figura-skin/scripts/libs/SquAPI.lua
reidlab d1809b35ee
init (again)
i accidentally [doxxed myself](https://github.com/JannisX11/blockbench/issues/1322), thanks blockbench!
2025-03-15 15:35:15 -07:00

1178 lines
44 KiB
Lua

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--]]--------------------------------------------------------------------------------------ANSI Shadow
-- Author: Squishy
-- Discord tag: @mrsirsquishy
-- Version: 1.0.0
-- Legal: ARR
-- Special Thanks to
-- @jimmyhelp for errors and just generally helping me get things working.
-- IMPORTANT FOR NEW USERS!!! READ THIS!!!
-- Thank you for using SquAPI! Unless you're experienced and wish to actually modify the functionality
-- of this script, I wouldn't reccomend snooping around.
-- Don't know exactly what you're doing? This site contains a guide on how to use!(also linked on github):
-- https://mrsirsquishy.notion.site/Squishy-API-Guide-3e72692e93a248b5bd88353c96d8e6c5
-- This SquAPI file does have some mini-documentation on paramaters if you need like a quick reference, but
-- do not modify, and do not copy-paste code from this file unless you are an avid scripter who knows what they are doing.
-- Don't be afraid to ask me for help, just make sure to provide as much info as possible so I or someone can help you faster.
--setup stuff
-- Locates SquAssets, if it exists
-- Written by FOX
local squassets
local scripts = listFiles("/", true)
for _, path in pairs(scripts) do
local search = string.find(path, "SquAssets")
if search then
squassets = require(path)
end
end
-- If SquAssets doesn't exist then error
if not squassets then
error("§4Missing SquAssets file! Make sure to download that from the GitHub too!§c")
end
local squapi = {}
-- SQUAPI CONTROL VARIABLES AND CONFIG ----------------------------------------------------------
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
-- these variables can be changed to control certain features of squapi.
--when true it will automatically tick and update all the functions, when false it won't do that.
--if false, you can run each objects respective tick/update functions on your own - better control.
squapi.autoFunctionUpdates = true
-- FUNCTIONS --------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
-- TAIL PHYSICS
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- tailSegmentList: the list of each individual tail segment of your tail
-- *idleXMovement: how much the tail should sway side to side
-- *idleYMovement: how much the tail should sway up and down
-- *idleXSpeed: how fast the tail should sway side to side
-- *idleYSpeed: how fast the tail should sway up and down
-- *bendStrength: how strongly the tail moves when you move
-- *velocityPush: this will cause the tail to bend when you move forward/backward, good if your tail is bent downward or upward.
-- *initialMovementOffset: this will offset the tails initial sway, this is good for when you have multiple tails and you want to desync them
-- *offsetBetweenSegments: how much each tail segment should be offset from the previous one
-- *stiffness: how stiff the tail should be
-- *bounce: how bouncy the tail should be
-- *flyingOffset: 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)
-- *downLimit: the lowest each tail segment can rotate
-- *upLimit: the highest each tail segment can rotate
squapi.tails = {}
squapi.tail = {}
squapi.tail.__index = squapi.tail
function squapi.tail:new(tailSegmentList, idleXMovement, idleYMovement, idleXSpeed, idleYSpeed, bendStrength, velocityPush, initialMovementOffset, offsetBetweenSegments, stiffness, bounce, flyingOffset, downLimit, upLimit)
local self = setmetatable({}, squapi.tail)
-- INIT -------------------------------------------------------------------------
--error checker
if type(tailSegmentList) == "ModelPart" then
tailSegmentList = {tailSegmentList}
end
assert(type(tailSegmentList) == "table",
"your tailSegmentList table seems to to be incorrect")
self.berps = {}
self.targets = {}
self.stiffness = stiffness or .005
self.bounce = bounce or .9
self.downLimit = downLimit or -90
self.upLimit = upLimit or 45
for i = 1, #tailSegmentList do
assert(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.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
-- CONTROL -------------------------------------------------------------------------
-- UPDATES -------------------------------------------------------------------------
self.currentBodyRot = 0
self.oldBodyRot = 0
self.bodyRotSpeed = 0
function self:tick()
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.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
function self:render(dt, context)
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
else
end
end
table.insert(squapi.ears, self)
return self
end
-- EAR PHYSICS
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- leftEar: the left ear's model path
-- *rightEar: the right ear's model path, if you don't have a right ear, just leave this blank or set to nil
-- *rangeMultiplier: how far the ears should rotate with your head, reccomended 1
-- *horizontalEars: if you have elf-like ears(ears that stick out horizontally), set this to true
-- *bendStrength: how much the ears should move when you move, reccomended 2
-- *doEarFlick: whether or not the ears should randomly flick, reccomended true
-- *earFlickChance: how often the ears should flick, reccomended 400
-- *earStiffness: how stiff the ears should be, reccomended 0.1
-- *earBounce: how bouncy the ears should be, reccomended 0.8
squapi.ears = {}
squapi.ear = {}
squapi.ear.__index = squapi.ear
function squapi.ear:new(leftEar, rightEar, rangeMultiplier, horizontalEars, bendStrength, doEarFlick, earFlickChance, earStiffness, earBounce)
local self = setmetatable({}, squapi.ear)
-- INIT -------------------------------------------------------------------------
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
local earStiffness = earStiffness or 0.1
local earBounce = earBounce or 0.8
if doEarFlick == nil then doEarFlick = true end
self.doEarFlick = doEarFlick
self.earFlickChance = earFlickChance or 400
-- CONTROL -------------------------------------------------------------------------
self.enabled = true
function self:toggle()
self.enabled = not self.enabled
end
function self:disable()
self.enabled = false
end
function self:enable()
self.enabled = true
end
-- UPDATES -------------------------------------------------------------------------
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"
function self: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
leftEar:setOffsetRot(0,0,0)
rightEar:setOffsetRot(0,0,0)
end
end
function self:render(dt, context)
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
table.insert(squapi.ears, self)
return self
end
--CROUCH ANIMATION
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- crouch: the animation to play when you crouch. Make sure this animation is on "hold on last frame" and override.
-- *uncrouch: the animation to play when you uncrouch. 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
-- *crawl: same as crouch but for crawling
-- *uncrawl: same as uncrouch but for crawling
function squapi.crouch(crouch, uncrouch, crawl, uncrawl)
local oldstate = "STANDING"
function events.render(dt, context)
local pose = player:getPose()
if pose == "SWIMMING" and not player:isInWater() then pose = "CRAWLING" end
if pose == "CROUCHING" then
if uncrouch ~= nil then
uncrouch:stop()
end
crouch:play()
elseif oldstate == "CROUCHING" then
crouch:stop()
if uncrouch ~= nil then
uncrouch: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
--BEWB PHYSICS
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- element: the bewb element that you want to affect(models.[modelname].path)
-- bendability(2): how much the bewb should move when you move
-- stiff(0.05): how stiff the bewb should be
-- bounce(0.9): how bouncy the bewb should be
-- doIdle(true): whether or not the bewb should have an idle sway(like breathing)
-- idleStrength(4): how much the bewb should sway when idle
-- idleSpeed(1): how fast the bewb should sway when idle
-- downLimit(-10): the lowest the bewb can rotate
-- upLimit(25): the highest the bewb can rotate
squapi.bewbs = {}
squapi.bewb = {}
squapi.bewb.__index = squapi.bewb
function squapi.bewb:new(element, bendability, stiff, bounce, doIdle, idleStrength, idleSpeed, downLimit, upLimit)
local self = setmetatable({}, squapi.bewb)
-- INIT -------------------------------------------------------------------------
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
-- CONTROL -------------------------------------------------------------------------
self.enabled = true
function self:toggle()
self.enabled = not self.enabled
end
function self:disable()
self.enabled = false
end
function self:enable()
self.enabled = true
end
-- UPDATE -------------------------------------------------------------------------
self.oldpose = "STANDING"
function self: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
function self:render(dt, context)
self.element:setOffsetRot(self.bewby:berp(self.target, dt),0,0)
end
table.insert(squapi.bewbs, self)
return self
end
--RANDOM ANIMATION OBJECT
--this object will take in an animation and plays it randomly every tick by a specified amount.
--animation: the animation to play
--*chanceRange: an optional paramater that sets the range. 0 means every tick, larger values mean lower chances of playing every tick.
--*isBlink: if this is for blinking set this to true so that it doesn't blink while sleeping.
squapi.randimation = {}
squapi.randimation.__index = squapi.randimation
function squapi.randimation:new(animation, chanceRange, isBlink)
local self = setmetatable({}, squapi.randimation)
-- INIT -------------------------------------------------------------------------
self.isBlink = isBlink
self.animation = animation
self.chanceRange = chanceRange or 200
-- CONTROL -------------------------------------------------------------------------
self.enabled = true
function self:toggle()
self.enabled = not self.enabled
end
function self:disable()
self.enabled = false
end
function self:enable()
self.enabled = true
end
-- UPDATES -------------------------------------------------------------------------
function events.tick()
if self.enabled and (not self.isBlink or player:getPose() ~= "SLEEPING") and math.random(0, self.chanceRange) == 0 and self.animation:isStopped() then
self.animation:play()
end
end
return self
end
-- MOVING EYES
--guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- element: the eye element that is going to be moved, each eye is seperate.
-- *leftdistance: the distance from the eye to it's leftmost posistion
-- *rightdistance: the distance from the eye to it's rightmost posistion
-- *updistance: the distance from the eye to it's upmost posistion
-- *downdistance: the distance from the eye to it's downmost posistion
squapi.eyes = {}
squapi.eye = {}
squapi.eye.__index = squapi.eye
function squapi.eye:new(element, leftDistance, rightDistance, upDistance, downDistance, switchValues)
local self = setmetatable({}, squapi.eye)
-- INIT -------------------------------------------------------------------------
assert(element,
"§4Your eye model path is incorrect.§c")
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
-- CONTROL -------------------------------------------------------------------------
--For funzies if you want to change the scale of the eyes you can use this.(lerps to scale)
function self:setEyeScale(scale)
self.eyeScale = scale
end
self.enabled = true
function self:toggle()
self.enabled = not self.enabled
end
function self:disable()
self.enabled = false
end
function self:enable()
self.enabled = true
end
--resets position
function self:zero()
self.x, self.y = 0, 0
end
-- UPDATES -------------------------------------------------------------------------
function self: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
function self:render(dt, context)
local c = element:getPos()
if self.switchValues then
element:setPos(0,math.lerp(c[2], self.y, dt),math.lerp(c[3], -self.x, dt))
else
element:setPos(math.lerp(c[1], self.x, dt),math.lerp(c[2], self.y, dt),0)
end
local scale = math.lerp(element:getOffsetScale()[1], self.eyeScale, dt)
element:setOffsetScale(scale, scale, scale)
end
table.insert(squapi.eyes, self)
return self
end
-- HOVER POINT ITEM
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- element: the element you are moving. Make sure that your element has
-- *springStrength(0.2):how strongly the object is pulled to it's original spot
-- *mass(5): how heavy the object is(heavier accelerate/deccelerate slower)
-- *resistance(1): how much the elements speed decays(like air resistance)
-- *rotationSpeed(0.05):how fast the element should rotate to it's normal rotation
-- *doCollisions(false):whether or not the element should collide with blocks(warning: the system is janky)
squapi.hoverPoints = {}
squapi.hoverPoint = {}
squapi.hoverPoint.__index = squapi.hoverPoint
function squapi.hoverPoint:new(element, springStrength, mass, resistance, rotationSpeed, doCollisions)
local self = setmetatable({}, squapi.hoverPoint)
-- INIT -------------------------------------------------------------------------
self.element = element
assert(self.element,
"§4The Hover point's model path is incorrect.§c")
self.element:setParentType("WORLD")
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
-- CONTROL -------------------------------------------------------------------------
self.enabled = true
function self:toggle()
self.enabled = not self.enabled
end
function self:disable()
self.enabled = false
end
function self:enable()
self.enabled = true
end
-- returns to normal position
function self:reset()
local yaw = math.rad(player:getBodyYaw())
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.element:setPos((player:getPos() - self.elementOffset + offset)*16)
end
self.pos = vec(0,0,0)
self.vel = vec(0,0,0)
-- UPDATES -------------------------------------------------------------------------
self.elementOffset = vec(0,0,0)
self.init = true
self.delay = 0
function self:tick()
if self.enabled then
if self.init then
self.init = false
self.pos = player:getPos()
self.elementOffset = self.element:partToWorldMatrix():apply()
self.element:setPos(self.pos*16)
self.element:setOffsetRot(0,-player:getBodyYaw(),0)
end
local yaw = math.rad(player:getBodyYaw())
local sin, cos = math.sin(yaw), math.cos(yaw)
--adjusts the target based on the players rotation
local offset = vec(
cos*self.elementOffset.x - sin*self.elementOffset.z,
self.elementOffset.y,
sin*self.elementOffset.x + cos*self.elementOffset.z
)
local target = (player:getPos() - self.elementOffset) + offset
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
function self:render(dt, context)
self.element:setPos(
math.lerp(self.element:getPos(), self.pos*16, dt/2)
)
self.element:setOffsetRot(0, math.lerp(self.element:getOffsetRot()[2], -player:getBodyYaw(), dt*self.rotationSpeed), 0)
end
table.insert(squapi.hoverPoints, self)
return self
end
-- LEG MOVEMENT - will make an element mimic the rotation of a vanilla leg, but allows you to control the strength. Good for different length legs or legs under dresses.
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- element: the element you want to apply the movement to
-- *strength(1): how much it rotates(1 is default, 0.5 is half, 2 is double, etc.)
-- *isRight(false): if this is the right leg or not
-- *keepPosition(true): if you want the element to keep it's position as well.
squapi.legs = {}
squapi.leg = {}
squapi.leg.__index = squapi.leg
function squapi.leg:new(element, strength, isRight, keepPosition)
local self = squassets.vanillaElement:new(element, strength, keepPosition)
-- INIT -------------------------------------------------------------------------
if isRight == nil then isRight = false end
self.isRight = isRight
-- CONTROL -------------------------------------------------------------------------
-- UPDATES -------------------------------------------------------------------------
function self: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
table.insert(squapi.legs, self)
return self
end
-- ARM MOVEMENT - will make an element mimic the rotation of a vanilla arm, but allows you to control the strength. Good for different length arms.
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- element: the element you want to apply the movement to
-- *strength(1): how much it rotates(1 is default, 0.5 is half, 2 is double, etc.)
-- *isRight(false): if this is the right arm or not
-- *keepPosition(true): if you want the element to keep it's position as well.
squapi.arms = {}
squapi.arm = {}
squapi.arm.__index = squapi.arm
function squapi.arm:new(element, strength, isRight, keepPosition)
local self = squassets.vanillaElement:new(element, strength, keepPosition)
-- INIT -------------------------------------------------------------------------
if isRight == nil then isRight = false end
self.isRight = isRight
-- CONTROL -------------------------------------------------------------------------
--inherits functions from squassets.vanillaElement
-- UPDATES -------------------------------------------------------------------------
function self: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
table.insert(squapi.arms, self)
return self
end
-- SMOOTH HEAD - Mimics a vanilla player head, but smoother and with some extra life. can also do smooth Torsos and Smooth Necks!
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- element: The head element that you wish to effect
-- *strength: The target rotation is multiplied by this factor. For example setting to 1 will follow vanilla rotation, 0.5 is half of that, and 2 is double vanilla rotation.
-- *tilt: 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.
-- *speed: How fast the head will rotate toward the target rotation. For example 1 is base speed, 0.5 is half of that, and 2 is double speed.
-- *keepOriginalHeadPos: When true(automatically true) the heads position will follow the vanilla head position. For example when crouching the head will shift down to follow. set to false to disable.
--Smooth Neck? Smooth Torso?
--This can do that too if you change what you input for these:
-- element: 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.
-- *strength: 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)
-- As a tip, you can imagine the strength as a percentage of the heads vanilla rotation.
-- So if you have a head and a torso, you might do 0.5 for the head, and 0.5 for the torso to add up to 1(100% of the vanilla heads rotation), or maybe even 0.25 for torso, and 0.75 for head, it's up to you!
squapi.smoothHeads = {}
squapi.smoothHead = {}
squapi.smoothHead.__index = squapi.smoothHead
function squapi.smoothHead:new(element, strength, tilt, speed, keepOriginalHeadPos)
local self = setmetatable({}, squapi.smoothHead)
-- INIT -------------------------------------------------------------------------
if type(element) == "ModelPart" then
assert(element, "§4Your model path for smoothHead is incorrect.§c")
element = {element}
end
assert(type(element) == "table", "§4your element table seems to to be incorrect.§c")
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
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
if keepOriginalHeadPos == nil then keepOriginalHeadPos = true end
self.keepOriginalHeadPos = keepOriginalHeadPos
self.headRot = vec(0, 0, 0)
self.offset = vec(0, 0, 0)
self.speed = (speed or 1)/2
-- CONTROL -------------------------------------------------------------------------
-- Applies an offset to the heads rotation to more easily modify it. Applies as a vector.(for multisegments it will modify the target rotation)
function self:setOffset(xRot, yRot, zRot)
self.offset = vec(xRot, yRot, zRot)
end
self.enabled = true
function self:toggle()
self.enabled = not self.enabled
end
function self:disable()
self.enabled = false
end
function self:enable()
self.enabled = true
end
function self:zero()
for i, v in pairs(self.element) do
v:setPos(0, 0, 0)
v:setOffsetRot(0, 0, 0)
self.headRot = vec(0,0,0)
end
end
-- UPDATE -------------------------------------------------------------------------
function self:tick()
if self.enabled then
local vanillaHeadRot = squassets.getHeadRot()
self.headRot[1] = self.headRot[1] + (vanillaHeadRot[1] - self.headRot[1])*self.speed
self.headRot[2] = self.headRot[2] + (vanillaHeadRot[2] - self.headRot[2])*self.speed
self.headRot[3] = self.headRot[2]*self.tilt
end
end
function self:render(dt, context)
if self.enabled then
dt = dt/5
for i, v in pairs(self.element) do
local c = self.element[i]:getOffsetRot()
local target = (self.headRot*self.strength[i])-self.offset/#self.element
self.element[i]:setOffsetRot(math.lerp(c[1], target[1], dt), math.lerp(c[2], target[2], dt), math.lerp(c[3], target[3], 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[#self.element]:setPos(-vanilla_model.HEAD:getOriginPos())
end
end
end
table.insert(squapi.smoothHeads, self)
return self
end
--BOUNCE WALK
-- guide:(note if it has a * that means you can leave it blank/nil to use reccomended settings)
-- model: the path to your model element. Most cases, if you're model is named "model", than it'd be models.model (replace model with the name of your model)
-- *bounceMultipler: normally 1, this multiples how much the bounce occurs. values greater than 1 will increase bounce, and values less than 1 will decrease bounce.
squapi.bounceWalks = {}
squapi.bounceWalk = {}
squapi.bounceWalk.__index = squapi.bounceWalk
function squapi.bounceWalk:new(model, bounceMultiplier)
local self = setmetatable({}, squapi.bounceWalk)
-- INIT -------------------------------------------------------------------------
assert(model, "Your model path is incorrect for bounceWalk")
self.bounceMultiplier = bounceMultiplier or 1
self.target = 0
-- CONTROL -------------------------------------------------------------------------
self.enabled = true
function self:toggle()
self.enabled = not self.enabled
end
function self:disable()
self.enabled = false
end
function self:enable()
self.enabled = true
end
-- UPDATES -------------------------------------------------------------------------
function self:render(dt, context)
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
model:setPos(0, math.lerp(model:getPos()[2], self.target, dt), 0)
end
table.insert(squapi.bounceWalks, self)
return self
end
--TAUR PHYSICS
-- guide: (note if it has a * that means you can leave it blank)
-- taurBody: 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
-- *frontLegs: the group that contains both front legs
-- *backLegs: the group that contains both back legs
squapi.taurs = {}
squapi.taur = {}
squapi.taur.__index = squapi.taur
function squapi.taur:new(taurBody, frontLegs, backLegs)
local self = setmetatable({}, squapi.taur)
-- INIT -------------------------------------------------------------------------
assert(taurBody, "§4Your model path for the body in taurPhysics is incorrect.§c")
--assert(frontLegs, "§4Your model path for the front legs in taurPhysics is incorrect.§c")
--assert(backLegs, "§4Your model path for the back legs 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
-- CONTROL -------------------------------------------------------------------------
self.enabled = true
function self:toggle()
self.enabled = not self.enabled
end
function self:disable()
self.enabled = false
end
function self:enable()
self.enabled = true
end
-- UPDATES -------------------------------------------------------------------------
function self:tick()
if self.enabled then
self.target = math.min(math.max(-30, squassets.verticalVel() * 40), 45)
end
end
function self:render(dt, context)
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
table.insert(squapi.taurs, self)
return self
end
-- CUSTOM FIRST PERSON HAND
--!!Make sure the setting for modifying first person hands is enabled in the Figura settings for this to work properly!!
-- guide:(note if it has a * that means you can leave it blank/nil to use reccomended settings)
-- element: the actual hand element to change
-- *x: the x change
-- *y: the y change
-- *z: the z change
-- *scale: this will multiply the size of the element by this size
-- *onlyVisibleInFP:if true, this will make the element invisible when not in first person
squapi.FPHands = {}
squapi.FPHand = {}
squapi.FPHand.__index = squapi.FPHand
function squapi.FPHand:new(element, x, y, z, scale, onlyVisibleInFP)
local self = setmetatable(self, squapi.FPHand)
-- INIT -------------------------------------------------------------------------
assert(element, "Your First Person Hand path is incorrect")
element:setParentType("RightArm")
self.element = element
self.x = x or 0
self.y = y or 0
self.z = z or 0
self.scale = scale or 1
self.onlyVisibleInFP = onlyVisibleInFP
-- CONTROL -------------------------------------------------------------------------
function self:updatePos(x, y, z)
self.x = x
self.y = y
self.z = z
end
-- UPDATES -------------------------------------------------------------------------
function self:render(dt, context)
if context == "FIRST_PERSON" then
if self.onlyVisibleInFP then
self.element:setVisible(true)
end
self.element:setPos(self.x, self.y, self.z)
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
table.insert(squapi.FPHands, self)
return self
end
-- Easy-use Animated Texture.
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
-- element: the part of your model who's texture will be aniamted
-- numberOfFrames: the number of frames
-- framePercent: 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
-- *slowFactor: increase this to slow down the animation.
-- *vertical: set to true if you'd like the animation frames to go down instead of right.
function squapi.animateTexture(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
-- UPDATES ALL SQUAPI FEATURES --------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
if squapi.autoFunctionUpdates then
function events.tick()
for i, v in pairs(squapi.smoothHeads) do
v:tick()
end
for i, v in pairs(squapi.eyes) do
v:tick()
end
for i, v in pairs(squapi.bewbs) do
v:tick()
end
for i, v in pairs(squapi.hoverPoints) do
v:tick()
end
for i, v in pairs(squapi.ears) do
v:tick()
end
for i, v in pairs(squapi.tails) do
v:tick()
end
for i, v in pairs(squapi.taurs) do
v:tick()
end
end
function events.render(dt, context)
for i, v in pairs(squapi.smoothHeads) do
v:render(dt, context)
end
for i, v in pairs(squapi.FPHands) do
v:render(dt, context)
end
for i, v in pairs(squapi.bounceWalks) do
v:render(dt, context)
end
for i, v in pairs(squapi.legs) do
v:render(dt, context)
end
for i, v in pairs(squapi.arms) do
v:render(dt, context)
end
for i, v in pairs(squapi.eyes) do
v:render(dt, context)
end
for i, v in pairs(squapi.bewbs) do
v:render(dt, context)
end
for i, v in pairs(squapi.hoverPoints) do
v:render(dt, context)
end
for i, v in pairs(squapi.ears) do
v:render(dt, context)
end
for i, v in pairs(squapi.tails) do
v:render(dt, context)
end
for i, v in pairs(squapi.taurs) do
v:render(dt, context)
end
end
end
return squapi