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4 commits

Author SHA1 Message Date
b9754e0d81
better nameplate 2025-03-04 22:23:21 -08:00
16f8f244ab
use pairs in vanilla_model 2025-03-04 21:59:34 -08:00
5f20f5d0a0
update inaccurate version numbers 2025-03-04 20:04:34 -08:00
02e54d6518
that newline pmo 2025-03-04 20:03:49 -08:00
7 changed files with 594 additions and 23 deletions

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@ -1,6 +1,6 @@
# figura-skin
my figura avatar!! this currently targets version **0.15**
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
@ -8,4 +8,4 @@ my figura avatar!! this currently targets version **0.15**
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
unfortunately, 0.15 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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@ -4,7 +4,8 @@
"authors": [
"reidlab",
"mrsirsquishy: Squishy's API",
"purpledeni + Manuel_: Gradient Scroll Nickname",
"Agapurnis: Gradient and nameplate script",
"skyevg: Oklab script",
"adristel: Wet Clothes/Fur Script"
],
"color": "#d87b5a",

370
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@ -0,0 +1,370 @@
-- work in pewgross
-- do not share !!
---@class UnitRGBA: Vector4 [r, g, b, a]; all values are 0-1.
local UnitRGBA = {};
---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-1)
---@return UnitRGBA? output nil the vector with the new metatable if valid, otherwise nil
---@return string? error a string describing the error if invalid, otherwise nil
---@nodiscard
---@see UnitRGBA.fromUnitStrict to throw an error instead of returning nil
function UnitRGBA.fromUnit(vector)
for i, v in ipairs({vector:unpack()}) do
if type(v) ~= "number" then
return nil, "Vector component " .. i .. " is not a number";
end
if v < 0 or v > 1 then
return nil, "Vector component " .. i .. " is not in the range 0-1; got " .. v;
end
end
return setmetatable({ vector = vector }, UnitRGBA), nil;
end
---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-1)
---@return UnitRGBA vector the vector with the new metatable if valid. otherwise, an error is thrown
---@nodiscard
---@see UnitRGBA.fromUnit to return nil instead of throwing an error
function UnitRGBA.fromUnitStrict(vector)
local result, why = UnitRGBA.fromUnit(vector);
if result == nil then
error("Invalid vector: " .. why);
end
return result;
end
---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-255)
---@return UnitRGBA? output nil the vector with the new metatable if valid, otherwise nil
---@return string? error a string describing the error if invalid, otherwise nil
---@nodiscard
---@see UnitRGBA.fromU8Strict to throw an error instead of returning nil
function UnitRGBA.fromU8(vector)
for i, v in ipairs(vector) do
if type(v) ~= "number" then
return nil, "Vector component " .. i .. " is not a number";
end
if v < 0 or v > 255 then
return nil, "Vector component " .. i .. " is not in the range 0-255";
end
end
return setmetatable({ vector = vector / 255 }, UnitRGBA), nil;
end
---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-255)
---@return UnitRGBA vector the vector with the new metatable if valid. otherwise, an error is thrown
---@nodiscard
---@see UnitRGBA.fromU8 to return nil instead of throwing an error
function UnitRGBA.fromU8Strict(vector)
local result, why = UnitRGBA.fromU8(vector);
if result == nil then
error("Invalid vector: " .. why);
end
return result;
end
---@param vector Vector4 a Vector4 matching the format of UnitRGBA ([r, g, b, a]; all values are 0-1)
---@return UnitRGBA vector the vector with the new metatable
---@nodiscard
function UnitRGBA.fromUnitClamping(vector)
vector[1] = math.clamp(vector[1], 0, 1);
vector[2] = math.clamp(vector[2], 0, 1);
vector[3] = math.clamp(vector[3], 0, 1);
vector[4] = math.clamp(vector[4], 0, 1);
return setmetatable({ vector = vector }, UnitRGBA);
end
---@param hex string a color in hexadecimal format (e.g. "#FF00FF")
---@return UnitRGBA? output the color with the new metatable if valid, otherwise nil
---@return string? error a string describing the error if invalid, otherwise nil
---@nodiscard
---@see UnitRGBA.fromHexStrict to throw an error instead of returning nil
function UnitRGBA.fromHex(hex)
if type(hex) ~= "string" then
return nil, "not a string";
end
if hex:sub(1, 1) == "#" then
hex = hex:sub(2);
end
if hex:len() ~= 6 and hex:len() ~= 8 then
return nil, "not 6 or 8 characters long";
end
local vector = vec(0, 0, 0, 1);
for i = 1, 3 do
local value = tonumber(hex:sub(i * 2 - 1, i * 2), 16);
if value == nil then
return nil, "contains non-hex characters";
end
vector[i] = value / 255;
end
if hex:len() == 8 then
local value = tonumber(hex:sub(7, 8), 16);
if value == nil then
return nil, "contains non-hex characters";
end
vector[4] = value / 255;
else
vector[4] = 1;
end
return setmetatable({ vector = vector }, UnitRGBA), nil;
end
---@param hex string a color in hexadecimal format (e.g. "#FF00FF")
---@return UnitRGBA color the color with the new metatable if valid. otherwise, an error is thrown
---@nodiscard
---@see UnitRGBA.fromHex to return nil instead of throwing an error
function UnitRGBA.fromHexStrict(hex)
local result, why = UnitRGBA.fromHex(hex);
if result == nil then
error("Invalid hex color: " .. why);
end
return result;
end
---@return boolean opaque whether the color is *fully opaque* (as in, a == 1, not just a > 0).
---@see UnitRGBA:isTranslucent to see if the color is partially or fully transparent.
---@see UnitRGBA:isTransparent to see if the color is fully transparent.
---@nodiscard
function UnitRGBA:isOpaque()
return self.vector[4] == 1;
end
---@return boolean transparent whether the color is *fully transparent* (as in, a == 0, not just a < 1).
---@see UnitRGBA:isTranslucent to see if the color is partially transparent.
---@see UnitRGBA:isOpaque to see if the color is fully opaque.
---@nodiscard
function UnitRGBA:isTransparent()
return self.vector[4] == 0;
end
---@return boolean translucent whether the color is *translucent* (as in, a < 1).
---@see UnitRGBA:isTransparent to see if the color is fully transparent.
---@see UnitRGBA:isOpaque to see if the color is fully opaque.
---@nodiscard
function UnitRGBA:isTranslucent()
return self.vector[4] < 1;
end
function UnitRGBA:toVec3()
return vec(self.vector[1], self.vector[2], self.vector[3]);
end
---@return Vector4 vector Vector4 with format ([r, g, b, a]; all values are 0-255)
---@nodiscard
function UnitRGBA:toU8vec4()
return vec(self.vector[1] * 255, self.vector[2] * 255, self.vector[3] * 255, self.vector[4] * 255);
end
---@return Vector3 vector Vector3 with format ([r, g, b]; all values are 0-255)
---@nodiscard
function UnitRGBA:toU8vec3()
local a = vec(self.vector[1] * 255, self.vector[2] * 255, self.vector[3] * 255)
return a
end
---@param hash? boolean? whether to include the hash symbol (#) in the output. defaults to true
---@param alpha? boolean? whether to include the alpha channel in the output. defaults to true
---@return string hex the color in RGBA hexadecimal format (e.g. "#FF00FF")
---@nodiscard
function UnitRGBA:toHex(hash, alpha)
local hex = (hash == nil or hash) and "#" or "";
local iter = (alpha == nil or alpha) and 4 or 3;
for i = 1, iter do
local value = math.round(self.vector[i] * 255);
hex = hex .. string.format("%02X", value);
end
return hex;
end
function UnitRGBA:__index(key)
return rawget(UnitRGBA, key) or self.vector[key];
end
function UnitRGBA:__tostring()
return "UnitRGBA(" .. table.concat(self.vector, ", ") .. ")";
end
function UnitRGBA:__sub(other)
return UnitRGBA.fromUnitClamping(vec(
self.vector[1] - other.vector[1],
self.vector[2] - other.vector[2],
self.vector[3] - other.vector[3],
self.vector[4] - other.vector[4]
));
end
--- Transparent white.
UnitRGBA.TRANSPARENT_WHITE = UnitRGBA.fromUnitStrict(vec(1, 1, 1, 0));
--- Transparent black.
UnitRGBA.TRANSPARENT_BLACK = UnitRGBA.fromUnitStrict(vec(0, 0, 0, 0));
--- Opaque white.
UnitRGBA.WHITE = UnitRGBA.fromUnitStrict(vec(1, 1, 1, 1));
--- Opaque black.
UnitRGBA.BLACK = UnitRGBA.fromUnitStrict(vec(0, 0, 0, 1));
---@class Keypoint - A keypoint (interpolation point definition) in a gradient.
---@field public color UnitRGBA color of the keypoint
---@field public time number a number between 0 and 1 (inclusive on both ends)
local Keypoint = {};
---Returns a new Keypoint object.
---@param color UnitRGBA color of the keypoint
---@param time number a number between 0 and 1 (inclusive on both ends)
---@return Keypoint
---@nodiscard
function Keypoint.new(color, time)
return setmetatable({
color = color,
time = time
}, Keypoint);
end
---@class Gradient A gradient definition.
---@field public keypoints Keypoint[] a list of keypoint objects
---@field public loop boolean whether the gradient should loop when given out-of-bounds time values. if false, an error is instead thrown.
local Gradient = {};
---Returns a new Gradient object.
---@param keypoints Keypoint[] a list of keypoint objects
---@param loop boolean? whether the gradient should loop when given out-of-bounds time values. if false, an error is instead thrown. defaults to true.
---@return Gradient
---@nodiscard
function Gradient.new(keypoints, loop)
return setmetatable({
keypoints = keypoints,
loop = loop == nil or loop
}, Gradient);
end
local function easeInOutQuad(t)
return t < 0.5 and 2 * t * t or 1 - (-2 * t + 2)^2 / 2
end
local oklab = require("scripts.libs.oklab")
---Returns the color of the gradient at a given time.
---@param time number a number between 0 and 1 (inclusive on both ends) (can extend beyond this range if Gradient.loop is true)
---@return UnitRGBA? color the color of the gradient at the given time, or nil if the time is out of bounds and Gradient.loop is false
function Gradient:at(time)
if time < 0 or time > 1 then
if not self.loop then
return nil;
end
time = time % 1;
end
if time == 0 then return self.keypoints[1].color
elseif time == 1 then return self.keypoints[#self.keypoints].color
end
for i = 1, #self.keypoints - 1 do
local this = self.keypoints[i]
local next = self.keypoints[i + 1]
if time >= this.time and time < next.time then
local t = easeInOutQuad((time - this.time) / (next.time - this.time));
local alpha = math.lerp(this.color.a, next.color.a, t)
local La, Aa, Ba = oklab.srgbToLinear(this.color.xyz):unpack()
local Lb, Ab, Bb = oklab.srgbToLinear(next.color.xyz):unpack()
local mixed = vec(
math.lerp(La, Lb, easeInOutQuad(t)),
math.lerp(Aa, Ab, t),
math.lerp(Ba, Bb, t)
)
mixed = oklab.linearToSrgb(mixed);
mixed = vec(mixed.x, mixed.y, mixed.z, alpha)
return UnitRGBA.fromUnitClamping(mixed);
end
end
if #self.keypoints == 1 then
return self.keypoints[1].color;
end
error("Gradient.at: time " .. time .. " is out of bounds");
end
---@param colors string[] a list of colors in hexadecimal format (e.g. "#FF00FF")
---@param loop boolean? whether the gradient should loop when given out-of-bounds time values. if false, an error is instead thrown. defaults to true.
---@return Gradient gradient the gradient with the new metatable if valid. otherwise, an error is thrown
function Gradient.distributedHex(colors, loop)
local keypoints = {};
for i, hex in ipairs(colors) do
local time = (i - 1) / (#colors - 1);
local color = UnitRGBA.fromHexStrict(hex);
table.insert(keypoints, Keypoint.new(color, time));
end
return Gradient.new(keypoints, loop);
end
function Gradient:__index(key)
return rawget(Gradient, key) or self[key];
end
---@class SimpleGradientBuilder
---@field public colors UnitRGBA[] a list of colors
local SimpleGradientBuilder = {};
---@return SimpleGradientBuilder builder a simple gradient builder
function SimpleGradientBuilder.new()
return setmetatable({ colors = {} }, { __index = SimpleGradientBuilder });
end
---Reflect the colors of the gradient; this makes it nicer when looping.
---@param reflect_last boolean? whether to also reflect the final color, such that it would appear twice in a row at the middle. if false, it'll only be present once
---@return SimpleGradientBuilder self builder for chaining
function SimpleGradientBuilder:reflect(reflect_last)
---@type UnitRGBA[]
local reflected = {};
for i = 1, #self.colors - 1 do
table.insert(reflected, self.colors[i]);
end
table.insert(reflected, self.colors[#self.colors])
if reflect_last then
table.insert(reflected, self.colors[#self.colors])
end
for i = #self.colors - 1, 1, -1 do
table.insert(reflected, self.colors[i])
end
self.colors = reflected
return self;
end
---"Thicken" the gradient by duplicating every keypoint. This means that the actual colors themselves will have as much presence as the transitions.
---@param amount? integer how many times to duplicate each keypoint. defaults to 1.
---@return SimpleGradientBuilder self builder for chaining
function SimpleGradientBuilder:thicken(amount)
amount = amount or 1;
local thickened = {};
for i = 1, #self.colors do
for _ = 0, amount do
table.insert(thickened, self.colors[i])
end
end
self.colors = thickened;
return self;
end
---@param loop boolean? whether the gradient should loop when given out-of-bounds time values. if false, an error is instead thrown. defaults to true.
---@return Gradient gradient the constructed gradient
function SimpleGradientBuilder:build(loop)
loop = loop == nil or loop;
---@type Keypoint[]
local keypoints = {};
for i, color in ipairs(self.colors) do
table.insert(keypoints, Keypoint.new(color, (i - 1) / (#self.colors - 1)));
end
return setmetatable({
keypoints = keypoints,
loop = loop
}, Gradient);
end
---@param colors string[] | string hexadecimal color(s) to add
function SimpleGradientBuilder:add(colors)
if type(colors) == "string" then
colors = {colors}
end
for _, color in ipairs(colors) do
table.insert(self.colors, UnitRGBA.fromHexStrict(color))
end
return self;
end
return {
UnitRGBA = UnitRGBA,
Keypoint = Keypoint,
Gradient = Gradient,
SimpleGradientBuilder = SimpleGradientBuilder,
}

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@ -0,0 +1,113 @@
local lib = {}
---@param x number
---@return number
local function fromLinear(x)
if x >= 0.0031308 then
return 1.055 * math.pow(x, 1.0/2.4) - 0.055
else
return 12.92 * x
end
end
---@param x number
---@return number
local function toLinear(x)
if x >= 0.04045 then
return math.pow((x + 0.055)/(1 + 0.055), 2.4)
else
return x / 12.92
end
end
---Converts from sRGB to Linear sRGB
---@param color Vector3
---@return Vector3
function lib.srgbToLinear(color)
return vec(toLinear(color.x), toLinear(color.y), toLinear(color.z))
end
---Converts from Linear sRGB to sRGB
---@param color Vector3
---@return Vector3
function lib.linearToSrgb(color)
return vec(fromLinear(color.x), fromLinear(color.y), fromLinear(color.z))
end
---Converts from Linear sRGB to OKLAB
---@param color Vector3
---@return Vector3
function lib.linearToOklab(color)
local l = 0.4122214708 * color.r + 0.5363325363 * color.g + 0.0514459929 * color.b
local m = 0.2119034982 * color.r + 0.6806995451 * color.g + 0.1073969566 * color.b
local s = 0.0883024619 * color.r + 0.2817188376 * color.g + 0.6299787005 * color.b
local l_ = math.pow(l, 1/3)
local m_ = math.pow(m, 1/3)
local s_ = math.pow(s, 1/3)
return vec(
0.2104542553*l_ + 0.7936177850*m_ - 0.0040720468*s_,
1.9779984951*l_ - 2.4285922050*m_ + 0.4505937099*s_,
0.0259040371*l_ + 0.7827717662*m_ - 0.8086757660*s_
)
end
---Converts from OKLAB to Linear sRGB
---@param color Vector3
---@return Vector3
function lib.oklabToLinear(color)
local l_ = color.x + 0.3963377774 * color.y + 0.2158037573 * color.z;
local m_ = color.x - 0.1055613458 * color.y - 0.0638541728 * color.z;
local s_ = color.x - 0.0894841775 * color.y - 1.2914855480 * color.z;
local l = l_*l_*l_;
local m = m_*m_*m_;
local s = s_*s_*s_;
return vec(
4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
)
end
---Converts from LAB to LCh
---@param color Vector3
---@return Vector3
function lib.labToLch(color)
return vec(
color.x,
math.sqrt(color.y * color.y + color.z * color.z),
math.deg(math.atan2(color.z, color.y))
)
end
---Converts from LCh to LAB
---@param color Vector3
---@return Vector3
function lib.lchToLab(color)
return vec(
color.x,
color.y * math.cos(math.rad(color.z)),
color.y * math.sin(math.rad(color.z))
)
end
---Converts from sRGB to OKLCh
---@param color Vector3
---@return Vector3
function lib.srgbToOklch(color)
return lib.labToLch(lib.linearToOklab(lib.srgbToLinear(color)))
end
---Converts from OKLCh to sRGB
---@param color Vector3
---@return Vector3
function lib.oklchToSrgb(color)
return lib.linearToSrgb(lib.oklabToLinear(lib.lchToLab(color)))
end
return lib

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@ -1,22 +1,110 @@
local name = "reidlab!"
local colors = { "#d87b5a", "#e0ab91" }
local offset = 0.05
local speed = 0.05
local g = require("scripts.libs.gradient")
colors[#colors + 1] = colors[1]
offset = offset / speed
---@class ColoredText
---@field text string
---@field color string
events.TICK:register(function ()
local newName = "["
for i = 1, #name, 1 do
local counter = (((world.getTime() + offset * i) * speed) % (#colors - 1)) + 1
local counterFloored = math.floor(counter)
local color = math.lerp(vectors.hexToRGB(colors[counterFloored]), vectors.hexToRGB(colors[counterFloored + 1]), counter - counterFloored)
newName = newName .. '{"text":"' .. name:sub(i,i) .. '","color":"#' .. vectors.rgbToHex(color) .. '"},'
avatar:setColor(color)
---@param name string
---@param gradient Gradient
---@param nameplates Nameplate | Nameplate[] where to use the animated name
---@param count number number of gradients to be present in the span
---@param phase_shift_rate number how fast to shift the gradient
---@returns fun():void # function to unregister
local function animate_gradient_name(name, gradient, nameplates, count, phase_shift_rate)
if type(nameplates) ~= "table" then
nameplates = {nameplates}
end
newName = newName:sub(1, #newName - 1) .. "]"
nameplate.ALL:setText(newName)
end)
local string_width = client.getTextWidth(name) / count;
local string_width_chars = {};
for i = 1, #name do
string_width_chars[i] = client.getTextWidth(name:sub(i, i))
end
---@type ColoredText[]
local result = {}
local phase_shift = 0;
local function render()
if client.isPaused() then
return
end
local acc = 0;
for i = 1, #name do
local offset = acc + string_width_chars[i];
local color = gradient:at((offset / string_width) + phase_shift);
acc = offset
result[i] = {
text = name:sub(i, i),
color = color:toHex(true, false)
}
end
phase_shift = phase_shift + phase_shift_rate
local json = toJson(result);
for _, nameplate in pairs(nameplates) do
nameplate:setText(json)
end
end
events.render:register(render)
return function ()
events.render:remove(render)
end
end
---@param name string
---@param gradient Gradient
---@param nameplates Nameplate | Nameplate[] where to use the static name
---@param count number number of gradients to be present in the span
---@param phase_shift number shift of the gradient
local function static_gradient_name(name, gradient, nameplates, count, phase_shift)
if type(nameplates) ~= "table" then
nameplates = {nameplates}
end
local string_width = client.getTextWidth(name) / count;
local string_width_chars = {};
for i = 1, #name do
string_width_chars[i] = client.getTextWidth(name:sub(i, i))
end
---@type ColoredText[]
local result = {}
local acc = 0;
for i = 1, #name do
local offset = acc + string_width_chars[i];
local color = gradient:at((offset / string_width) + phase_shift);
acc = offset
result[i] = {
text = name:sub(i, i),
color = color:toHex(true, false)
}
end
local json = toJson(result);
for _, nameplate in pairs(nameplates) do
nameplate:setText(json)
end
end
local name = "reidlab!"
local gradient_count = 1
local gradient = g.SimpleGradientBuilder.new()
:add({ "#d87b5a", "#e0ab91" })
:reflect(false)
:build()
animate_gradient_name(name, gradient, {
nameplate.ENTITY,
nameplate.LIST
}, gradient_count, 0.005)
static_gradient_name(name, gradient, {
nameplate.CHAT
}, gradient_count, 0)

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@ -24,7 +24,6 @@ events.TICK:register(function ()
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 bw ~= 1 and not (player:isInWater()) then for _ = 0, driptime*0.5 do particles:newParticle("falling_dripstone_water",player:getPos():add(offset),offset2:mul(0.5)) end end
utils.forEachNonGroup(models.models.main.LeftArm, function (part) part:setColor(tw,tw,tw) end)
utils.forEachNonGroup(models.models.main.RightArm, function (part) part:setColor(tw,tw,tw) end)
utils.forEachNonGroup(models.models.main.Head, function (part) part:setColor(tw,tw,tw) end)

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@ -1,4 +1,4 @@
for _, vanillaModel in ipairs({
for _, vanillaModel in pairs({
vanilla_model.PLAYER,
vanilla_model.ARMOR
}) do