Files
fabric-carpet/src/main/resources/assets/carpet/scripts/camera.sc
T
2020-06-23 18:23:57 -03:00

661 lines
22 KiB
Python

__command() ->
(
print('camera: scarpet app.');
print('-------------------');
print(' "/camera start" - Set the starting point, resetting the path');
print('');
print(' "/camera add <N>" - Add a point to the end, <N> secs later');
print(' "/camera prepend <N>" - Prepend the start <N> secs before');
print(' "/camera clear" - Remove entire path');
print(' "/camera select" - .. a point or just punch it, to select it');
print(' "/camera place_player - Move player to the selected point');
print(' "/camera move" - Move the selected point to players location');
print(' "/camera duration <X>" - Set new selected path duration');
print(' "/camera split_point>" - Split selected path in half.');
print(' "/camera delete_point" - Remove current key point');
print(' "/camera trim_path" - Remove all key points from selected up');
print('');
print(' "/camera save_as <name>"');
print(' "/camera load <name>"');
print(' - Store and load paths from world saves /scripts folder');
print('');
print(' "/camera interpolation < linear | gauss | cr | gauss_<num> >"');
print(' Select interpolation between points:');
print(' - cr: Catmull-Rom interpolation (default).');
print(' smooth path that goes through all points.');
print(' - linear: straight paths between points.');
print(' - gauss: automatic smooth transitions.');
print(' - gauss_<N>: custom fixed variance ');
print(' (in seconds) for special effects.');
print(' use "_" for decimal separator, e.g. gauss_2_5');
print(' gauss makes the smoothest path,');
print(' but treating points as suggestions only');
print('');
print(' "/camera repeat <N> <last_delay>" - ');
print(' Repeat existing points configuration n-times');
print(' using <last_delay> seconds to link path ends');
print('');
print(' "/camera stretch <factor (in %)>" - ');
print(' Change length of the entire path');
print(' from 25 -> 4x faster, to 400 -> 4x slower,');
print('');
print(' "/camera transpose" - ');
print(' Move entire path with the start at players position.');
print('');
print(' "/camera play : Run the path with the player');
print(' use "sneak" to stop it prematurely');
print(' run /camera hide and F1 to clear the view');
print('');
print(' "/camera show": Show current path particles');
print(' color of particles used is different for different players');
print(' "/camera hide": Hide path display');
print(' "/camera prefer_smooth_play": ');
print(' Eat CPU spikes and continue as usual');
print(' "/camera prefer_synced_play": ');
print(' After CPU spikes jump to where you should be');
print('');
''
);
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( _() -> l(l(__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 = l(0, p~'eye_height',0,0,0);
global_dimension = p~'dimension';
code = abs(hash_code(str(p))-123456);
global_color_a = str('dust %.1f %.1f %.1f 1',(code%10)/10,(((code/10)%10)/10), (((code/100)%10)/10) ); // 'dust 0.1 0.9 0.1 1',
global_color_b = str('dust %.1f %.1f %.1f 1',(((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();
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 = l();
global_dimension = null;
global_player = null;
global_selected_point = null;
global_showing_path = false;
global_playing_path = false;
__update();
'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) -> __interpolation(method, true);
__interpolation(method, 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 == 'cr', '__interpolator_cr',
method == 'gauss', _(s, p) -> __interpolator_gauB(s, p, 0),
method ~ '^gauss_',
(
type = method - 'gauss_';
type = replace(type,'_','.');
variance = round(60*number(type));
_(s, p, outer(variance)) -> __interpolator_gauB(s, p, variance);
),
exit('Choose one of the following methods: linear, gauss, gauss_<deviation>, cr')
);
__update();
if(verbose, 'Interpolation changed to '+method, '');
);
__interpolation('cr', 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();
__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();
__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();
__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));
if (percentage < 25 || percentage > 400,
exit('path speed can only be speed, or slowed down 4 times. Re-call command for larger changes')
);
ratio = percentage/100;
previous_path_length = global_points:(-1):1;
for(global_points, _:1 = _:1*ratio );
__update();
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();
__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();
__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,
l(
__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();
__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();
__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();
__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'+l(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 ( (l('sharp','smooth') ~ mode) == null, exit('use smooth or sharp point'));
l(v, segment_time, m) = global_points:(if(append, -1, 0));
vector:(-2) = __adjusted_rot(v:(-2), vector:(-2));
if (append,
global_points += l(vector, segment_time+duration, mode);
,
new_points = l(l(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 || l(),
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);
);
m = create_marker(caption, _:0, 'observer');
if (is_selected,
modify(m,'effect','glowing',72000, 0, false, false);
);
m
);
);
__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));
l(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();
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);
);
for(global_markers, modify(_,'remove'));
global_markers = null;
global_showing_path = false;
));
'';
);
// hides path display
hide() ->
(
if (global_showing_path,
global_showing_path = false;
'Stopped showing path';
,
''
);
);
// 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();
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());
));
'';
);
// 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) ->
(
l(va, start, mode_a) = global_points:segment;
l(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 = l();
path_point = global_points:from_index:1;
try(
for(range(from_index+1, length(global_points)),
l(v,ptime,mode) = global_points:_;
dev = if (deviation > 0, deviation,
devs = l();
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 += l(v, impact);
rtotal += impact
)
);
try(
for(range(from_index, -1, -1),
l(v,ptime,mode) = global_points:_;
dev = if (deviation > 0, deviation,
devs = l();
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 += l(v, impact);
ltotal += impact
)
);
total = rtotal+ltotal;
reduce(components, _a+_:0*(_:1/total), l(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);
);
store_app_data(path_nbt, file);
'stored path as '+file;
);
// loads path under the local file that
load(file) ->
(
path_nbt = load_app_data(file);
if (!path_nbt, exit('No path to load: '+file));
new_points = map(get(path_nbt, 'points[]'), l(_:'pos[]', _:'duration', _:'type'));
if (!new_points || first(new_points, length(_:0) != 5),
exit('Incorrect data for :'+file);
);
__start_with(_(outer(new_points)) -> new_points);
'loaded '+file;
);
// when closing - shut-down visualization and playback threads
__on_close() ->
(
global_playing_path = false;
global_showing_path = false;
);