--[[-------------------------------------------------------------------------------------- ____ _ _ _ _ / ___| __ _ _ _(_)___| |__ _ _ / \ ___ ___ ___| |_ ___ \___ \ / _` | | | | / __| '_ \| | | | / _ \ / __/ __|/ _ \ __/ __| ___) | (_| | |_| | \__ \ | | | |_| | / ___ \\__ \__ \ __/ |_\__ \ |____/ \__, |\__,_|_|___/_| |_|\__, | /_/ \_\___/___/\___|\__|___/ |_| |___/ --]] --------------------------------------------------------------------------------------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