figura-skin/scripts/libs/SquAssets.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

428 lines
13 KiB
Lua

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