
end
self.element:setPos(self.position)
self.element:setScale(self.scale, self.scale, self.scale)
else
if self.onlyVisibleInFP then
self.element:setVisible(false)
end
self.element:setPos(0, 0, 0)
end
end
return FPHand

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--[[--------------------------------------------------------------------------------------
____ _ _ _ _
/ ___| __ _ _ _(_)___| |__ _ _ / \ ___ ___ ___| |_ ___
\___ \ / _` | | | | / __| '_ \| | | | / _ \ / __/ __|/ _ \ __/ __|
___) | (_| | |_| | \__ \ | | | |_| | / ___ \\__ \__ \ __/ |_\__ \
|____/ \__, |\__,_|_|___/_| |_|\__, | /_/ \_\___/___/\___|\__|___/
|_| |___/
--]] --------------------------------------------------------------------------------------Standard
--[[
-- Author: Squishy
-- Discord tag: @mrsirsquishy
-- Version: 1.1.0
-- Legal: ARR
Framework Functions and classes for SquAPI.
This contains some math functions, some simplified calls to figura features, some debugging scripts for convenience, and classes used in SquAPI or for debugging.
You can also make use of these functions, however it's for more advanced scripters. remember to call: local squassets = require("SquAssets")
]]
---@class SquAssets
local squassets = {}
--Useful Calls
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--detects the fluid the player is in(air is nil), and if they are fully submerged in that fluid.
--vanilla player has an eye height of 1.5 which is used by default for checking if it's submerged, but you can optionally modify this for different height avatars
function squassets.getFluid(eyeHeight)
local fluid
local B = world.getBlockState(player:getPos() + vec(0, eyeHeight or 1.5, 0))
local submerged = B.id == "minecraft:water" or B.id == "minecraft:lava"
if player:isInWater() then
fluid = "WATER"
elseif player:isInLava() then
fluid = "LAVA"
end
return fluid, submerged
end
--better isOnGround, taken from the figura wiki
function squassets.isOnGround()
return world.getBlockState(player:getPos():add(0, -0.1, 0)):isSolidBlock()
end
-- returns how fast the player moves forward, negative means backward
function squassets.forwardVel()
---@diagnostic disable-next-line: param-type-mismatch
return player:getVelocity():dot((player:getLookDir().x_z):normalize())
end
-- returns y velocity(negative is down)
function squassets.verticalVel()
return player:getVelocity()[2]
end
-- returns how fast player moves sideways, negative means left
-- Courtesy of @auriafoxgirl on discord
function squassets.sideVel()
return (player:getVelocity() * matrices.rotation3(0, player:getRot().y, 0)).x
end
--returns a cleaner vanilla head rotation value to use
function squassets.getHeadRot()
return (vanilla_model.HEAD:getOriginRot() + 180) % 360 - 180
end
--gets a modelparts relative matrix in a model
--Courtesy of @kitcat962
function squassets.getMatrixRecursive(part)
if not part then return matrices.mat4() end
return squassets.getMatrixRecursive(part:getParent()) * part:getPositionMatrix()
end
--Math Functions
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--polar to cartesian coordiantes
function squassets.PTOC(r, theta)
return r * math.cos(theta), r * math.sin(theta)
end
--cartesian to polar coordinates
function squassets.CTOP(x, y)
return squassets.pyth(x, y), math.atan(y / x)
end
--3D polar to cartesian coordiantes(returns vec3)
function squassets.PTOC3(R, theta, phi)
local r, y = squassets.PTOC(R, phi)
local x, z = squassets.PTOC(r, theta)
return vec(x, y, z)
end
--3D cartesian to polar coordinates
function squassets.CTOP3(x, y, z)
local v
if type(x) == "Vector3" then
v = x
else
v = vec(x, y, z)
end
local R = v:length()
return R, math.atan2(v.z, v.x), math.asin(v.y / R)
end
--pythagorean theoremn
function squassets.pyth(a, b)
return math.sqrt(a ^ 2 + b ^ 2)
end
--checks if a point is within a box
function squassets.pointInBox(point, corner1, corner2)
if not (point and corner1 and corner2) then return false end
return
point.x >= corner1.x and point.x <= corner2.x and
point.y >= corner1.y and point.y <= corner2.y and
point.z >= corner1.z and point.z <= corner2.z
end
--returns true if the number is within range, false otherwise
function squassets.inRange(lower, num, upper)
return lower <= num and num <= upper
end
-- Linear graph
-- locally generates a graph between two points, returns the y value at t on that graph
function squassets.lineargraph(x1, y1, x2, y2, t)
local slope = (y2 - y1) / (x2 - x1)
local inter = y2 - slope * x2
return slope * t + inter
end
--Parabolic graph
--locally generates a parabolic graph between three points, returns the y value at t on that graph
function squassets.parabolagraph(x1, y1, x2, y2, x3, y3, t)
local denom = (x1 - x2) * (x1 - x3) * (x2 - x3)
local a = (x3 * (y2 - y1) + x2 * (y1 - y3) + x1 * (y3 - y2)) / denom
local b = (x3 ^ 2 * (y1 - y2) + x2 ^ 2 * (y3 - y1) + x1 ^ 2 * (y2 - y3)) / denom
local c = (x2 * x3 * (x2 - x3) * y1 + x3 * x1 * (x3 - x1) * y2 + x1 * x2 * (x1 - x2) * y3) / denom
return a * t ^ 2 + b * t + c
end
--returns 1 if num is >= 0, returns -1 if less than 0
function squassets.sign(num)
if num < 0 then
return -1
end
return 1
end
--returns a vector with the signs of each vector(shows the direction of each vector)
function squassets.Vec3Dir(v)
return vec(squassets.sign(v.x), squassets.sign(v.y), squassets.sign(v.z))
end
--raises all values in a vector to a power
function squassets.Vec3Pow(v, power)
power = power or 2
return vec(math.pow(v.x, power), math.pow(v.y, power), math.pow(v.z, power))
end
--Debug/Display Functions
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--displays the corners of a bounding box, good for debugging
---@param corner1 Vector3 coordinate of first corner
---@param corner2 Vector3 coordinate of second corner
---@param color Vector3|string of the color, or a string of one of the preset colors
function squassets.bbox(corner1, corner2, color)
local dx = corner2[1] - corner1[1]
local dy = corner2[2] - corner1[2]
local dz = corner2[3] - corner1[3]
squassets.pointMarker(corner1, color)
squassets.pointMarker(corner2, color)
squassets.pointMarker(corner1 + vec(dx, 0, 0), color)
squassets.pointMarker(corner1 + vec(dx, dy, 0), color)
squassets.pointMarker(corner1 + vec(dx, 0, dz), color)
squassets.pointMarker(corner1 + vec(0, dy, 0), color)
squassets.pointMarker(corner1 + vec(0, dy, dz), color)
squassets.pointMarker(corner1 + vec(0, 0, dz), color)
end
--draws a sphere
function squassets.sphereMarker(pos, radius, color, colorCenter, quality)
pos = pos or vec(0, 0, 0)
local r = radius or 1
quality = (quality or 1) * 10
colorCenter = colorCenter or color
-- Draw the center point
squassets.pointMarker(pos, colorCenter)
-- Draw surface points
for i = 1, quality do
for j = 1, quality do
local theta = (i / quality) * 2 * math.pi
local phi = (j / quality) * math.pi
local x = pos.x + r * math.sin(phi) * math.cos(theta)
local y = pos.y + r * math.sin(phi) * math.sin(theta)
local z = pos.z + r * math.cos(phi)
squassets.pointMarker(vec(x, y, z), color)
end
end
end
--draws a line between two points with particles, higher density is more particles
function squassets.line(corner1, corner2, color, density)
local l = (corner2 - corner1):length() -- Length of the line
local direction = (corner2 - corner1):normalize() -- Direction vector
density = density or 10
for i = 0, l, 1 / density do
local pos = corner1 + direction * i -- Interpolate position
squassets.pointMarker(pos, color) -- Create a particle at the interpolated position
end
end
--displays a particle at a point, good for debugging
---@param pos Vector3 coordinate where it will render
---@param color Vector3|string of the color, or a string of one of the preset colors
function squassets.pointMarker(pos, color)
if type(color) == "string" then
if color == "R" then
color = vec(1, 0, 0)
elseif color == "G" then
color = vec(0, 1, 0)
elseif color == "B" then
color = vec(0, 0, 1)
elseif color == "yellow" then
color = vec(1, 1, 0)
elseif color == "purple" then
color = vec(1, 0, 1)
elseif color == "cyan" then
color = vec(0, 1, 1)
elseif color == "black" then
color = vec(0, 0, 0)
else
color = vec(1, 1, 1)
end
else
color = color or vec(1, 1, 1)
end
particles:newParticle("minecraft:wax_on", pos):setScale(0.5):setLifetime(0):setColor(color)
end
--Classes
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
squassets.BERP3D = {}
squassets.BERP3D.__index = squassets.BERP3D
function squassets.BERP3D:new(stiff, bounce, lowerLimit, upperLimit, initialPos, initialVel)
local self = setmetatable({}, squassets.BERP3D)
self.stiff = stiff or 0.1
self.bounce = bounce or 0.1
self.pos = initialPos or vec(0, 0, 0)
self.vel = initialVel or vec(0, 0, 0)
self.acc = vec(0, 0, 0)
self.lower = lowerLimit or { nil, nil, nil }
self.upper = upperLimit or { nil, nil, nil }
--target is the target position
--dt, or delta time, the time between now and the last update(delta from the events.update() function)
--if you want it to have a different stiff or bounce when run input a different stiff bounce
function self:berp(target, dt, _stiff, _bounce)
target = target or vec(0, 0, 0)
dt = dt or 1
for i = 1, 3 do
--certified bouncy math
local dif = (target[i]) - self.pos[i]
self.acc[i] = ((dif * math.min(_stiff or self.stiff, 1)) * dt) --based off of spring force F = -kx
self.vel[i] = self.vel[i] + self.acc[i]
--changes the position, but adds a bouncy bit that both overshoots and decays the movement
self.pos[i] = self.pos[i] + (dif * (1 - math.min(_bounce or self.bounce, 1)) + self.vel[i]) * dt
--limits range
if self.upper[i] and self.pos[i] > self.upper[i] then
self.pos[i] = self.upper[i]
self.vel[i] = 0
elseif self.lower[i] and self.pos[i] < self.lower[i] then
self.pos[i] = self.lower
self.vel[i] = 0
end
end
--returns position so that you can immediately apply the position as it is changed.
return self.pos
end
return self
end
--stiffness factor, > 0
--bounce factor, reccomended when in range of 0-1. bigger is bouncier.
--if you want to limit the positioning, use lowerlimit and upperlimit, or leave nil
squassets.BERP = {}
squassets.BERP.__index = squassets.BERP
function squassets.BERP:new(stiff, bounce, lowerLimit, upperLimit, initialPos, initialVel)
local self = setmetatable({}, squassets.BERP)
self.stiff = stiff or 0.1
self.bounce = bounce or 0.1
self.pos = initialPos or 0
self.vel = initialVel or 0
self.acc = 0
self.lower = lowerLimit or nil
self.upper = upperLimit or nil
--target is the target position
--dt, or delta time, the time between now and the last update(delta from the events.update() function)
--if you want it to have a different stiff or bounce when run input a different stiff bounce
function self:berp(target, dt, _stiff, _bounce)
dt = dt or 1
--certified bouncy math
local dif = (target or 10) - self.pos
self.acc = ((dif * math.min(_stiff or self.stiff, 1)) * dt) --based off of spring force F = -kx
self.vel = self.vel + self.acc
--changes the position, but adds a bouncy bit that both overshoots and decays the movement
self.pos = self.pos + (dif * (1 - math.min(_bounce or self.bounce, 1)) + self.vel) * dt
--limits range
if self.upper and self.pos > self.upper then
self.pos = self.upper
self.vel = 0
elseif self.lower and self.pos < self.lower then
self.pos = self.lower
self.vel = 0
end
--returns position so that you can immediately apply the position as it is changed.
return self.pos
end
return self
end
local _mp_getName = models.getName
local _str_lower = string.lower
local _str_find = string.find
function squassets.caseInsensitiveFind(str, pattern)
return _str_find(_str_lower(_mp_getName(str)), pattern)
end
return squassets

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---@class vanillaElement
local vanillaElement = {}
vanillaElement.all = {}
---*CONSTRUCTOR
---@param element ModelPart The elements model path
---@param strength? number How much the element rotates relative to
function vanillaElement:new(element, strength, keepPosition)
---@class SquAPI.vanillaElement
local self = {}
self.keepPosition = keepPosition
if keepPosition == nil then self.keepPosition = true end
assert(element, "§4The first vanilla Element's model path is incorrect.§c")
self.element = element
self.element:setParentType("NONE")
self.strength = strength or 1
self.rot = vec(0,0,0)
self.pos = vec(0,0,0)
self.frozen = false
self.enabled = true
self = setmetatable(self, {__index = vanillaElement})
--table.insert(vanillaElement.all, self)
return self
end
--*CONTROL FUNCTIONS
---vanillaElement enable handling
function vanillaElement:disable() self.enabled = false return self end
function vanillaElement:enable() self.enabled = true return self end
function vanillaElement:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function vanillaElement:setEnabled(bool)
self.enabled = bool or false
return self
end
--freezes the element where it is
function vanillaElement:freeze()
self.frozen = true
end
function vanillaElement:unfreeze()
self.frozen = false
end
--returns it to normal attributes
function vanillaElement:zero()
self.element:setOffsetRot(0, 0, 0)
self.element:setPos(0, 0, 0)
end
--get the current rot/pos
function vanillaElement:getPos()
return self.pos
end
function vanillaElement:getRot()
return self.rot
end
--*UPDATE FUNCTIONS
function vanillaElement:render(dt, _)
if not self.frozen then
if self.enabled then
local rot, pos = self:getVanilla()
self.element:setOffsetRot(rot*self.strength)
if self.keepPosition then
self.element:setPos(pos)
end
else
self.element:setOffsetRot(math.lerp(
self.element:getOffsetRot(), 0, dt
))
self.rot = math.lerp(self.rot, 0, dt)
self.pos = math.lerp(self.pos, 0, dt)
end
end
end
function vanillaElement:getVanilla()
error("§4vanillaElement has been instatiated even though it is abstract, please use sublclass§c")
end
return vanillaElement

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---@class animateTexture
local animateTexture = {}
---Easy-use Animated Texture.
---@param element ModelPart The part of your model who's texture will be aniamted.
---@param numberOfFrames number The number of frames.
---@param framePercent number What percent width/height the uv takes up of the whole texture. For example: if there is a 100x100 texture, and the uv is 20x20, this will be .20
---@param slowFactor? number Defaults to `1`, increase this to slow down the animation.
---@param vertical? boolean Defaults to `false`, set to true if you'd like the animation frames to go down instead of right.
---@class SquAPI.AnimateTexture
function animateTexture:new(element, numberOfFrames, framePercent, slowFactor, vertical)
assert(element,
"§4Your model path for animateTexture is incorrect.§c")
vertical = vertical or false
slowFactor = slowFactor or 1
function events.tick()
local time = world.getTime()
local frameshift = math.floor(time / slowFactor) % numberOfFrames * framePercent
if vertical then element:setUV(0, frameshift) else element:setUV(frameshift, 0) end
end
end
return animateTexture

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---@meta _
local vanillaElement
local assetPath = "./VanillaElement"
if pcall(require, assetPath) then vanillaElement = require(assetPath) end
assert(vanillaElement, "§4The arm module requires VanillaElement, which was not found!§c")
---@class Arm
local arm = {}
setmetatable(arm, {__index = vanillaElement})
arm.all = {}
---*CONSTRUCTOR
---@param element ModelPart The element you want to apply the movement to.
---@param strength? number Defaults to `1`, how much it rotates.
---@param isRight? boolean Defaults to `false`, if this is the right arm or not.
---@param keepPosition? boolean Defaults to `true`, if you want the element to keep it's position as well.
---@return SquAPI.Arm
function arm:new(element, strength, isRight, keepPosition)
---@class SquAPI.arm
local self = vanillaElement:new(element, strength, keepPosition)
if isRight == nil then isRight = false end
self.isRight = isRight
setmetatable(self, {__index = arm})
table.insert(arm.all, self)
return self
end
--*CONTROL FUNCTIONS
--inherits functions from VanillaElement
--*UPDATE FUNCTIONS
---Returns the vanilla arm rotation and position vectors
---@return Vector3 #Vanilla arm rotation
function arm:getVanilla()
if self.isRight then
self.rot = vanilla_model.RIGHT_ARM:getOriginRot()
else
self.rot = vanilla_model.LEFT_ARM:getOriginRot()
end
self.pos = -vanilla_model.LEFT_ARM:getOriginPos()
return self.rot, self.pos
end
return arm

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---@meta _
local squassets
local assetPath = "./SquAssets"
if pcall(require, assetPath) then squassets = require(assetPath) end
assert(squassets, "§4The bewb module requires SquAssets, which was not found!§c")
---@class bewb
local bewb = {}
bewb.all = {}
---*CONSTRUCTOR
---@param element ModelPart The bewb element that you want to affect (models.[modelname].path).
---@param bendability? number Defaults to `2`, how much the bewb should move when you move.
---@param stiff? number Defaults to `0.05`, how stiff the bewb should be.
---@param bounce? number Defaults to `0.9`, how bouncy the bewb should be.
---@param doIdle? boolean Defaults to `true`, whether or not the bewb should have an idle sway (like breathing).
---@param idleStrength? number Defaults to `4`, how much the bewb should sway when idle.
---@param idleSpeed? number Defaults to `1`, how fast the bewb should sway when idle.
---@param downLimit? number Defaults to `-10`, the lowest the bewb can rotate.
---@param upLimit? number Defaults to `25`, the highest the bewb can rotate.
function bewb:new(element, bendability, stiff, bounce, doIdle, idleStrength, idleSpeed,
downLimit, upLimit)
---@class SquAPI.bewb
local self = {}
assert(element, "§4Your model path for bewb is incorrect.§c")
self.element = element
if doIdle == nil then doIdle = true end
self.doIdle = doIdle
self.bendability = bendability or 2
self.bewby = squassets.BERP:new(stiff or 0.05, bounce or 0.9, downLimit or -10, upLimit or 25)
self.idleStrength = idleStrength or 4
self.idleSpeed = idleSpeed or 1
self.target = 0
self.enabled = true
self.oldPose = "STANDING"
self = setmetatable(self, {__index = bewb})
table.insert(bewb.all, self)
return self
end
--*CONTROL FUNCTIONS
---bewb enable handling
function bewb:disable() self.enabled = false return self end
function bewb:enable() self.enabled = true return self end
function bewb:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function bewb:setEnabled(bool)
self.enabled = bool or false
return self
end
--*UPDATE FUNCTIONS
function bewb:tick()
if self.enabled then
local vel = squassets.forwardVel()
local yvel = squassets.verticalVel()
local worldtime = world.getTime()
if self.doIdle then
self.target = math.sin(worldtime / 8 * self.idleSpeed) * self.idleStrength
end
--physics when crouching/uncrouching
local pose = player:getPose()
if pose == "CROUCHING" and self.oldpose == "STANDING" then
self.bewby.vel = self.bewby.vel + self.bendability
elseif pose == "STANDING" and self.oldpose == "CROUCHING" then
self.bewby.vel = self.bewby.vel - self.bendability
end
self.oldpose = pose
--physics when moving
self.bewby.vel = self.bewby.vel - yvel * self.bendability
self.bewby.vel = self.bewby.vel - vel * self.bendability
else
self.target = 0
end
end
---@param dt number Tick delta
function bewb:render(dt, _)
self.element:setOffsetRot(self.bewby:berp(self.target, dt), 0, 0)
end
return bewb

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---@meta _
-- local squassets
-- local assetPath = "./SquAssets"
-- if pcall(require, assetPath) then squassets = require(assetPath) end
-- assert(squassets, "§4The bounceWalk module requires SquAssets, which was not found!§c")
---@class bounceWalk
local bounceWalk = {}
bounceWalk.all = {}
---*CONSTRUCTOR
---@param model ModelPart The path to your model element.
---@param bounceMultiplier? number Defaults to `1`, this multiples how much the bounce occurs.
---@return SquAPI.BounceWalk
function bounceWalk:new(model, bounceMultiplier)
---@class SquAPI.bounceWalk
local self = {}
assert(model, "Your model path is incorrect for bounceWalk")
self.model = model
self.bounceMultiplier = bounceMultiplier or 1
self.target = 0
self.enabled = true
self = setmetatable(self, {__index = bounceWalk})
table.insert(bounceWalk.all, self)
return self
end
--*CONTROL FUNCTIONS
---bounceWalk enable handling
function bounceWalk:disable() self.enabled = false return self end
function bounceWalk:enable() self.enabled = true return self end
function bounceWalk:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function bounceWalk:setEnabled(bool)
self.enabled = bool or false
return self
end
--*UPDATE FUNCTIONS
function bounceWalk:render(dt, _)
local pose = player:getPose()
if self.enabled and (pose == "STANDING" or pose == "CROUCHING") then
local leftlegrot = vanilla_model.LEFT_LEG:getOriginRot()[1]
local bounce = self.bounceMultiplier
if pose == "CROUCHING" then
bounce = bounce / 2
end
self.target = math.abs(leftlegrot) / 40 * bounce
else
self.target = 0
end
self.model:setPos(0, math.lerp(self.model:getPos()[2], self.target, dt), 0)
end
return bounceWalk

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---*FUNCTION
---@param crouchAnim Animation The animation to play when you crouch. Make sure this animation is on "hold on last frame" and override.
---@param unCrouchAnim? Animation The animation to play when you unCrouchAnim. make sure to set to "play once" and set to override. If it's just a pose with no actual animation, than you should leave this blank or set to nil.
---@param crawl? Animation Same as crouch but for crawling.
---@param uncrawl? Animation Same as unCrouchAnim but for crawling.
---@return nil
return function(crouchAnim, unCrouchAnim, crawl, uncrawl)
local oldstate = "STANDING"
assert(crouchAnim, "§4Your crouch animation is incorrect§c")
function events.render()
local pose = player:getPose()
if pose == "SWIMMING" and not player:isInWater() then pose = "CRAWLING" end
if pose == "CROUCHING" then
if unCrouchAnim ~= nil then
unCrouchAnim:stop()
end
crouchAnim:play()
elseif oldstate == "CROUCHING" then
crouchAnim:stop()
if unCrouchAnim ~= nil then
unCrouchAnim:play()
end
elseif crawl ~= nil then
if pose == "CRAWLING" then
if uncrawl ~= nil then
uncrawl:stop()
end
crawl:play()
elseif oldstate == "CRAWLING" then
crawl:stop()
if uncrawl ~= nil then
uncrawl:play()
end
end
end
oldstate = pose
end
end

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---@meta _
local squassets
local assetPath = "./SquAssets"
if pcall(require, assetPath) then squassets = require(assetPath) end
assert(squassets, "§4The ear module requires SquAssets, which was not found!§c")
---@class ear
local ear = {}
ear.all = {}
---*CONSTRUCTOR
---@param leftEar ModelPart The left ear's model path.
---@param rightEar? ModelPart The right ear's model path, if you don't have a right ear, just leave this blank or set to nil.
---@param rangeMultiplier? number Defaults to `1`, how far the ears should rotate with your head.
---@param horizontalEars? boolean Defaults to `false`, if you have elf-like ears(ears that stick out horizontally), set this to true.
---@param bendStrength? number Defaults to `2`, how much the ears should move when you move.
---@param doEarFlick? boolean Defaults to `true`, whether or not the ears should randomly flick.
---@param earFlickChance? number Defaults to `400`, how often the ears should flick in ticks, timer is random between 0 to n ticks.
---@param earStiffness? number Defaults to `0.1`, how stiff the ears should be.
---@param earBounce? number Defaults to `0.8`, how bouncy the ears should be.
---@return SquAPI.Ear
function ear:new(leftEar, rightEar, rangeMultiplier, horizontalEars, bendStrength, doEarFlick,
earFlickChance, earStiffness, earBounce)
---@class SquAPI.ear
local self = {}
assert(leftEar, "§4The first ear's model path is incorrect.§c")
self.leftEar = leftEar
self.rightEar = rightEar
self.horizontalEars = horizontalEars
self.rangeMultiplier = rangeMultiplier or 1
if self.horizontalEars then self.rangeMultiplier = self.rangeMultiplier / 2 end
self.bendStrength = bendStrength or 2
earStiffness = earStiffness or 0.1
earBounce = earBounce or 0.8
if doEarFlick == nil then doEarFlick = true end
self.doEarFlick = doEarFlick
self.earFlickChance = earFlickChance or 400
self.eary = squassets.BERP:new(earStiffness, earBounce)
self.earx = squassets.BERP:new(earStiffness, earBounce)
self.earz = squassets.BERP:new(earStiffness, earBounce)
self.targets = { 0, 0, 0 }
self.oldpose = "STANDING"
self.enabled = true
self = setmetatable(self, {__index = ear})
table.insert(ear.all, self)
return self
end
--*CONTROL FUNCTIONS
---ear enable handling
function ear:disable() self.enabled = false return self end
function ear:enable() self.enabled = true return self end
function ear:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function ear:setEnabled(bool)
self.enabled = bool or false
return self
end
--*UPDATE FUNCTIONS
function ear:tick()
if self.enabled then
local vel = math.min(math.max(-0.75, squassets.forwardVel()), 0.75)
local yvel = math.min(math.max(-1.5, squassets.verticalVel()), 1.5) * 5
local svel = math.min(math.max(-0.5, squassets.sideVel()), 0.5)
local headrot = squassets.getHeadRot()
local bend = self.bendStrength
if headrot[1] < -22.5 then bend = -bend end
--gives the ears a short push when crouching/uncrouching
local pose = player:getPose()
if pose == "CROUCHING" and self.oldpose == "STANDING" then
self.eary.vel = self.eary.vel + 5 * self.bendStrength
elseif pose == "STANDING" and self.oldpose == "CROUCHING" then
self.eary.vel = self.eary.vel - 5 * self.bendStrength
end
self.oldpose = pose
--main physics
if self.horizontalEars then
local rot = 10 * bend * (yvel + vel * 10) + headrot[1] * self.rangeMultiplier
local addrot = headrot[2] * self.rangeMultiplier
self.targets[2] = rot + addrot
self.targets[3] = -rot + addrot
else
self.targets[1] = headrot[1] * self.rangeMultiplier + 2 * bend * (yvel + vel * 15)
self.targets[2] = headrot[2] * self.rangeMultiplier - svel * 100 * self.bendStrength
self.targets[3] = self.targets[2]
end
--ear flicking
if self.doEarFlick then
if math.random(0, self.earFlickChance) == 1 then
if math.random(0, 1) == 1 then
self.earx.vel = self.earx.vel + 50
else
self.earz.vel = self.earz.vel - 50
end
end
end
else
self.leftEar:setOffsetRot(0, 0, 0)
self.rightEar:setOffsetRot(0, 0, 0)
end
end
---@param dt number Tick delta
function ear:render(dt, _)
if self.enabled then
self.eary:berp(self.targets[1], dt)
self.earx:berp(self.targets[2], dt)
self.earz:berp(self.targets[3], dt)
local rot3 = self.earx.pos / 4
local rot3b = self.earz.pos / 4
if self.horizontalEars then
local y = self.eary.pos / 4
self.leftEar:setOffsetRot(y, self.earx.pos / 3, rot3)
if self.rightEar then
self.rightEar:setOffsetRot(y, self.earz.pos / 3, rot3b)
end
else
self.leftEar:setOffsetRot(self.eary.pos, rot3, rot3)
if self.rightEar then
self.rightEar:setOffsetRot(self.eary.pos, rot3b, rot3b)
end
end
end
end
return ear

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---@meta _
local squassets
local assetPath = "./SquAssets"
if pcall(require, assetPath) then squassets = require(assetPath) end
assert(squassets, "§4The eye module requires SquAssets, which was not found!§c")
---@class eye
local eye = {}
eye.all = {}
---*CONSTRUCTOR
---@param element ModelPart The eye element that is going to be moved, each eye is seperate.
---@param leftDistance? number Defaults to `0.25`, the distance from the eye to it's leftmost posistion.
---@param rightDistance? number Defaults to `1.25`, the distance from the eye to it's rightmost posistion.
---@param upDistance? number Defaults to `0.5`, the distance from the eye to it's upmost posistion.
---@param downDistance? number Defaults to `0.5`, the distance from the eye to it's downmost posistion.
---@param switchValues? boolean Defaults to `false`, this will switch from side to side movement to front back movement. this is good if the eyes are on the *side* of the head rather than the *front*.
---@return SquAPI.Eye
function eye:new(element, leftDistance, rightDistance, upDistance, downDistance, switchValues)
---@class SquAPI.eye
local self = setmetatable({}, {__index = eye})
assert(element,
"§4Your eye model path is incorrect.§c")
self.element = element
self.switchValues = switchValues or false
self.left = leftDistance or .25
self.right = rightDistance or 1.25
self.up = upDistance or 0.5
self.down = downDistance or 0.5
self.x = 0
self.y = 0
self.eyeScale = 1
self.enabled = true
table.insert(eye.all, self)
return self
end
--*CONTROL FUNCTIONS
---For funzies if you want to change the scale of the eyes you can use self. (lerps to scale)
---@param scale number Scale multiplier
function eye:setEyeScale(scale)
self.eyeScale = scale
return self
end
---eye enable handling
function eye:disable() self.enabled = false return self end
function eye:enable() self.enabled = true return self end
function eye:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function eye:setEnabled(bool)
self.enabled = bool or false
return self
end
---Resets this eye's position to its initial posistion
function eye:zero()
self.x, self.y = 0, 0
return self
end
--*UPDATE FUNCTIONS
function eye:tick()
if self.enabled then
local headrot = squassets.getHeadRot()
headrot[2] = math.max(math.min(50, headrot[2]), -50)
--parabolic curve so that you can control the middle position of the eyes.
self.x = -squassets.parabolagraph(-50, -self.left, 0, 0, 50, self.right, headrot[2])
self.y = squassets.parabolagraph(-90, -self.down, 0, 0, 90, self.up, headrot[1])
--prevents any eye shenanigans
self.x = math.max(math.min(self.left, self.x), -self.right)
self.y = math.max(math.min(self.up, self.y), -self.down)
end
end
---@param dt number Tick delta
function eye:render(dt, _)
local c = self.element:getPos()
if self.switchValues then
self.element:setPos(0, math.lerp(c[2], self.y, dt), math.lerp(c[3], -self.x, dt))
else
self.element:setPos(math.lerp(c[1], self.x, dt), math.lerp(c[2], self.y, dt), 0)
end
local scale = math.lerp(self.element:getOffsetScale()[1], self.eyeScale, dt)
self.element:setOffsetScale(scale, scale, scale)
end
return eye

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---@meta _
local squassets
local assetPath = "./SquAssets"
if pcall(require, assetPath) then squassets = require(assetPath) end
assert(squassets, "§4The hoverPoint module requires SquAssets, which was not found!§c")
---@class hoverPoint
local hoverPoint = {}
hoverPoint.all = {}
---*CONSTRUCTOR
---@param element ModelPart The element you are moving.
---@param elementOffset? Vector3 Defaults to `vec(0,0,0)`, the position of the hover point relative to you.
---@param springStrength? number Defaults to `0.2`, how strongly the object is pulled to it's original spot.
---@param mass? number Defaults to `5`, how heavy the object is (heavier accelerate/deccelerate slower).
---@param resistance? number Defaults to `1`, how much the elements speed decays (like air resistance).
---@param rotationSpeed? number Defaults to `0.05`, how fast the element should rotate to it's normal rotation.
---@param rotateWithPlayer? boolean Defaults to `true`, wheather or not the hoverPoint should rotate with you
---@param doCollisions? boolean Defaults to `false`, whether or not the element should collide with blocks (warning: the system is janky).
function hoverPoint:new(element, elementOffset, springStrength, mass, resistance, rotationSpeed, rotateWithPlayer, doCollisions)
---@class SquAPI.hoverPoint
local self = {}
self.element = element
assert(self.element,"§4The Hover point's model path is incorrect.§c")
self.element:setParentType("WORLD")
elementOffset = elementOffset or vec(0,0,0)
self.elementOffset = elementOffset*16
self.springStrength = springStrength or 0.2
self.mass = mass or 5
self.resistance = resistance or 1
self.rotationSpeed = rotationSpeed or 0.05
self.doCollisions = doCollisions
self.rotateWithPlayer = rotateWithPlayer
if self.rotateWithPlayer == nil then self.rotateWithPlayer = true end
self.pos = vec(0,0,0)
self.vel = vec(0,0,0)
self.init = true
self.delay = 0
self = setmetatable(self, {__index = hoverPoint})
table.insert(hoverPoint.all, self)
return self
end
--*CONTROL FUNCTIONS
---hoverPoint enable handling
function hoverPoint:disable() self.enabled = false return self end
function hoverPoint:enable() self.enabled = true return self end
function hoverPoint:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function hoverPoint:setEnabled(bool)
self.enabled = bool or false
return self
end
function hoverPoint:reset()
local yaw
if self.rotateWithPlayer then
yaw = math.rad(player:getBodyYaw() + 180)
else
yaw = 0
end
local sin, cos = math.sin(yaw), math.cos(yaw)
local offset = vec(
cos*self.elementOffset.x - sin*self.elementOffset.z,
self.elementOffset.y,
sin*self.elementOffset.x + cos*self.elementOffset.z
)
self.pos = player:getPos() + offset/16
self.element:setPos(self.pos*16)
self.element:setOffsetRot(0,-player:getBodyYaw()+180,0)
end
--*UPDATE FUNCTIONS
function hoverPoint:tick()
if self.enabled then
local yaw
if self.rotateWithPlayer then
yaw = math.rad(player:getBodyYaw() + 180)
else
yaw = 0
end
local sin, cos = math.sin(yaw), math.cos(yaw)
local offset = vec(
cos*self.elementOffset.x - sin*self.elementOffset.z,
self.elementOffset.y,
sin*self.elementOffset.x + cos*self.elementOffset.z
)
if self.init then
self.init = false
self.pos = player:getPos() + offset/16
self.element:setPos(self.pos*16)
self.element:setOffsetRot(0,-player:getBodyYaw()+180,0)
end
--adjusts the target based on the players rotation
local target = player:getPos() + offset/16
local pos = self.element:partToWorldMatrix():apply()
local dif = self.pos - target
local force = vec(0,0,0)
if self.delay == 0 then
--behold my very janky collision system
if self.doCollisions and world.getBlockState(pos):getCollisionShape()[1] then
local block, hitPos, side = raycast:block(pos-self.vel*2, pos)
self.pos = self.pos + (hitPos - pos)
if side == "east" or side == "west" then
self.vel.x = -self.vel.x*0.5
elseif side == "north" or side == "south" then
self.vel.z = -self.vel.z*0.5
else
self.vel.y = -self.vel.y*0.5
end
self.delay = 2
else
force = force - dif*self.springStrength --spring force
end
else
self.delay = self.delay - 1
end
force = force -self.vel*self.resistance --resistive force(based on air resistance)
self.vel = self.vel + force/self.mass
self.pos = self.pos + self.vel
end
end
---@param dt number Tick delta
function hoverPoint:render(dt, _)
self.element:setPos(
math.lerp(self.element:getPos(), self.pos * 16, dt / 2)
)
self.element:setOffsetRot(0,
math.lerp(self.element:getOffsetRot()[2], 180-player:getBodyYaw(), dt * self.rotationSpeed), 0)
end
return hoverPoint

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---@meta _
local vanillaElement
local assetPath = "./VanillaElement"
if pcall(require, assetPath) then vanillaElement = require(assetPath) end
assert(vanillaElement, "§4The leg module requires VanillaElement, which was not found!§c")
---@class Leg
local leg = {}
setmetatable(leg, {__index = vanillaElement})
leg.all = {}
---*CONSTRUCTOR
---@param element ModelPart The element you want to apply the movement to.
---@param strength? number Defaults to `1`, how much it rotates.
---@param isRight? boolean Defaults to `false`, if this is the right leg or not.
---@param keepPosition? boolean Defaults to `true`, if you want the element to keep it's position as well.
---@return SquAPI.Leg
function leg:new(element, strength, isRight, keepPosition)
---@class SquAPI.leg
local self = vanillaElement:new(element, strength, keepPosition)
setmetatable(self, {__index = leg})
if isRight == nil then isRight = false end
self.isRight = isRight
table.insert(leg.all, self)
return self
end
--*CONTROL FUNCTIONS
--inherits functions from VanillaElement
--*UPDATE FUNCTIONS
---Returns the vanilla leg rotation and position vectors
---@return Vector3 #Vanilla leg rotation
---@return Vector3 #Vanilla leg position
function leg:getVanilla()
if self.isRight then
self.rot = vanilla_model.RIGHT_LEG:getOriginRot()
self.pos = vanilla_model.RIGHT_LEG:getOriginPos()
else
self.rot = vanilla_model.LEFT_LEG:getOriginRot()
self.pos = vanilla_model.LEFT_LEG:getOriginPos()
end
return self.rot, self.pos
end
return leg

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---@meta _
-- local squassets
-- local assetPath = "./SquAssets"
-- if pcall(require, assetPath) then squassets = require(assetPath) end
-- assert(squassets, "§4The randimation module requires SquAssets, which was not found!§c")
---@class randimation
local randimation = {}
randimation.all = {}
---*CONSTRUCTOR
---@param animation Animation The animation to play.
---@param minTime? number Defaults to `100`, the loweest time in ticks the anim will play(randomly between this and maxTime).
---@param maxTime? number Defaults to `300`, the highest time in ticks the anim will play(randomly between minTime and this).
---@param stopOnSleep? boolean Defaults to `false`, if this is for blinking set this to true so that it doesn't blink while sleeping.
---@return SquAPI.Randimation
function randimation:new(animation, minTime, maxTime, stopOnSleep)
---@class SquAPI.randimation
local self = setmetatable({}, {__index = randimation})
self.stopOnSleep = stopOnSleep
self.animation = animation
self.minTime = minTime or 100
self.maxTime = maxTime or 300
self.timer = math.random(self.minTime, self.maxTime)
self.enabled = true
table.insert(randimation.all, self)
return self
end
--*CONTROL FUNCTIONS
---randimation enable handling
function randimation:disable() self.enabled = false return self end
function randimation:enable() self.enabled = true return self end
function randimation:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function randimation:setEnabled(bool)
self.enabled = bool or false
return self
end
--*UPDATE FUNCTIONS
function randimation:tick()
if self.enabled and (not self.stopOnSleep or player:getPose() ~= "SLEEPING") and self.animation:isStopped() then
if self.timer <= 0 then
self.animation:play()
self.timer = math.random(self.minTime, self.maxTime)
else
self.timer = self.timer - 1
end
end
end
return randimation

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---SMOOTH HEAD
---Mimics a vanilla player head, but smoother and with some extra life. Can also do smooth Torsos and Smooth Necks!
---@meta _
local squassets
local assetPath = "./SquAssets"
if pcall(require, assetPath) then squassets = require(assetPath) end
assert(squassets, "§4The smoothHead module requires SquAssets, which was not found!§c")
---@class smoothHead
local smoothHead = {}
smoothHead.all = {}
---*CONSTRUCTOR
---@param element ModelPart|table<ModelPart> The head element that you wish to effect. If you want a smooth neck or torso, instead of a single element, input a table of head elements(imagine it like {element1, element2, etc.}). this will apply the head rotations to each of these.
---@param strength? number|table<number> Defaults to `1`, the target rotation is multiplied by this factor. If you want a smooth neck or torso, instead of an single number, you can put in a table(imagine it like {strength1, strength2, etc.}). this will apply each strength to each respective element.(make sure it is the same length as your element table)
---@param tilt? number Defaults to `0.1`, for context the smooth head applies a slight tilt to the head as it's rotated toward the side, this controls the strength of that tilt.
---@param speed? number Defaults to `1`, how fast the head will rotate toward the target rotation.
---@param keepOriginalHeadPos? boolean|number Defaults to `true`, when true the heads position will follow the vanilla head position. For example when crouching the head will shift down to follow. If set to a number, changes which modelpart gets moved when doing actions such as crouching. this should normally be set to the neck modelpart.
---@param fixPortrait? boolean Defaults to `true`, sets whether or not the portrait should be applied if a group named "head" is found in the elements list
---@param animStraightenList? table<Animation> Defaults to `nil`, you can put in a list of animations that when played, will cause the head to straighten.
---@param straightenMultiplier? number Defaults to `0.5`, how strong the head will straighten during above
---@param straightenSpeed? number Defaults to `0.5`, how fast the head will straighten during above
---@param blendToConsiderStopped? number Defaults to `0.1`, for above, the animation will be considered stopped when it's blend is below this value.
---@return SquAPI.SmoothHead
function smoothHead:new(element, strength, tilt, speed, keepOriginalHeadPos, fixPortrait, animStraightenList, straightenMultiplier, straightenSpeed, blendToConsiderStopped)
---@class SquAPI.SmoothHead
local self = setmetatable({}, {__index = smoothHead})
--if it's a single element then converts to table
if type(element) == "ModelPart" then
assert(element, "§4Your model path for smoothHead is incorrect.§c")
element = { element }
end
--checks each element amd updates parent type to none
for i = 1, #element do
assert(element[i]:getType() == "GROUP",
"§4The head element at position " ..
i ..
" of the table is not a group. The head elements need to be groups that are nested inside one another to function properly.§c")
assert(element[i], "§4The head segment at position " .. i .. " is incorrect.§c")
element[i]:setParentType("NONE")
end
self.element = element
--if strength is a single number then converts to table by evenly dividing strength for each element
self.strength = strength or 1
if type(self.strength) == "number" then
local strengthDiv = self.strength / #element
self.strength = {}
for i = 1, #element do
self.strength[i] = strengthDiv
end
end
self.tilt = tilt or 0.1
self.speed = (speed or 1)
if keepOriginalHeadPos == nil then keepOriginalHeadPos = true end
self.keepOriginalHeadPos = keepOriginalHeadPos
self.animStraightenList = animStraightenList
self.straightenMultiplier = straightenMultiplier or 0.5
self.straightenSpeed = straightenSpeed or 0.5
self.blendToConsiderStopped = blendToConsiderStopped or 0.1
self.currentStraightenMultiplier = 1
--portrait fix by FOX
if fixPortrait == nil then fixPortrait = true end
if fixPortrait then
if type(element) == "table" then
for _, part in ipairs(element) do
if squassets.caseInsensitiveFind(part, "head") then
part:copy("_squapi-portrait"):moveTo(models):setParentType("Portrait")
:setPos(-part:getPivot())
break
end
end
elseif type(element) == "ModelPart" and element:getType() == "GROUP" then
if squassets.caseInsensitiveFind(element, "head") then
element:copy("_squapi-portrait"):moveTo(models):setParentType("Portrait")
:setPos(-element:getPivot())
end
end
end
self.rot = {}
self.rotOld = {}
for i in ipairs(self.element) do
self.rot[i] = vec(0,0,0)
self.rotOld[i] = vec(0,0,0)
end
self.enabled = true
table.insert(smoothHead.all, self)
return self
end
--*CONTROL FUNCTIONS
---Applies an offset to the heads rotation to more easily modify it. Applies as a vector.(for multisegments it will modify the target rotation)
---@param xRot number X rotation
---@param yRot number Y rotation
---@param zRot number Z rotation
function smoothHead:setOffset(xRot, yRot, zRot)
self.offset = vec(xRot, yRot, zRot)
return self
end
---smoothHead enable handling
function smoothHead:disable() self.enabled = false return self end
function smoothHead:enable() self.enabled = true return self end
function smoothHead:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function smoothHead:setEnabled(bool)
self.enabled = bool or false
return self
end
---Resets this smooth head's position and rotation to their initial values
function smoothHead:zero()
for _, v in ipairs(self.element) do
v:setPos(0, 0, 0)
v:setOffsetRot(0, 0, 0)
self.headRot = vec(0, 0, 0)
end
return self
end
--*UPDATE FUNCTIONS
function smoothHead:tick()
if self.animStraightenList then
local strengthMultiplier = 1
for _, v in ipairs(self.animStraightenList) do
if v:isPlaying() and v:getBlend() > self.blendToConsiderStopped then
strengthMultiplier = self.straightenMultiplier
break
end
end
self.currentStraightenMultiplier = math.lerp(self.currentStraightenMultiplier, strengthMultiplier, self.straightenSpeed)
end
for i in ipairs(self.element) do
self.rotOld[i] = self.rot[i]
end
if self.enabled then
local vanillaHeadRot = squassets.getHeadRot():add(vanilla_model.HEAD:getOffsetRot())
for i in ipairs(self.element) do
self.rot[i] = math.lerp(self.rot[i], (vanillaHeadRot + vanillaHeadRot.__y * self.tilt) * self.strength[i] * self.currentStraightenMultiplier , self.speed)
end
end
end
---@param dt number Tick delta
---@param context Event.Render.context
function smoothHead:render(dt, context)
if self.enabled then
for i, element in ipairs(self.element) do
element:setOffsetRot(
math.lerp(self.rotOld[i], self.rot[i], dt)
)
-- Better Combat SquAPI Compatibility created by @jimmyhelp and @foxy2526 on Discord
if renderer:isFirstPerson() and context == "RENDER" then
self.element[i]:setVisible(false)
else
self.element[i]:setVisible(true)
end
end
if self.keepOriginalHeadPos then
self.element
[type(self.keepOriginalHeadPos) == "number" and self.keepOriginalHeadPos or #self.element]
:setPos(-vanilla_model.HEAD:getOriginPos())
end
end
end
return smoothHead

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---@class squishy
local squishy = {}
squishy.all = {}
---*CONSTRUCTOR
---@param model ModelPart The model to squish
---@param dampening? number Defaults to `0.3`, how much the movement is dampened(like air resistance)
---@param spingStrength? number Defaults to `0.3`, how strongly the model will return to its original scale.
---@param crouchBounce? number Defaults to `-0.5`, when crouching/uncrouching, the model will bounce by this factor. Negative values squish down while positive up.
---@param lowerLimit? Vector3 Defaults to `vec(0.6, 0.5, 0.6)`, the minimum scale the model can be squished to.
---@param upperLimit? Vector3 Defaults to `vec(1.25, 1.5, 1.25)`, the maximum scale the model can be squished to.
function squishy:new(model, spingStrength, dampening, crouchBounce, lowerLimit, upperLimit)
---@class SquAPI.squishy
local self = {}
assert(model, "§4The squishy model path is incorrect.§c")
self.model = model
self.springStrength = spingStrength or 0.3
self.dampening = dampening or 0.3
self.crouchBounce = crouchBounce or -0.5
self.lowerLimit = lowerLimit or vec(0.6, 0.5, 0.6)
self.upperLimit = upperLimit or vec(1.25, 1.5, 1.25)
self.scale = vec(1,1,1)
self.oldScale = vec(1,1,1)
self.scaleVel = vec(0,0,0)
self = setmetatable(self, {__index = squishy})
table.insert(squishy.all, self)
return self
end
--*CONTROL FUNCTIONS
---squishy enable handling
function squishy:disable() self.enabled = false return self end
function squishy:enable() self.enabled = true return self end
function squishy:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function squishy:setEnabled(bool)
self.enabled = bool or false
return self
end
--*UPDATE FUNCTIONS
---@param force Vector3 The force vector to apply to the model
function squishy:applyForce(force)
self.scaleVel = vec(
self.scaleVel.x + force.x - force.y/2 - force.z/2,
self.scaleVel.y + force.y - force.x/2 - force.z/2,
self.scaleVel.z + force.z - force.x/2 - force.y/2
)
end
squishy.oldPose = "STANDING"
function squishy:tick()
self.oldScale = self.scale
local verticalVel = -player:getVelocity()[2]
local pose = player:getPose()
--avoid wonky when flying/swimming
if pose == "FALL_FLYING" or pose == "SWIMMING" or player:riptideSpinning() then
verticalVel = 0
end
--bounce when crouching/uncrouching
if pose == "CROUCHING" and self.oldPose ~= "CROUCHING" then
self:applyForce(vec(0, self.crouchBounce, 0))
elseif self.oldPose == "CROUCHING" and pose ~= "CROUCHING" then
self:applyForce(vec(0, -self.crouchBounce, 0))
end
self.oldPose = pose
--pulls back to original scale
local dif = vec(1,1,1) - self.scale
local springForce = dif*self.springStrength
--resistive force/dampening
local dampeningForce = self.scaleVel * self.dampening
local netForce = vec(0, verticalVel/4, 0) + springForce - dampeningForce
self:applyForce(netForce)
self.scale = self.scale + self.scaleVel
--safety net to make sure it doesn't get stuck at a non-original scale, which can happen if the forces cancel out
self.scale = self.scale + dif/5
--limiting scale
self.scale = vec(
math.clamp(self.scale.x, 0.6, 1.25),
math.clamp(self.scale.y, 0.5, 1.5),
math.clamp(self.scale.z, 0.6, 1.25)
)
end
---@param dt number Tick delta
function squishy:render(dt, _)
self.model:setScale(math.lerp(self.oldScale, self.scale, dt))
end
return squishy

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---@meta _
local squassets
local assetPath = "./SquAssets"
if pcall(require, assetPath) then squassets = require(assetPath) end
assert(squassets, "§4The tail module requires SquAssets, which was not found!§c")
---@class tail
local tail = {}
tail.all = {}
---*CONSTRUCTOR
---@param tailSegmentList table<ModelPart> The list of each individual tail segment of your tail.
---@param idleXMovement? number Defaults to `15`, how much the tail should sway side to side.
---@param idleYMovement? number Defaults to `5`, how much the tail should sway up and down.
---@param idleXSpeed? number Defaults to `1.2`, how fast the tail should sway side to side.
---@param idleYSpeed? number Defaults to `2`, how fast the tail should sway up and down.
---@param bendStrength? number Defaults to `2`, how strongly the tail moves when you move.
---@param velocityPush? number Defaults to `0`, this will cause the tail to bend when you move forward/backward, good if your tail is bent downward or upward.
---@param initialMovementOffset? number Defaults to `0`, this will offset the tails initial sway, this is good for when you have multiple tails and you want to desync them.
---@param offsetBetweenSegments? number Defaults to `1`, how much each tail segment should be offset from the previous one.
---@param stiffness? number Defaults to `0.005`, how stiff the tail should be.
---@param bounce? number Defaults to `0.9`, how bouncy the tail should be.
---@param flyingOffset? number Defaults to `90`, when flying, riptiding, or swimming, it may look strange to have the tail stick out, so instead it will rotate to this value(so use this to flatten your tail during these movements).
---@param downLimit? number Defaults to `-90`, the lowest each tail segment can rotate.
---@param upLimit? number Defaults to `45`, the highest each tail segment can rotate.
---@return SquAPI.Tail
function tail:new(tailSegmentList, idleXMovement, idleYMovement, idleXSpeed, idleYSpeed,
bendStrength, velocityPush, initialMovementOffset, offsetBetweenSegments,
stiffness, bounce, flyingOffset, downLimit, upLimit)
---@class SquAPI.tail
local self = setmetatable({}, {__index = tail})
--error checker
self.tailSegmentList = tailSegmentList
if type(self.tailSegmentList) == "ModelPart" then
self.tailSegmentList = {self.tailSegmentList}
end
assert(type(self.tailSegmentList) == "table",
"your tailSegmentList table seems to to be incorrect")
self.berps = {}
self.targets = {}
self.stiffness = stiffness or .005
self.bounce = bounce or .9
if type(self.tailSegmentList[2]) == "number" then --ah I see you stumbled across my custom tail list creator, if you curious ask me. tail must be >= 3 segments. Naming: tail, tailseg, tailseg2, tailseg3..., tailtip
local range = self.tailSegmentList[2]
local str = ""
if self.tailSegmentList[3] then
str = self.tailSegmentList[3]
end
self.tailSegmentList[2] = self.tailSegmentList[1][str .. "tailseg"]
for i = 2, range - 2 do
self.tailSegmentList[i + 1] = self.tailSegmentList[i][str .. "tailseg" .. i]
end
self.tailSegmentList[range] = self.tailSegmentList[range - 1][str .. "tailtip"]
end
for i = 1, #self.tailSegmentList do
assert(self.tailSegmentList[i]:getType() == "GROUP",
"§4The tail segment at position "..i.." of the table is not a group. The tail segments need to be groups that are nested inside the previous segment.§c")
self.berps[i] = {squassets.BERP:new(self.stiffness, self.bounce), squassets.BERP:new(self.stiffness, self.bounce, self.downLimit, self.upLimit)}
self.targets[i] = {0, 0}
end
self.downLimit = downLimit or -90
self.upLimit = upLimit or 45
self.tailSegmentList = tailSegmentList
self.idleXMovement = idleXMovement or 15
self.idleYMovement = idleYMovement or 5
self.idleXSpeed = idleXSpeed or 1.2
self.idleYSpeed = idleYSpeed or 2
self.bendStrength = bendStrength or 2
self.velocityPush = velocityPush or 0
self.initialMovementOffset = initialMovementOffset or 0
self.flyingOffset = flyingOffset or 90
self.offsetBetweenSegments = offsetBetweenSegments or 1
self.currentBodyRot = 0
self.oldBodyRot = 0
self.bodyRotSpeed = 0
self.enabled = true
table.insert(tail.all, self)
return self
end
--*CONTROL FUNCTIONS
---tail enable handling
function tail:disable() self.enabled = false return self end
function tail:enable() self.enabled = true return self end
function tail:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function tail:setEnabled(bool)
self.enabled = bool or false
return self
end
function tail:zero()
for _, v in pairs(self.tailSegmentList) do
v:setOffsetRot(0, 0, 0)
end
return self
end
--*UPDATE FUNCTIONS
function tail:tick()
if self.enabled then
self.oldBodyRot = self.currentBodyRot
self.currentBodyRot = player:getBodyYaw()
self.bodyRotSpeed = math.max(math.min(self.currentBodyRot-self.oldBodyRot, 20), -20)
local time = world.getTime()
local vel = squassets.forwardVel()
local yvel = squassets.verticalVel()
local svel = squassets.sideVel()
local bendStrength = self.bendStrength/(math.abs((yvel*30))+vel*30 + 1)
local pose = player:getPose()
for i = 1, #self.tailSegmentList do
self.targets[i][1] = math.sin((time * self.idleXSpeed)/10 - (i * self.offsetBetweenSegments)) * self.idleXMovement
self.targets[i][2] = math.sin((time * self.idleYSpeed)/10 - (i * self.offsetBetweenSegments) + self.initialMovementOffset) * self.idleYMovement
self.targets[i][1] = self.targets[i][1] + self.bodyRotSpeed*self.bendStrength + svel*self.bendStrength*40
self.targets[i][2] = self.targets[i][2] + yvel * 15 * self.bendStrength - vel*self.bendStrength*15*self.velocityPush
if i == 1 then
if pose == "FALL_FLYING" or pose == "SWIMMING" or player:riptideSpinning() then
self.targets[i][2] = self.flyingOffset
end
end
end
end
end
---@param dt number Tick delta
function tail:render(dt, _)
if self.enabled then
local pose = player:getPose()
if pose ~= "SLEEPING" then
for i, tail in ipairs(self.tailSegmentList) do
tail:setOffsetRot(
self.berps[i][2]:berp(self.targets[i][2], dt),
self.berps[i][1]:berp(self.targets[i][1], dt),
0
)
end
end
end
end
return tail

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---@meta _
local squassets
local assetPath = "./SquAssets"
if pcall(require, assetPath) then squassets = require(assetPath) end
assert(squassets, "§4The taur module requires SquAssets, which was not found!§c")
---@class taur
local taur = {}
taur.all = {}
---*CONSTRUCTOR
---@param taurBody ModelPart The group of the body that contains all parts of the actual centaur part of the body, pivot should be placed near the connection between body and taurs body.
---@param frontLegs? ModelPart The group that contains both front legs.
---@param backLegs? ModelPart The group that contains both back legs.
---@return SquAPI.Taur
function taur:new(taurBody, frontLegs, backLegs)
---@class SquAPI.taur
local self = {}
assert(taurBody, "§4Your model path for the body in taurPhysics is incorrect.§c")
self.taurBody = taurBody
self.frontLegs = frontLegs
self.backLegs = backLegs
self.taur = squassets.BERP:new(0.01, 0.5)
self.target = 0
self.enabled = true
self = setmetatable(self, {__index = taur})
table.insert(taur.all, self)
return self
end
--*CONTROL FUNCTIONS
---taur enable handling
function taur:disable() self.enabled = false return self end
function taur:enable() self.enabled = true return self end
function taur:toggle() self.enabled = not self.enabled return self end
---@param bool boolean
function taur:setEnabled(bool)
self.enabled = bool or false
return self
end
--*UPDATE FUNCTIONS
function taur:tick()
if self.enabled then
self.target = math.min(math.max(-30, squassets.verticalVel() * 40), 45)
end
end
function taur:render(dt, _)
if self.enabled then
self.taur:berp(self.target, dt / 2)
local pose = player:getPose()
if pose == "FALL_FLYING" or pose == "SWIMMING" or (player:isClimbing() and not player:isOnGround()) or player:riptideSpinning() then
self.taurBody:setRot(80, 0, 0)
if self.backLegs then
self.backLegs:setRot(-50, 0, 0)
end
if self.frontLegs then
self.frontLegs:setRot(-50, 0, 0)
end
else
self.taurBody:setRot(self.taur.pos, 0, 0)
if self.backLegs then
self.backLegs:setRot(self.taur.pos * 3, 0, 0)
end
if self.frontLegs then
self.frontLegs:setRot(-self.taur.pos * 3, 0, 0)
end
end
end
end
return taur

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@ -1,428 +0,0 @@
--[[--------------------------------------------------------------------------------------
____ _ _ _ _
/ ___| __ _ _ _(_)___| |__ _ _ / \ ___ ___ ___| |_ ___
\___ \ / _` | | | | / __| '_ \| | | | / _ \ / __/ __|/ _ \ __/ __|
___) | (_| | |_| | \__ \ | | | |_| | / ___ \\__ \__ \ __/ |_\__ \
|____/ \__, |\__,_|_|___/_| |_|\__, | /_/ \_\___/___/\___|\__|___/
|_| |___/
--]]--------------------------------------------------------------------------------------Standard
--[[
-- Author: Squishy
-- Discord tag: @mrsirsquishy
-- Version: 1.0.0
-- Legal: ARR
Framework Functions and classes for SquAPI.
This contains some math functions, some simplified calls to figura features, some debugging scripts for convenience, and classes used in SquAPI or for debugging.
You can also make use of these functions, however it's for more advanced scripters. remember to call: local squassets = require("SquAssets")
]]
local squassets = {}
--Useful Calls
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--detects the fluid the player is in(air is nil), and if they are fully submerged in that fluid.
--vanilla player has an eye height of 1.5 which is used by default for checking if it's submerged, but you can optionally modify this for different height avatars
function squassets.getFluid(eyeHeight)
local fluid
local B = world.getBlockState(player:getPos() + vec(0, eyeHeight or 1.5, 0))
local submerged = B.id == "minecraft:water" or B.id == "minecraft:lava"
if player:isInWater() then
fluid = "WATER"
elseif player:isInLava() then
fluid = "LAVA"
end
return fluid, submerged
end
--better isOnGround, taken from the figura wiki
function squassets.isOnGround()
return world.getBlockState(thisEntity:getPos():add(0, -0.1, 0)):isSolidBlock()
end
-- returns how fast the player moves forward, negative means backward
function squassets.forwardVel()
return player:getVelocity():dot((player:getLookDir().x_z):normalize())
end
-- returns y velocity(negative is down)
function squassets.verticalVel()
return player:getVelocity()[2]
end
-- returns how fast player moves sideways, negative means left
-- Courtesy of @auriafoxgirl on discord
function squassets.sideVel()
return (player:getVelocity() * matrices.rotation3(0, player:getRot().y, 0)).x
end
--returns a cleaner vanilla head rotation value to use
function squassets.getHeadRot()
return (vanilla_model.HEAD:getOriginRot()+180)%360-180
end
--Math Functions
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--polar to cartesian coordiantes
function squassets.PTOC(r, theta)
return r*math.cos(theta), r*math.sin(theta)
end
--cartesian to polar coordinates
function squassets.CTOP(x, y)
return squassets.pyth(x, y), math.atan(y/x)
end
--3D polar to cartesian coordiantes(returns vec3)
function squassets.PTOC3(R, theta, phi)
local r, y = squassets.PTOC(R, phi)
local x, z = squassets.PTOC(r, theta)
return vec(x, y, z)
end
--3D cartesian to polar coordinates
function squassets.CTOP3(x, y, z)
local v
if type(x) == "Vector3" then
v = x
else
v = vec(x, y, z)
end
local R = v:length()
return R, math.atan2(v.z, v.x), math.asin(v.y/R)
end
--pythagorean theoremn
function squassets.pyth(a, b)
return math.sqrt(a^2 + b^2)
end
--checks if a point is within a box
function squassets.pointInBox(point, corner1, corner2)
if not (point and corner1 and corner2) then return false end
return
point.x >= corner1.x and point.x <= corner2.x and
point.y >= corner1.y and point.y <= corner2.y and
point.z >= corner1.z and point.z <= corner2.z
end
--returns true if the number is within range, false otherwise
function squassets.inRange(lower, num, upper)
return lower <= num and num <= upper
end
-- Linear graph
-- locally generates a graph between two points, returns the y value at t on that graph
function squassets.lineargraph(x1, y1, x2, y2, t)
local slope = (y2-y1)/(x2-x1)
local inter = y2 - slope*x2
return slope*t + inter
end
--Parabolic graph
--locally generates a parabolic graph between three points, returns the y value at t on that graph
function squassets.parabolagraph(x1, y1, x2, y2, x3, y3, t)
local denom = (x1 - x2) * (x1 - x3) * (x2 - x3)
local a = (x3 * (y2 - y1) + x2 * (y1 - y3) + x1 * (y3 - y2)) / denom
local b = (x3^2 * (y1 - y2) + x2^2 * (y3 - y1) + x1^2 * (y2 - y3)) / denom
local c = (x2 * x3 * (x2 - x3) * y1 + x3 * x1 * (x3 - x1) * y2 + x1 * x2 * (x1 - x2) * y3) / denom
return a * t^2 + b * t + c
end
--returns 1 if num is >= 0, returns -1 if less than 0
function squassets.sign(num)
if num < 0 then
return -1
end
return 1
end
--returns a vector with the signs of each vector(shows the direction of each vector)
function squassets.Vec3Dir(v)
return vec(squassets.sign(v.x), squassets.sign(v.y), squassets.sign(v.z))
end
--raises all values in a vector to a power
function squassets.Vec3Pow(v, power)
local power = power or 2
return vec(math.pow(v.x, power), math.pow(v.y, power), math.pow(v.z, power))
end
--Debug/Display Functions
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--displays the corners of a bounding box, good for debugging
---@param corner1 vector coordinate of first corner
---@param corner2 vector coordinate of second corner
---@param color vector of the color, or a string of one of the preset colors
function squassets.bbox(corner1, corner2, color)
dx = corner2[1] - corner1[1]
dy = corner2[2] - corner1[2]
dz = corner2[3] - corner1[3]
squassets.pointMarker(corner1, color)
squassets.pointMarker(corner2, color)
squassets.pointMarker(corner1 + vec(dx,0,0), color)
squassets.pointMarker(corner1 + vec(dx,dy,0), color)
squassets.pointMarker(corner1 + vec(dx,0,dz), color)
squassets.pointMarker(corner1 + vec(0,dy,0), color)
squassets.pointMarker(corner1 + vec(0,dy,dz), color)
squassets.pointMarker(corner1 + vec(0,0,dz), color)
end
--draws a sphere
function squassets.sphereMarker(pos, radius, color, colorCenter, quality)
local pos = pos or vec(0, 0, 0)
local r = radius or 1
local quality = (quality or 1)*10
local colorCenter = colorCenter or color
-- Draw the center point
squassets.pointMarker(pos, colorCenter)
-- Draw surface points
for i = 1, quality do
for j = 1, quality do
local theta = (i / quality) * 2 * math.pi
local phi = (j / quality) * math.pi
local x = pos.x + r * math.sin(phi) * math.cos(theta)
local y = pos.y + r * math.sin(phi) * math.sin(theta)
local z = pos.z + r * math.cos(phi)
squassets.pointMarker(vec(x, y, z), color)
end
end
end
--draws a line between two points with particles, higher density is more particles
function squassets.line(corner1, corner2, color, density)
local l = (corner2 - corner1):length() -- Length of the line
local direction = (corner2 - corner1):normalize() -- Direction vector
local density = density or 10
for i = 0, l, 1/density do
local pos = corner1 + direction * i -- Interpolate position
squassets.pointMarker(pos, color) -- Create a particle at the interpolated position
end
end
--displays a particle at a point, good for debugging
---@param pos vector coordinate where it will render
---@param color vector of the color, or a string of one of the preset colors
function squassets.pointMarker(pos, color)
if type(color) == "string" then
if color == "R" then color = vec(1, 0, 0)
elseif color == "G" then color = vec(0, 1, 0)
elseif color == "B" then color = vec(0, 0, 1)
elseif color == "yellow" then color = vec(1, 1, 0)
elseif color == "purple" then color = vec(1, 0, 1)
elseif color == "cyan" then color = vec(0, 1, 1)
elseif color == "black" then color = vec(0, 0, 0)
else
color = vec(1,1,1)
end
else
color = color or vec(1,1,1)
end
particles:newParticle("minecraft:wax_on", pos):setSize(0.5):setLifetime(0):setColor(color)
end
--Classes
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------
squassets.vanillaElement = {}
squassets.vanillaElement.__index = squassets.vanillaElement
function squassets.vanillaElement:new(element, strength, keepPosition)
local self = setmetatable({}, squassets.vanillaElement)
-- INIT -------------------------------------------------------------------------
self.keepPosition = keepPosition
if keepPosition == nil then self.keepPosition = true end
self.element = element
self.element:setParentType("NONE")
self.strength = strength or 1
self.rot = vec(0,0,0)
self.pos = vec(0,0,0)
-- CONTROL -------------------------------------------------------------------------
self.enabled = true
function self:disable()
self.enabled = false
end
function self:enable()
self.enabled = true
end
function self:toggle()
self.enabled = not self.enabled
end
--returns it to normal attributes
function self:zero()
self.element:setOffsetRot(0, 0, 0)
self.element:setPos(0, 0, 0)
end
--get the current rot/pos
function self:getPos()
return self.pos
end
function self:getRot()
return self.rot
end
-- UPDATES -------------------------------------------------------------------------
function self:render(dt, context)
if self.enabled then
local rot, pos = self:getVanilla()
self.element:setOffsetRot(rot*self.strength)
if self.keepPosition then
self.element:setPos(pos)
end
end
end
return self
end
squassets.BERP3D = {}
squassets.BERP3D.__index = squassets.BERP3D
function squassets.BERP3D:new(stiff, bounce, lowerLimit, upperLimit, initialPos, initialVel)
local self = setmetatable({}, squassets.BERP3D)
self.stiff = stiff or 0.1
self.bounce = bounce or 0.1
self.pos = initialPos or vec(0, 0, 0)
self.vel = initialVel or vec(0, 0, 0)
self.acc = vec(0, 0, 0)
self.lower = lowerLimit or {nil, nil, nil}
self.upper = upperLimit or {nil, nil, nil}
--target is the target position
--dt, or delta time, the time between now and the last update(delta from the events.update() function)
--if you want it to have a different stiff or bounce when run input a different stiff bounce
function self:berp(target, dt, stiff, bounce)
local target = target or vec(0,0,0)
local dt = dt or 1
for i = 1, 3 do
--certified bouncy math
local dif = (target[i]) - self.pos[i]
self.acc[i] = ((dif * math.min(stiff or self.stiff, 1)) * dt) --based off of spring force F = -kx
self.vel[i] = self.vel[i] + self.acc[i]
--changes the position, but adds a bouncy bit that both overshoots and decays the movement
self.pos[i] = self.pos[i] + (dif * (1-math.min(bounce or self.bounce, 1)) + self.vel[i]) * dt
--limits range
if self.upper[i] and self.pos[i] > self.upper[i] then
self.pos[i] = self.upper[i]
self.vel[i] = 0
elseif self.lower[i] and self.pos[i] < self.lower[i] then
self.pos[i] = self.lower
self.vel[i] = 0
end
end
--returns position so that you can immediately apply the position as it is changed.
return self.pos
end
return self
end
--stiffness factor, > 0
--bounce factor, reccomended when in range of 0-1. bigger is bouncier.
--if you want to limit the positioning, use lowerlimit and upperlimit, or leave nil
squassets.BERP = {}
squassets.BERP.__index = squassets.BERP
function squassets.BERP:new(stiff, bounce, lowerLimit, upperLimit, initialPos, initialVel)
local self = setmetatable({}, squassets.BERP)
self.stiff = stiff or 0.1
self.bounce = bounce or 0.1
self.pos = initialPos or 0
self.vel = initialVel or 0
self.acc = 0
self.lower = lowerLimit or nil
self.upper = upperLimit or nil
--target is the target position
--dt, or delta time, the time between now and the last update(delta from the events.update() function)
--if you want it to have a different stiff or bounce when run input a different stiff bounce
function self:berp(target, dt, stiff, bounce)
local dt = dt or 1
--certified bouncy math
local dif = (target or 10) - self.pos
self.acc = ((dif * math.min(stiff or self.stiff, 1)) * dt) --based off of spring force F = -kx
self.vel = self.vel + self.acc
--changes the position, but adds a bouncy bit that both overshoots and decays the movement
self.pos = self.pos + (dif * (1-math.min(bounce or self.bounce, 1)) + self.vel) * dt
--limits range
if self.upper and self.pos > self.upper then
self.pos = self.upper
self.vel = 0
elseif self.lower and self.pos < self.lower then
self.pos = self.lower
self.vel = 0
end
--returns position so that you can immediately apply the position as it is changed.
return self.pos
end
return self
end
return squassets

View file

@ -1,7 +1,7 @@
events.ENTITY_INIT:register(function () events.ENTITY_INIT:register(function ()
require("scripts.model") require("scripts.model")
require("scripts.nameplate") require("scripts.nameplate")
require("scripts.soggy")
require("scripts.physics") require("scripts.physics")
require("scripts.soggy")
require("scripts.wheels.main") require("scripts.wheels.main")
end) end)

View file

@ -1,13 +1,14 @@
local utils = require("scripts.libs.utils") local utils = require("scripts.libs.utils")
local tw = 1 --top wetness --wet effect local tw = 1 -- top wetness
local bw = 1 -- bottom wetness local bw = 1 -- bottom wetness
local driptime = 4 -- recommended to change based on how low you have TW/BW local driptime = 4 -- recommended to change based on how low you have TW/BW
local offset = vec(0, 0, 0) local offset = vec(0, 0, 0)
local offset2 = vec(0, 0, 0) local offset2 = vec(0, 0, 0)
events.TICK:register(function () events.TICK:register(function ()
if player:isInRain() then --makes clothes wet if in rain if player:isInRain() then
tw = tw - 0.005 tw = tw - 0.005
bw = bw - 0.005 bw = bw - 0.005
if tw <= 0.6 then tw = 0.6 end if tw <= 0.6 then tw = 0.6 end
@ -15,10 +16,10 @@ events.TICK:register(function ()
end end
offset = vec((math.random() - 0.5), math.random(), (math.random() - 0.5)) -- random offset of particles offset = vec((math.random() - 0.5), math.random(), (math.random() - 0.5)) -- random offset of particles
offset2 = vec(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1)) -- velocity offset2 = vec(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1)) -- velocity
if player:isInWater() then bw = 0.6 end --if player is standing in water, make bottom clothes wet if player:isInWater() then bw = 0.6 end
if player:isUnderwater() then tw = 0.6 end --if player is submerged in water, make top clothes wet if player:isUnderwater() then tw = 0.6 end
if not player:isUnderwater() and tw ~= 1 and not player:isInRain() then tw = tw + 0.005 end --if not submerged in water, dry top clothes if not player:isUnderwater() and tw ~= 1 and not player:isInRain() then tw = tw + 0.005 end
if not player:isInWater() and bw ~= 1 and not player:isInRain() then bw = bw + 0.005 end --if not standing in water, dry bottom clothes if not player:isInWater() and bw ~= 1 and not player:isInRain() then bw = bw + 0.005 end
if bw >= 1 then bw = 1 end if bw >= 1 then bw = 1 end
if tw >= 1 then tw = 1 end if tw >= 1 then tw = 1 end
if world.getTime() % driptime == 0 and tw ~= 1 and not (player:isUnderwater()) then for _ = 0, driptime * 0.5 do particles:newParticle("falling_dripstone_water",player:getPos():add(offset + vec(0, 0.7, 0)), offset2) end end if world.getTime() % driptime == 0 and tw ~= 1 and not (player:isUnderwater()) then for _ = 0, driptime * 0.5 do particles:newParticle("falling_dripstone_water",player:getPos():add(offset + vec(0, 0.7, 0)), offset2) end end