update base:player_animator and core:mob components

This commit is contained in:
MihailRis 2025-09-07 21:40:44 +03:00
parent 77a340808e
commit b615dcc57d
2 changed files with 68 additions and 34 deletions

View File

@ -1,11 +1,10 @@
local tsf = entity.transform
local body = entity.rigidbody
local rig = entity.skeleton
local mob = entity:require_component("core:mob")
local itemid = 0
local headIndex = rig:index("head")
local itemIndex = rig:index("item")
local bodyIndex = rig:index("body")
local function refresh_model(id)
itemid = id
@ -19,9 +18,10 @@ function on_render()
return
end
local rx, ry, rz = player.get_rot(pid, pid ~= hud.get_player())
rig:set_matrix(headIndex, mat4.rotate({1, 0, 0}, ry))
rig:set_matrix(bodyIndex, mat4.rotate({0, 1, 0}, rx))
local rx, _, _ = player.get_rot(pid, pid ~= hud.get_player())
local dir = vec2.rotate({0, -1}, -rx)
mob.set_dir({dir[1], 0, dir[2]})
local invid, slotid = player.get_inventory(pid)
local id, _ = inventory.get(invid, slotid)

View File

@ -26,8 +26,7 @@ def_prop("crouch_speed_mul", 0.35)
def_prop("flight_speed_mul", 4.0)
def_prop("gravity_scale", 1.0)
direction = {0, 0, -1}
local dir = {0, 0, -1}
local flight = false
function jump(multiplier)
@ -85,25 +84,24 @@ function go(dir, speed_multiplier, sprint, crouch, vel)
move_horizontal(speed, dir, vel)
end
local prev_angle = 0.0
local headIndex = rig:index("head")
-- todo: move somewhere
local watchtimer = math.random(0, 1000)
local function update_head()
watchtimer = watchtimer + 1
local function update_head(point)
local pos = tsf:get_pos()
local viewdir = vec3.normalize(vec3.sub({player.get_pos(hud.get_player())}, pos))
local isfront = vec3.dot(viewdir, direction) > 0.0
local viewdir = vec3.normalize(vec3.sub(point, pos))
local dot = vec3.dot(viewdir, dir)
if dot > 0.0 then
dir[1] = dir[1] * 0.8 + viewdir[1] * 0.2
dir[3] = dir[3] * 0.8 + viewdir[3] * 0.2
else
viewdir = mat4.mul(tsf:get_rot(), {0, 0, -1})
end
local headrot = mat4.idt()
local curdir = mat4.mul(mat4.mul(tsf:get_rot(), rig:get_matrix(headIndex)), {0, 0, -1})
if not isfront or not (watchtimer % 300 < 100) then
viewdir = mat4.mul(tsf:get_rot(), {0, 0, -1})
end
vec3.mix(curdir, viewdir, 0.2, viewdir)
headrot = mat4.inverse(mat4.look_at({0,0,0}, viewdir, {0, 1, 0}))
@ -111,7 +109,7 @@ local function update_head()
rig:set_matrix(headIndex, headrot)
end
local function follow_waypoints(pathfinding, delta)
function follow_waypoints(pathfinding)
local pos = tsf:get_pos()
local waypoint = pathfinding.next_waypoint()
if not waypoint then
@ -119,40 +117,76 @@ local function follow_waypoints(pathfinding, delta)
end
local speed = props.movement_speed
local vel = body:get_vel()
direction = vec3.sub(
dir = vec3.sub(
vec3.add(waypoint, {0.5, 0, 0.5}),
{pos[1], math.floor(pos[2]), pos[3]}
)
local upper = direction[2] > 0
direction[2] = 0.0
local t = delta * 6.0
local angle = (vec2.angle({direction[3], direction[1]}) + 180) * t + prev_angle * (1 - t)
tsf:set_rot(mat4.rotate({0, 1, 0}, angle))
prev_angle = angle
vec3.normalize(direction, direction)
move_horizontal(speed, direction, vel)
local upper = dir[2] > 0
dir[2] = 0.0
vec3.normalize(dir, dir)
move_horizontal(speed, dir, vel)
if upper and body:is_grounded() then
jump(1.0)
end
end
function set_dir(new_dir)
dir = new_dir
end
function is_flight() return flight end
function set_flight(flag) flight = flag end
local prev_angle = 0.0
local function normalize_angle(angle)
while angle > 180 do
angle = angle - 360
end
while angle <= -180 do
angle = angle + 360
end
return angle
end
local function angle_delta(a, b)
return normalize_angle(a - b)
end
function on_physics_update(tps)
local delta = (1.0 / tps)
update_head()
local pathfinding = entity:get_component("core:pathfinding")
if pathfinding then
follow_waypoints(pathfinding, delta)
end
local grounded = body:is_grounded()
body:set_vdamping(flight)
body:set_gravity_scale({0, flight and 0.0 or props.gravity_scale, 0})
body:set_linear_damping(
(flight or not grounded) and props.air_damping or props.ground_damping
)
local new_angle = (vec2.angle({dir[3], dir[1]})) % 360
local angle = prev_angle
local adelta = angle_delta(
normalize_angle(new_angle),
normalize_angle(prev_angle)
)
local rotate_speed = entity:get_player() == -1 and 200 or 400
if math.abs(adelta) > 5 then
if adelta > 0 then
angle = angle + delta * rotate_speed
else
angle = angle - delta * rotate_speed
end
end
tsf:set_rot(mat4.rotate({0, 1, 0}, angle + 180))
prev_angle = angle
if entity:get_player() == -1 then
update_head({player.get_pos(hud.get_player())})
else
local cam = cameras.get("core:first-person")
update_head(vec3.add({player.get_pos(entity:get_player())}, cam:get_front()))
end
end