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init.lua
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364 lines (315 loc) · 10.1 KB
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-- Copyright (c) 2021 Dmitry Kostenko. Licensed under AGPL v3
-- Parsing utilities
local function starts_with(str, prefix)
return str:sub(1, #prefix) == prefix
end
local function skip_prefix(str, prefix)
return str:sub(#prefix + 1)
end
local function string_split(str, char)
result = {}
for part in str:gmatch("[^"..char.."]+") do
table.insert(result, part)
end
return result
end
local function is_in(item, set)
for _,valid in ipairs(set) do
if item == valid then return true end
end
return false
end
-- Position helpers
local position = {}
function position.save(player, slot)
local state = { pos = player:get_pos(), look = { h = player:get_look_horizontal(), v = player:get_look_vertical() }}
player:get_meta():set_string("cc_pos_"..slot, minetest.serialize(state))
end
function position.get(player, slot)
local state = player:get_meta():get_string("cc_pos_"..slot)
if state == nil then
return nil, "Saved position not found"
end
state = minetest.deserialize(state)
if state == nil then
return nil, "Saved position could not be restored"
end
return state
end
function position.restore(player, slot)
local state,message = position.get(player, slot)
if state == nil then
minetest.chat_send_player(player:get_player_name(), message)
return
end
player:set_pos(state.pos)
player:set_look_horizontal(state.look.h)
player:set_look_vertical(state.look.v)
end
function position.clear(player, slot)
player:get_meta():set_string("cc_pos_"..slot, "")
end
function position.list(player)
local result = {}
for key,_ in pairs(player:get_meta():to_table().fields) do
if starts_with(key, "cc_pos_") then
table.insert(result, skip_prefix(key, "cc_pos_"))
end
end
return result
end
-- Core API
local cinematic
cinematic = {
motions = {},
register_motion = function(name, definition)
definition.name = name
cinematic.motions[name] = definition
table.insert(cinematic.motions, definition)
end,
commands = {},
register_command = function(name, definition)
definition.name = name
cinematic.commands[name] = definition
table.insert(cinematic.commands, definition)
end,
players = {},
start = function(player, motion, params)
local player_name = player:get_player_name()
-- Stop previous motion and clean up
if cinematic.players[player_name] ~= nil then
player:set_fov(unpack(cinematic.players[player_name].fov))
cinematic.players[player_name] = nil
end
local state = cinematic.motions[motion].initialize(player, params)
-- motion can return nil from initialize to abort the process
if state ~= nil then
position.save(player, "auto")
cinematic.players[player_name] = { player = player, motion = motion, state = state, fov = {player:get_fov()} }
if params.fov == "wide" then
params.fov = 1.4
elseif params.fov == "narrow" then
params.fov = 0.5
elseif params.fov ~= nil then
params.fov = tonumber(params.fov)
end
if params.fov ~= nil then
player:set_fov(params.fov, true)
end
end
end,
stop = function(player)
cinematic.start(player, "stop", {})
end,
}
-- Update loop
minetest.register_globalstep(function(dtime)
for _, entry in pairs(cinematic.players) do
cinematic.motions[entry.motion].tick(entry.player, entry.state, dtime)
end
end)
-- Motions
cinematic.register_motion("360", {
initialize = function(player, params)
local player_pos = player:get_pos()
local center = vector.add(player_pos, vector.multiply(vector.normalize(player:get_look_dir()), params.radius or 50))
return {
center = center,
distance = vector.distance(vector.new(center.x, 0, center.z), vector.new(player_pos.x, 0, player_pos.z)),
angle = minetest.dir_to_yaw(vector.subtract(player_pos, center)) + math.pi / 2,
height = player_pos.y - center.y,
speed = params:get_speed({"l", "left"}, "right"),
time = 0,
}
end,
tick = function(player, state, dtime)
state.time = state.time + dtime
local delta_angle = state.speed * state.time * math.pi * 1 / 180
if math.abs(delta_angle) > 1.0 then
state.angle = state.angle + delta_angle
delta_angle = 0.0
state.time = 0.0
if state.angle < 0 then state.angle = state.angle + 2 * math.pi end
if state.angle > 2 * math.pi then state.angle = state.angle - 2 * math.pi end
end
player_pos = vector.add(state.center, vector.new(state.distance * math.cos(state.angle + delta_angle), state.height, state.distance * math.sin(state.angle + delta_angle)))
player:set_pos(player_pos)
player:set_look_horizontal(state.angle + delta_angle + math.pi / 2)
end
})
cinematic.register_motion("dolly", {
initialize = function(player, params)
return {
speed = params:get_speed({"b", "back", "backwards", "out"}, "forward"),
direction = vector.normalize(vector.new(player:get_look_dir().x, 0, player:get_look_dir().z)),
origin = player:get_pos(),
time = 0,
}
end,
tick = function(player, state, dtime)
state.time = state.time + dtime
player_pos = vector.add(state.origin, vector.multiply(state.direction, state.time * state.speed))
player:set_pos(player_pos)
end
})
cinematic.register_motion("truck", {
initialize = function(player, params)
return {
speed = params:get_speed({"l", "left"}, "right"),
direction = vector.normalize(vector.cross(vector.new(0,1,0), player:get_look_dir())),
origin = player:get_pos(),
time = 0,
}
end,
tick = function(player, state, dtime)
state.time = state.time + dtime
player_pos = vector.add(state.origin, vector.multiply(state.direction, state.time * state.speed))
player:set_pos(player_pos)
end
})
cinematic.register_motion("pedestal", {
initialize = function(player, params)
return {
speed = params:get_speed({"d", "down"}, "up"),
direction = vector.new(0,1,0),
origin = player:get_pos(),
time = 0,
}
end,
tick = function(player, state, dtime)
state.time = state.time + dtime
player_pos = vector.add(state.origin, vector.multiply(state.direction, state.time * state.speed))
player:set_pos(player_pos)
end
})
cinematic.register_motion("pan", {
initialize = function(player, params)
return {
speed = -params:get_speed({"l", "left"}, "right"),
angle = player:get_look_horizontal(),
time = 0,
}
end,
tick = function(player, state, dtime)
state.time = state.time + dtime
local delta_angle = state.speed * state.time * math.pi * 1 / 180
if math.abs(delta_angle) > 1.0 then
state.angle = state.angle + delta_angle
delta_angle = 0.0
state.time = 0.0
if state.angle < 0 then state.angle = state.angle + 2 * math.pi end
if state.angle > 2 * math.pi then state.angle = state.angle - 2 * math.pi end
end
player:set_look_horizontal(state.angle + delta_angle)
end
})
cinematic.register_motion("tilt", {
initialize = function(player, params)
return {
speed = -params:get_speed({"d", "down"}, "up"),
angle = player:get_look_vertical(),
time = 0,
}
end,
tick = function(player, state, dtime)
state.time = state.time + dtime
local delta_angle = state.speed * state.time * math.pi * 1 / 180
if math.abs(delta_angle) > 1.0 then
state.angle = state.angle + delta_angle
delta_angle = 0.0
state.time = 0.0
if state.angle < 0 then state.angle = state.angle + 2 * math.pi end
if state.angle > 2 * math.pi then state.angle = state.angle - 2 * math.pi end
end
player:set_look_vertical(state.angle + delta_angle)
end
})
cinematic.register_motion("zoom", {
initialize = function(player, params)
return {
speed = params:get_speed({"out"}, "in"),
}
end,
tick = function(player, state)
-- Capture initial FOV at the tick
-- This is not possible in initialize because the FOV modifier has not been applied yet
if state.fov == nil then
local fov = {player:get_fov()}
minetest.chat_send_all(dump(fov,""))
if fov[1] == 0 then
fov[1] = 1
fov[2] = true
end
fov[3] = 0
state.fov = fov
end
state.fov[1] = state.fov[1] - 0.001 * state.speed
player:set_fov(unpack(state.fov))
end
})
cinematic.register_motion("stop", {initialize = function() end})
cinematic.register_motion("revert", {initialize = function(player) position.restore(player, "auto") end})
cinematic.register_command("pos", {
run = function(player, args)
local slot = args[2] or "default"
if args[1] == "save" then
position.save(player, slot)
return true
elseif args[1] == "restore" then
position.restore(player, slot)
return true
elseif args[1] == "clear" then
position.clear(player, slot)
elseif args[1] == "list" then
for _,slot in ipairs(position.list(player)) do
minetest.chat_send_player(player:get_player_name(), slot)
end
else
return false, "Unknown subcommand"..(args[1] or "")
end
end
})
-- Chat command handler
minetest.register_chatcommand("cc", {
params = "((360|tilt|pan|truck|dolly|pedestal) [direction=(right|left|in|out|up|down)] [speed=<speed>] [radius=<radius>] | pos ((save|restore|clear [<name>])|list)) | (stop|revert)",
description = "Simulate cinematic camera motion",
privs = { fly = true },
func = function(name, cmdline)
local player = minetest.get_player_by_name(name)
local params = {}
local parts = string_split(cmdline, " ")
local command = parts[1]
table.remove(parts, 1)
-- Handle commands
if cinematic.commands[command] ~= nil then
return cinematic.commands[command].run(player, parts)
end
if cinematic.motions[command] == nil then
return false, "Invalid command or motion, see /help cc"
end
-- Parse command line
for i = 1,#parts do
local parsed = false
for _,setting in ipairs({ "direction", "dir", "speed", "v", "radius", "r", "fov" }) do
if not parsed and starts_with(parts[i], setting.."=") then
params[setting] = skip_prefix(parts[i], setting.."=")
parsed = true
end
end
if not parsed then
return false, "Invalid parameter "..parts[i]
end
end
-- Fix parameters
params.direction = params.direction or params.dir
params.speed = params.speed or params.v
params.radius = params.radius or params.r
params.speed = (params.speed and tonumber(params.speed))
params.radius = (params.radius and tonumber(params.radius))
params.get_speed = function(self, negative_dirs, default_dir)
return (self.speed or 1) * (is_in(self.direction or default_dir, negative_dirs) and -1 or 1)
end
cinematic.start(player, command, params)
return true,""
end
})