figura-skin/scripts/libs/SquAPI_modules/SquAssets.lua
2025-11-23 01:10:42 -08:00

373 lines
13 KiB
Lua

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