637 lines
21 KiB
Python
637 lines
21 KiB
Python
__command() ->
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(
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print('camera: scarpet app.');
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print('-------------------');
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print(' "/camera start" - set the starting point, resets the path');
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print('');
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print(' "/camera add <N>" - add point to the end <N> seconds later');
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print(' "/camera prepend <N>" - prepend point <N> seconds before');
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print(' "/camera clear" - removes entire path');
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print(' "/camera select" - or punch a point, to select it');
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print(' "/camera place_player - moves a player to a selected point');
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print(' "/camera move" - moves selected point toplayer location');
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print(' "/camera duration <X>" - resizes current selected path');
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print(' "/camera split_point>" - splits current selected path in half');
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print(' "/camera delete_point" - removes current keypoint');
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print(' "/camera trim_path" - removes all keypoints from selected');
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print('');
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print(' "/camera save_as <name>"');
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print(' "/camera load <name>"');
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print(' - stores and loads paths from files in /scripts folder');
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print('');
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print(' "/camera interpolation < linear | gauss | cr | gauss_<num> >"');
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print(' Selects interpolation between points:');
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print(' - cr: Catmull-Rom interpolation (default).');
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print(' smooth path that goes through all points.');
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print(' - linear: straight paths between points.');
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print(' - gauss: automatic smooth transitions.');
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print(' - gauss_<N>: custom fixed variance ');
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print(' (in seconds) for special effects.');
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print(' use "_" for decimal separator, e.g. gauss_2_5');
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print(' gauss makes the smoothest path,');
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print(' but treating points as suggestions only');
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print('');
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print(' "/camera repeat <N> <last_delay>" - ');
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print(' Repeat existing points configuration n-times');
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print(' using <last_delay> seconds to link path ends');
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print('');
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print(' "/camera stretch <factor>" - ');
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print(' Change number of frames between points');
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print(' from 25 -> 4x faster, to 400 -> 4x slower,');
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print('');
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print(' "/camera transpose" - ');
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print(' Move entire path with start at player position.');
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print('');
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print(' "/camera play : run a path with a player');
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print(' use "sneak" to stop it prematurely');
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print(' run /camera hide and F1 to clear the view');
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print('');
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print(' "/camera show": shows current path');
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print(' color of particles used is different for different players');
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print(' "/camera hide": hides path display');
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print('');
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''
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);
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global_points = null;
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global_dimension = null;
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global_player = null;
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global_player_eye_offset = map(range(5), 0);
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global_showing_path = false;
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global_playing_path = false;
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global_needs_updating = false;
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global_selected_point = null;
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global_markers = null;
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global_particle_density = 100;
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global_color_a = null;
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global_color_b = null;
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global_path_precalculated = null;
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// starts the path with current player location
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start() -> __start_with( _() -> l(l(__camera_position(), 0,'sharp')) );
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// start path with customized initial points selection
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__start_with(points_supplier) ->
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(
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p = player();
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global_player = str(p);
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global_player_eye_offset = l(0, p~'eye_height',0,0,0);
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global_dimension = p~'dimension';
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code = abs(hash_code(str(p))-123456);
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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',
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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'
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global_points = call(points_supplier);
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global_selected_point = null;
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__update();
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show();
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str('Started path at %.1f %.1f %.1f', p~'x', p~'y', p~'z');
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);
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// gets current player controlling the path, or fails
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__get_player() ->
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(
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if (!global_player, exit('No player selected'));
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p = player(global_player);
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if (p == null, exit('Player logged out'));
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p;
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);
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// clears current path
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clear() ->
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(
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global_points = l();
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global_dimension = null;
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global_player = null;
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global_selected_point = null;
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global_showing_path = false;
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global_playing_path = false;
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__update();
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'Path cleared';
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);
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// camera position for the player sticks out of their eyes
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__camera_position() -> (__get_player()~'location' + global_player_eye_offset);
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// path changed, now notify all processes that they need to update;
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__update() ->
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(
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global_path_precalculated = null;
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global_playing_path = false;
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global_needs_updating = true;
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);
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// ensures that the current execution context can modify the path
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__assert_can_modify_path() ->
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(
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if (!global_points, exit('Path is not setup for current player'));
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if (!global_showing_path, exit('Turn on path showing to edit key points'));
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if(!global_player || !global_dimension || __get_player()~'dimension' != global_dimension,
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exit('Player not in dimension'));
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);
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// make sure selected point is correct
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__assert_point_selected(validator) ->
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(
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__assert_can_modify_path();
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if (!call(validator, global_selected_point), exit('No appropriate point selected'));
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);
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//select a custom interpolation method
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interpolation(method) -> __interpolation(method, true);
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__interpolation(method, verbose) ->
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(
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__prepare_path_if_needed() -> __prepare_path_if_needed_generic();
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// each supported method needs to specify its __find_position_for_point to trace the path
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// accepting segment number, and position in the segment
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// or optionally __prepare_path_if_needed, if path is inefficient to compute point by point
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global_interpolator = if (
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method == 'linear', '__interpolator_linear',
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method == 'cr', '__interpolator_cr',
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method == 'gauss', _(s, p) -> __interpolator_gauB(s, p, 0),
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method ~ '^gauss_',
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(
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type = method - 'gauss_';
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type = replace(type,'_','.');
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variance = round(60*number(type));
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_(s, p, outer(variance)) -> __interpolator_gauB(s, p, variance);
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),
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exit('Choose one of the following methods: linear, gauss, gauss_<deviation>, cr')
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);
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__update();
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if(verbose, 'Interpolation changed to '+method, '');
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);
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__interpolation('cr', false);
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// adds a point to the end of the path with delay in seconds
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add(delay) ->
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(
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__assert_can_modify_path();
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//mode is currently unused, run_path does always sharp, gauss interpolator is always smooth
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// but this option could be used could be used at some point by more robust interpolators
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__add_path_segment(__camera_position(), round(60*delay), 'smooth', true);
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__update();
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__get_path_size_string();
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);
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// prepends the path with a new starting point, with a segment of specified delay
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prepend(delay) ->
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(
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__assert_can_modify_path();
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__add_path_segment(__camera_position(), round(60*delay), 'smooth', false);
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__update();
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__get_path_size_string();
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);
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// repeats existing points seveal times, using last section delay (seconds) to join points
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repeat(times, last_section_delay) ->
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(
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if (err = __is_not_valid_for_motion(), exit(err));
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positions = map(global_points, _:0);
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modes = map(global_points, _:(-1));
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durations = map(global_points, global_points:(_i+1):1 - _:1 );
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durations:(-1) = round(60*last_section_duration);
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loop(times,
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loop( length(positions),
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__add_path_segment(positions:_, durations:_, modes:_, true)
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)
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);
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__update();
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__get_path_size_string();
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);
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//stretches or shrinks current path to X percent of what it was before
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stretch(percentage) ->
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(
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if (err = __is_not_valid_for_motion(), exit(err));
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if (percentage < 25 || percentage > 400,
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exit('path speed can only be speed, or slowed down 4 times. Re-call command for larger changes')
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);
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ratio = percentage/100;
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previous_path_length = global_points:(-1):1;
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for(global_points, _:1 = _:1*ratio );
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__update();
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str('path %s from %.2f to %.2f seconds',
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if(ratio<1,'shortened','extended'),
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previous_path_length/60,
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global_points:(-1):1/60
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)
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);
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// moves current selected point to player location
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move() ->
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(
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__assert_point_selected(_(p) -> p != null);
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global_points:global_selected_point:0 = __camera_position();
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__update();
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'';
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);
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// chenges duration of the current selected segment to X seconds
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duration(amount) ->
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(
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__assert_point_selected(_(p) -> p); // skips nulls and 0 - starting point
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duration = number(amount);
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new_ticks = round(duration * 60);
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if (new_ticks < 10, return());
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previous_ticks = global_points:global_selected_point:1-global_points:(global_selected_point-1):1;
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delta = new_ticks - previous_ticks;
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// adjust duration of all points after that.
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for (range(global_selected_point, length(global_points)),
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global_points:_:1 += delta;
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);
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__update();
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__get_path_size_string();
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);
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// deletes current keypoint without changing the path length
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delete_point() ->
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(
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__assert_point_selected(_(p) -> p != null);
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if (length(global_points) < 2, clear(); return());
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if (global_selected_point == 0, global_points:1:1 = 0);
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global_points = filter(global_points, _i != global_selected_point);
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if (global_selected_point >= length(global_points), global_selected_point = null);
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__update();
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__get_path_size_string();
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);
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// splits current selected segment in half by adding a keypoint in between
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split_point() ->
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(
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__assert_point_selected(_(p) -> p); // skips nulls and 0 - starting point
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current_time = global_points:global_selected_point:1;
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previous_time = global_points:(global_selected_point-1):1;
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segment_duration = current_time-previous_time;
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put(
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global_points,
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global_selected_point,
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l(
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__get_path_at(global_selected_point-1, previous_time, segment_duration/2),
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previous_time+segment_duration/2,
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global_points:global_selected_point:2
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),
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'insert'
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);
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__update();
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__get_path_size_string();
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);
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// removes all points in the path from the current point
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trim_path() ->
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(
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__assert_point_selected(_(p) -> p != null);
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global_points = slice(global_points, 0, global_selected_point);
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global_selected_point = null;
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__update();
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__get_path_size_string();
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);
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// moves entire camera path keeping the angles to player position being in the starting point
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reposition() ->
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(
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__assert_can_modify_path();
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shift = pos(__get_player())-slice(global_points:0:0, 0, 3);
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shift += 0; shift += 0;
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shift = shift + global_player_eye_offset;
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for(global_points, _:0 = _:0 + shift);
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__update();
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__get_path_size_string();
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);
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// selects either a point of certain number (starting from 1), or closest point
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select(num) ->
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(
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if (!global_points, return());
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if (!global_showing_path, return());
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p = __get_player();
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num = (num+1000*(length(global_points)+1)) % (length(global_points)+1);
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selected_point = if (num, num-1,
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__closest_point_to_center(
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p~'pos'+l(0,p~'eye_height',0),
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map(global_points, slice(_:0, 0, 3))
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)
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);
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global_selected_point = if (global_selected_point == selected_point, null, selected_point);
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global_needs_updating = true;
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// no need to _update since path is still valid
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);
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// player can also punch the mannequin to select/deselect it
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__on_player_attacks_entity(p, e) ->
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(
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if (e~'type' == 'armor_stand' && query(e, 'has_tag', '__scarpet_marker_camera') && global_markers,
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for (global_markers,
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if(_==e,
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global_selected_point = if (global_selected_point == _i, null, _i);
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global_needs_updating = true;
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return();
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)
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);
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);
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);
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// adds new segment to the path
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__add_path_segment(vector, duration, mode, append) ->
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(
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if ( (l('sharp','smooth') ~ mode) == null, exit('use smooth or sharp point'));
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l(v, segment_time, m) = global_points:(if(append, -1, 0));
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vector:(-2) = __adjusted_rot(v:(-2), vector:(-2));
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if (append,
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global_points += l(vector, segment_time+duration, mode);
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,
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new_points = l(l(vector, 0, mode));
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for (global_points,
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_:1 += duration;
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new_points += _;
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);
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global_points = new_points;
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);
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null;
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);
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// adjusts current rotation so we don't spin around like crazy
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__adjusted_rot(previous_rot, current_rot) ->
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(
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while( abs(previous_rot-current_rot) > 180, 1000,
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current_rot += if(previous_rot < current_rot, -360, 360)
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);
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current_rot
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);
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// returns current path size blurb
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__get_path_size_string() ->
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(
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if (!__is_not_valid_for_motion(),
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str('%d points, %.1f secs', length(global_points), global_points:(-1):1/60);
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,
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'Path too small to run';
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);
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);
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// checks if the current path is valid for motion
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__is_not_valid_for_motion() ->
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(
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if(!global_points, return('Path not defined yet'));
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if(length(global_points)<2, return('Path not complete - add more points'));
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if(!global_dimension || __get_player()~'dimension' != global_dimension, return('Wrong dimension'));
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false
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);
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// grabs position of a player for a given segment, which segment starts at start point, and offset by index points
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__get_path_at(segment, start, index) ->
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(
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v = global_path_precalculated:(start+index);
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if(v == null,
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v = call(global_interpolator, segment, index);
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global_path_precalculated:(start+index) = v
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);
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v
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);
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// squared euclidean distance between two points
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__distsq(vec1, vec2) -> reduce(vec1 - vec2, _a + _*_, 0);
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//finds index of the closest point from a list to the center point
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__closest_point_to_center(center, points) ->
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(
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reduce(points,
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d = __distsq(_, center); if( d<dd, dd=d; _i, _a),
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dd = __distsq(points:0, center); 0
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);
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);
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// displays path particles and key point markers on its own thread
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show() ->
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(
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__get_path_size_string();
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if (global_showing_path, return ());
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global_showing_path = true;
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global_needs_updating= false;
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__create_markers() ->
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(
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map(global_points || l(),
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is_selected = global_selected_point != null && _i == global_selected_point;
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caption = if (_i == 0, '1: Start', str('%d: %.1fs', _i+1, global_points:_i:1/60); );
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if (is_selected && _i > 0,
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caption += str(' (%.1fs current segment)', (global_points:_i:1 - global_points:(_i-1):1)/60);
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);
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m = create_marker(caption, _:0, 'observer');
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if (is_selected,
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modify(m,'effect','glowing',72000, 0, false, false);
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);
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m
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);
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);
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__show_path_tick() ->
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(
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if (__is_not_valid_for_motion(), return());
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__prepare_path_if_needed();
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loop(global_particle_density,
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segment = floor(rand(length(global_points)-1));
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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');
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start = global_points:segment:1;
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end = global_points:(segment+1):1;
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index = floor(rand(end-start));
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l(x, y, z) = slice(__get_path_at(segment, start, index), 0, 3);
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particle(particle_type, x, y, z, 1, 0, 0)
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);
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null
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);
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task( _() -> (
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global_markers = __create_markers();
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loop(7200,
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if(!global_showing_path, break());
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__get_player();
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if (global_needs_updating,
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global_needs_updating = false;
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for(global_markers, modify(_,'remove'));
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global_markers = __create_markers();
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);
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__show_path_tick();
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sleep(100);
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);
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for(global_markers, modify(_,'remove'));
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global_markers = null;
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global_showing_path = false;
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));
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'';
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);
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// hides path display
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hide() ->
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(
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if (global_showing_path,
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global_showing_path = false;
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'Stopped showing path';
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,
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''
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);
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);
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// runs the player on the path
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play() ->
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(
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if (err = __is_not_valid_for_motion(), exit(err));
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__prepare_path_if_needed();
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if (!__get_player() || __get_player()~'dimension' != global_dimension, exit('No player in dimension'));
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task( _() -> (
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if (global_playing_path, // we don't want to join_task not to lock it just in case. No need to panic here
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global_playing_path = false; // cancel current path rendering
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|
sleep(1500); // in case we interrupt previous playbacks
|
|
);
|
|
showing_path = global_showing_path;
|
|
hide();
|
|
sleep(2000); // so particles can discipate
|
|
global_playing_path = true;
|
|
mspt = 1000 / 60;
|
|
start_time = 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();
|
|
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',_,_i));
|
|
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;
|
|
);
|