Files
2025-03-11 23:13:02 +01:00

689 lines
22 KiB
Python

usage() -> 'camera: scarpet app.
-------------------
"/camera start" - Set the starting point, resetting the path
"/camera add <N>" - Add a point to the end, <N> secs later
"/camera prepend <N>" - Prepend the start <N> secs before
"/camera clear" - Remove entire path
"/camera select" - .. a point or just punch it, to select it
"/camera place_player - Move player to the selected point
"/camera move" - Move the selected point to players location
"/camera duration <X>" - Set new selected path duration
"/camera split_point" - Split selected path in half.
"/camera delete_point" - Remove current key point
"/camera trim_path" - Remove all key points from selected up
"/camera save_as <name>"
"/camera load <name>"
- Store and load paths from world saves /scripts folder
"/camera interpolation < linear | gauss | catmull_rom | gauss <variance?> >"
Select interpolation between points:
- catmull_rom: Catmull-Rom interpolation (default).
smooth path that goes through all points.
- linear: straight paths between points.
- gauss: automatic smooth transitions.
- gauss <variance>: custom fixed variance
(in seconds) for special effects.
gauss makes the smoothest path,
but treating points as suggestions only
"/camera repeat <N> <last_delay>" -
Repeat existing points configuration n-times
using <last_delay> seconds to link path ends
"/camera stretch <factor (in %)>" -
Change length of the entire path
from 25 -> 4x faster, to 400 -> 4x slower,
"/camera transpose" -
Move entire path with the start at players position.
"/camera play : Run the path with the player
use "sneak" to stop it prematurely
run /camera hide and F1 to clear the view
"/camera show": Show current path particles
color of particles used is different for different players
"/camera hide": Hide path display
"/camera prefer_smooth_play":
Eat CPU spikes and continue as usual
"/camera prefer_synced_play":
After CPU spikes jump to where you should be
';
__config() -> {
'commands' -> {
'' -> _() -> print(usage()),
'<command>' -> '_call',
'add <seconds>' -> 'add',
'prepend <seconds>' -> 'prepend',
'duration <seconds>' -> 'duration',
'save_as <name>' -> 'save_as',
'load <name>' -> 'load',
'interpolation <interpolation>' -> ['interpolation', null, true],
'interpolation gauss' -> ['interpolation', 'gauss', null, true],
'interpolation gauss <seconds>' -> _(float) -> interpolation('gauss', float, true),
'repeat <seconds> <last_delay>' -> 'repeat',
'stretch <factor>' -> 'stretch'
},
'arguments'->{
'seconds'->{'type'->'float', 'min' -> 0.01, 'suggest'->[]},
'last_delay'->{'type'->'float','min' -> 0.01, 'suggest'->[]},
'name'->{'type'->'string','suggest'->[]},
'interpolation'->{'type'->'term','options'->['linear','catmull_rom']},
'factor'->{'type'->'int','min'->25,'max'->400},
'command'->{'type'->'term','options'->[
'start',
'clear',
'select',
'place_player',
'move',
'split_point',
'delete_point',
'trim_path',
'transpose',
'play',
'show',
'hide',
'prefer_smooth_play',
'prefer_synced_play'
]}
}
};
_call(command)->call(command);
global_points = null;
global_dimension = null;
global_player = null;
global_player_eye_offset = map(range(5), 0);
global_showing_path = false;
global_playing_path = false;
global_needs_updating = false;
global_selected_point = null;
global_markers = null;
global_particle_density = 100;
global_color_a = null;
global_color_b = null;
global_path_precalculated = null;
// starts the path with current player location
start() -> _start_with( _() -> [ [_camera_position(), 0, 'sharp'] ] );
// start path with customized initial points selection
_start_with(points_supplier) ->
(
p = player();
global_player = str(p);
global_player_eye_offset = [0, p~'eye_height',0,0,0];
global_dimension = p~'dimension';
code = abs(hash_code(str(p))-123456);
global_color_a = str('dust{"scale": 1, "color": [%.1f, %.1f, %.1f]}',(code%10)/10,(((code/10)%10)/10), (((code/100)%10)/10) ); // 'dust 0.1 0.9 0.1 1',
global_color_b = str('dust{"scale": 1, "color": [%.1f, %.1f, %.1f]}',(((code/1000)%10)/10),(((code/10000)%10)/10), (((code/100000)%10)/10) );// 'dust 0.6 0.6 0.6 1'
global_points = call(points_supplier);
global_selected_point = null;
_update();
show();
print(str('Started path at %.1f %.1f %.1f', p~'x', p~'y', p~'z'));
);
// gets current player controlling the path, or fails
_get_player() ->
(
if (!global_player, exit('No player selected'));
p = player(global_player);
if (p == null, exit('Player logged out'));
p;
);
// clears current path
clear() ->
(
global_points = [];
global_dimension = null;
global_player = null;
global_selected_point = null;
global_showing_path = false;
global_playing_path = false;
_update();
print('Path cleared');
);
// camera position for the player sticks out of their eyes
_camera_position() -> (_get_player()~'location' + global_player_eye_offset);
// path changed, now notify all processes that they need to update;
_update() ->
(
global_path_precalculated = null;
global_playing_path = false;
global_needs_updating = true;
);
// ensures that the current execution context can modify the path
_assert_can_modify_path() ->
(
if (!global_points, exit('Path is not setup for current player'));
if (!global_showing_path, exit('Turn on path showing to edit key points'));
if(!global_player || !global_dimension || _get_player()~'dimension' != global_dimension,
exit('Player not in dimension'));
);
// make sure selected point is correct
_assert_point_selected(validator) ->
(
_assert_can_modify_path();
if (!call(validator, global_selected_point), exit('No appropriate point selected'));
);
//select a custom interpolation method
interpolation(method, option, verbose) ->
(
_prepare_path_if_needed() -> _prepare_path_if_needed_generic();
// each supported method needs to specify its _find_position_for_point to trace the path
// accepting segment number, and position in the segment
// or optionally _prepare_path_if_needed, if path is inefficient to compute point by point
global_interpolator = if (
method == 'linear', '_interpolator_linear',
method == 'catmull_rom', '_interpolator_cr',
method == 'gauss' && option == null, _(s, p) -> _interpolator_gauB(s, p, 0),
method == 'gauss',
variance = round(60*option);
_(s, p, outer(variance)) -> _interpolator_gauB(s, p, variance);
);
_update();
if(verbose, print('Interpolation changed to '+method + if(option, ' '+option, '')));
);
interpolation('catmull_rom', null, false);
// adds a point to the end of the path with delay in seconds
add(delay) ->
(
_assert_can_modify_path();
//mode is currently unused, run_path does always sharp, gauss interpolator is always smooth
// but this option could be used could be used at some point by more robust interpolators
_add_path_segment(_camera_position(), round(60*delay), 'smooth', true);
_update();
print(_get_path_size_string());
);
// prepends the path with a new starting point, with a segment of specified delay
prepend(delay) ->
(
_assert_can_modify_path();
_add_path_segment(_camera_position(), round(60*delay), 'smooth', false);
_update();
print(_get_path_size_string());
);
// repeats existing points seveal times, using last section delay (seconds) to join points
repeat(times, last_section_delay) ->
(
if (err = _is_not_valid_for_motion(), exit(err));
positions = map(global_points, _:0);
modes = map(global_points, _:(-1));
durations = map(global_points, global_points:(_i+1):1 - _:1 );
durations:(-1) = round(60*last_section_delay);
loop(times,
loop( length(positions),
_add_path_segment(copy(positions:_), durations:_, modes:_, true)
)
);
_update();
print(_get_path_size_string());
);
//stretches or shrinks current path to X percent of what it was before
stretch(percentage) ->
(
if (err = _is_not_valid_for_motion(), exit(err));
ratio = percentage/100;
previous_path_length = global_points:(-1):1;
for(global_points, _:1 = _:1*ratio );
_update();
print(str('path %s from %.2f to %.2f seconds',
if(ratio<1,'shortened','extended'),
previous_path_length/60,
global_points:(-1):1/60
))
);
// moves current selected point to player location
move() ->
(
_assert_point_selected(_(p) -> p != null);
new_position = _camera_position();
new_position:(-2) = __adjusted_rot(
global_points:global_selected_point:0:(-2),
new_position:(-2)
);
global_points:global_selected_point:0 = new_position;
_update();
);
// chenges duration of the current selected segment to X seconds
duration(amount) ->
(
_assert_point_selected(_(p) -> p); // skips nulls and 0 - starting point
duration = number(amount);
new_ticks = round(duration * 60);
if (new_ticks < 10, return());
previous_ticks = global_points:global_selected_point:1-global_points:(global_selected_point-1):1;
delta = new_ticks - previous_ticks;
// adjust duration of all points after that.
for (range(global_selected_point, length(global_points)),
global_points:_:1 += delta;
);
_update();
print(_get_path_size_string());
);
// deletes current keypoint without changing the path length
delete_point() ->
(
_assert_point_selected(_(p) -> p != null);
if (length(global_points) < 2, clear(); return());
if (global_selected_point == 0, global_points:1:1 = 0);
global_points = filter(global_points, _i != global_selected_point);
if (global_selected_point >= length(global_points), global_selected_point = null);
_update();
print(_get_path_size_string());
);
// splits current selected segment in half by adding a keypoint in between
split_point() ->
(
_assert_point_selected(_(p) -> p); // skips nulls and 0 - starting point
current_time = global_points:global_selected_point:1;
previous_time = global_points:(global_selected_point-1):1;
segment_duration = current_time-previous_time;
put(
global_points,
global_selected_point,
[
_get_path_at(global_selected_point-1, previous_time, segment_duration/2),
previous_time+segment_duration/2,
global_points:global_selected_point:2
],
'insert'
);
_update();
print(_get_path_size_string());
);
// removes all points in the path from the current point
trim_path() ->
(
_assert_point_selected(_(p) -> p != null);
global_points = slice(global_points, 0, global_selected_point);
global_selected_point = null;
_update();
print(_get_path_size_string());
);
// moves entire camera path keeping the angles to player position being in the starting point
transpose() ->
(
_assert_can_modify_path();
shift = pos(_get_player())-slice(global_points:0:0, 0, 3);
shift += 0; shift += 0;
shift = shift + global_player_eye_offset;
for(global_points, _:0 = _:0 + shift);
_update();
print(_get_path_size_string());
);
// selects either a point of certain number (starting from 1), or closest point
select(num) ->
(
if (!global_points, return());
if (!global_showing_path, return());
p = _get_player();
num = (num+1000*(length(global_points)+1)) % (length(global_points)+1);
selected_point = if (num, num-1,
_closest_point_to_center(
p~'pos'+[0, p~'eye_height', 0],
map(global_points, slice(_:0, 0, 3))
)
);
global_selected_point = if (global_selected_point == selected_point, null, selected_point);
global_needs_updating = true;
);
// player can also punch the mannequin to select/deselect it
__on_player_attacks_entity(p, e) ->
(
if (e~'type' == 'armor_stand' && query(e, 'has_tag', '__scarpet_marker_camera') && global_markers,
for (global_markers,
if(_==e,
global_selected_point = if (global_selected_point == _i, null, _i);
global_needs_updating = true;
return();
)
);
);
);
// adds new segment to the path
_add_path_segment(vector, duration, mode, append) ->
(
if ( (['sharp','smooth'] ~ mode) == null, exit('use smooth or sharp point'));
[v, segment_time, m] = global_points:(if(append, -1, 0));
vector:(-2) = __adjusted_rot(v:(-2), vector:(-2));
if (append,
global_points += [vector, segment_time+duration, mode];
,
new_points = [[vector, 0, mode]];
for (global_points,
_:1 += duration;
new_points += _;
);
global_points = new_points;
);
null;
);
// adjusts current rotation so we don't spin around like crazy
__adjusted_rot(previous_rot, current_rot) ->
(
while( abs(previous_rot-current_rot) > 180, 1000,
current_rot += if(previous_rot < current_rot, -360, 360)
);
current_rot
);
// returns current path size blurb
_get_path_size_string() ->
(
if (!_is_not_valid_for_motion(),
str('%d points, %.1f secs', length(global_points), global_points:(-1):1/60);
,
'Path too small to run';
);
);
// checks if the current path is valid for motion
_is_not_valid_for_motion() ->
(
if(!global_points, return('Path not defined yet'));
if(length(global_points)<2, return('Path not complete - add more points'));
if(!global_dimension || _get_player()~'dimension' != global_dimension, return('Wrong dimension'));
false
);
// grabs position of a player for a given segment, which segment starts at start point, and offset by index points
_get_path_at(segment, start, index) ->
(
v = global_path_precalculated:(start+index);
if(v == null,
v = call(global_interpolator, segment, index);
global_path_precalculated:(start+index) = v
);
v
);
// squared euclidean distance between two points
_distsq(vec1, vec2) -> reduce(vec1 - vec2, _a + _*_, 0);
//finds index of the closest point from a list to the center point
_closest_point_to_center(center, points) ->
(
reduce(points,
d = _distsq(_, center); if( d<dd, dd=d; _i, _a),
dd = _distsq(points:0, center); 0
);
);
// displays path particles and key point markers on its own thread
show() ->
(
_get_path_size_string();
if (global_showing_path, return ());
global_showing_path = true;
global_needs_updating= false;
_create_markers() ->
(
map(global_points || [],
is_selected = global_selected_point != null && _i == global_selected_point;
caption = if (_i == 0, '1: Start', str('%d: %.1fs', _i+1, global_points:_i:1/60); );
if (is_selected && _i > 0,
caption += str(' (%.1fs current segment)', (global_points:_i:1 - global_points:(_i-1):1)/60);
);
marker = create_marker(caption, _:0, 'observer');
if (is_selected,
modify(marker,'effect','glowing',72000, 0, false, false);
);
marker
);
);
__show_path_tick() ->
(
if (_is_not_valid_for_motion(), return());
_prepare_path_if_needed();
loop(global_particle_density,
segment = floor(rand(length(global_points)-1));
particle_type = if ((segment+1) == global_selected_point, global_color_a, global_color_b); //'dust 0.1 0.9 0.1 1', 'dust 0.6 0.6 0.6 1');
start = global_points:segment:1;
end = global_points:(segment+1):1;
index = floor(rand(end-start));
[x, y, z] = slice(_get_path_at(segment, start, index), 0, 3);
particle(particle_type, x, y, z, 1, 0, 0)
);
null
);
task( _() -> (
global_markers = _create_markers();
on_close = ( _() -> (
for(global_markers, modify(_,'remove'));
global_markers = null;
global_showing_path = false;
));
loop(7200,
if(!global_showing_path, break());
_get_player();
if (global_needs_updating,
global_needs_updating = false;
for(global_markers, modify(_,'remove'));
global_markers = _create_markers();
);
__show_path_tick();
sleep(100, call(on_close));
);
call(on_close);
));
null;
);
// hides path display
hide() ->
(
if (global_showing_path,
global_showing_path = false;
);
);
// runs the player on the path
global_prefer_sync = false;
prefer_smooth_play() -> (global_prefer_sync = false; 'Smooth path play');
prefer_synced_play() -> (global_prefer_sync = true; 'Synchronized path play');
play() ->
(
if (err = _is_not_valid_for_motion(), exit(err));
_prepare_path_if_needed();
if (!_get_player() || _get_player()~'dimension' != global_dimension, exit('No player in dimension'));
task( _() -> (
if (global_playing_path, // we don't want to join_task not to lock it just in case. No need to panic here
global_playing_path = false; // cancel current path rendering
sleep(1500);
);
showing_path = global_showing_path;
hide();
sleep(1000);
sound('ui.button.click', pos(_get_player()), 8, 1); // to synchro with other clips
sleep(1000); // so particles can discipate
global_playing_path = true;
mspt = 1000 / 60;
start_time = time();
very_start = start_time;
point = 0;
p = _get_player();
try (
loop( length(global_points)-1, segment = _;
start = global_points:segment:1;
end = global_points:(segment+1):1;
loop(end-start,
if (p~'sneaking', global_playing_path = false);
if (!global_playing_path, throw());
v = _get_path_at(segment, start, _)-global_player_eye_offset;
modify(p, 'location', v);
point += 1;
end_time = time();
sleep();
if (global_prefer_sync,
should_be = very_start + mspt*point;
if (end_time < should_be, sleep(should_be-end_time) )
,
took = end_time - start_time;
if (took < mspt, sleep(mspt-took));
start_time = time()
)
)
);
);
sleep(1000);
global_playing_path = false;
if (showing_path, show());
));
null;
);
// moves player to a selected camera position
place_player() ->
(
_assert_point_selected(_(p) -> p != null);
modify(_get_player(), 'location', global_points:global_selected_point:0 - global_player_eye_offset);
);
// prepares empty path to fit new points
_prepare_path_if_needed_generic() ->
(
if(!global_path_precalculated, global_path_precalculated = map(range(global_points:(-1):1), null))
);
// linear interpolator
_interpolator_linear(segment, point) ->
(
[va, start, mode_a] = global_points:segment;
[vb, end, mode_b] = global_points:(segment+1);
section = end-start;
dt = point/section;
dt*vb+(1-dt)*va
);
// normal distribution should look like that
//(1/sqrt(2*pi*d*d))*euler^(-((x-miu)^2)/(2*d*d))
// but we will be normalizing anyways, so who cares
_norm_prob(x, miu, d) -> euler^(-((x-miu)^2)/(2*d*d));
//gauB interpolator
_interpolator_gauB(from_index, point, deviation) ->
(
components = [];
path_point = global_points:from_index:1;
try(
for(range(from_index+1, length(global_points)),
[v,ptime,mode] = global_points:_;
dev = if (deviation > 0, deviation,
devs = [];
if (_+1 < length(global_points), devs += global_points:(_+1):1-ptime);
if (_-1 >= 0, devs += ptime-global_points:(_-1):1);
0.6*reduce(devs, _a+_, 0)/length(devs)
);
impact = _norm_prob(path_point+point, ptime, dev);
//if(rtotal && impact < 0.000001*rtotal, throw()); // can work badly on segments with vastly diff lengths
components += [v, impact];
rtotal += impact
)
);
try(
for(range(from_index, -1, -1),
[v,ptime,mode] = global_points:_;
dev = if (deviation > 0, deviation,
devs = [];
if (_+1 < length(global_points), devs += global_points:(_+1):1-ptime);
if (_-1 >= 0, devs += ptime-global_points:(_-1):1);
0.6*reduce(devs, _a+_, 0)/length(devs)
);
impact = _norm_prob(path_point+point, ptime, dev);
//if(ltotal && impact < 0.000001*ltotal, throw());
components += [v, impact];
ltotal += impact
)
);
total = rtotal+ltotal;
reduce(components, _a+_:0*(_:1/total), [0,0,0,0,0])
);
// Catmull-Rom spline
_interpolator_cr(from_index, point) ->
(
total = global_points:(from_index+1):1 - global_points:from_index:1;
p__1 = global_points:(if(from_index == 0, 0, from_index-1)):0;
p_0 = global_points:from_index:0;
p_1 = global_points:(from_index+1):0;
p_2 = global_points:(if(from_index == (length(global_points)-2), -1, from_index+2)):0;
r = point/total; // ratio within segment
(r*((2-r)*r-1) * p__1 + (r*r*(3*r-5)+2) * p_0 + r*((4 - 3*r)*r + 1) * p_1 + (r-1)*r*r * p_2) / 2
);
// store current path in a world file
save_as(file) ->
(
if (!global_points, exit('No path to save'));
path_nbt = nbt('{}');
for (global_points,
point_nbt = nbt('{}');
point_nbt:'duration' = _:1;
point_nbt:'type' = _:2;
for(_:0, put(point_nbt:'pos',str('%.6fd',_),_i)); // need to print to float string
//otherwise mojang will interpret 0.0d as 0i and fail to insert
put(path_nbt:'points', point_nbt, _i);
);
write_file(file, 'nbt', path_nbt);
print('stored path as '+file);
);
// loads path under the local file that
load(file) ->
(
path_nbt = read_file(file, 'nbt');
if (!path_nbt, exit('No path to load: '+file));
new_points = map(get(path_nbt, 'points[]'), [_:'pos[]', _:'duration', _:'type']);
if (!new_points || first(new_points, length(_:0) != 5),
exit('Incorrect data for :'+file);
);
_start_with(_(outer(new_points)) -> new_points);
print('loaded '+file);
);
// when closing - shut-down visualization and playback threads
__on_close() ->
(
global_playing_path = false;
global_showing_path = false;
);