HUD interpolation, and a POI marker test
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7 changed files with 393 additions and 4 deletions
335
mods/rgt_hud/init.lua
Normal file
335
mods/rgt_hud/init.lua
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rgt_hud = {
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types = {},
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Element = {
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animate = function(e, target)
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if not e.targets then e.targets = {} end
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local time = minetest.get_us_time()
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for k, v in pairs(target) do
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e.targets[k] = {
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ref = {
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time = time,
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value = e[k]
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},
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target = {
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time = time +(v.duration or 1) *1000000,
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value = v.value
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},
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ease_fn = v.ease_fn
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}
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end
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end
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}
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}
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local ns = rgt_hud
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-- Helper function to compute the eased factor (0 to 1) using cubic Bezier interpolation.
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-- This solves for the parameter u where the x-component matches the input t,
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-- then returns the corresponding y-component.
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local function bezier_ease(t, x1, y1, x2, y2)
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if t <= 0 then return 0 end
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if t >= 1 then return 1 end
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-- Binary search to find u such that bezier_x(u) ≈ t
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local low = 0
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local high = 1
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local epsilon = 1e-6
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local iterations = 0
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while (high - low > epsilon) and (iterations < 100) do -- Safeguard max iterations
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local mid = (low + high) / 2
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local x = 3 * mid * (1 - mid) ^ 2 * x1 + 3 * mid ^ 2 * (1 - mid) * x2 + mid ^ 3
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if x < t then
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low = mid
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else
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high = mid
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end
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iterations = iterations + 1
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end
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local u = (low + high) / 2
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-- Compute y at u
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local y = 3 * u * (1 - u) ^ 2 * y1 + 3 * u ^ 2 * (1 - u) * y2 + u ^ 3
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return y
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end
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-- Main interpolation function.
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-- Interpolates between ref and target using weight t (0 to 1),
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-- eased by the specified cubic Bezier control points (x1, y1, x2, y2).
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local function interpolate(ref, target, t, x1, y1, x2, y2)
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-- if type(ref) == "table" then
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-- local out = {}
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-- for k, v in pairs(ref) do
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-- out[k] = interpolate(ref[k], target[k], (el[key] -ref[k]) /(target[k] -ref[k]))
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-- end
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-- return out
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-- end
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local eased_t = bezier_ease(t, x1 or 0, y1 or 0, x2 or 1, y2 or 1)
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return ref + (target - ref) * eased_t
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end
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--[[
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Register a data layout and render delegate for a given HUD type name.
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{
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name = "", -- The name of the type.
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required_fields = {"pos"}, -- A list of the names of fields that must be provided for this element to render properly.
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field_types = { -- A mapping of field names to their types. Used to notify the API which fields should be treated as vectors. If a field is just a number, it need not be listed.
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pos = "vec2"
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},
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defaults = { -- Specifies default values for optional fields.
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color = "#ffffff"
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},
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add = function(self, m) end, -- Called when the element should be added to `m`'s HUD.
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update = function(self, m, changes) end, -- Called when the element should be visually updated. `changes` is a table containing only the fields that have been changed in the current step, in order to facilitate interaction with hud_change.
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remove = function(self, m) end, -- Called when the element should be removed from `m`'s HUD.
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}
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Types are responsible for managing the actual HUD elements.
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--]]
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function ns.register_hud_type(def)
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ns.types[def.name] = setmetatable(def, {__index = ns.Element})
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end
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function ns.validate_type(elem, type)
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if not ns.types[elem.type] then
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warn("Unknown HUD type `"..type.."` for element `"..elem.name.."`; ignoring.")
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return false
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end
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if ns.types[type].required_fields then
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for _, field in ipairs(ns.types[type].required_fields) do
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if elem[field] == nil then return false end
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end
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end
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return true
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end
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--[[
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{
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name = "name", -- The name of the element. If an element with this name already exists, it will be updated.
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type = ""|""|"",
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}
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--]]
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function ns.hud_add(m, def)
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if not ns.validate_type(def, def.type) then
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return false
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end
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local type = ns.types[def.type]
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if type.defaults then
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def = extend(table.copy(type.defaults), def)
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end
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local el
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if m.hud[def.name] then
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el = m.hud[def.name]
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-- Simply write all modified fields to the existing element.
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extend(el, def)
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else
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el = setmetatable(def, {__index = type})
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m.hud[def.name] = el
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el:add(m)
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end
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return el
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end
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function ns.update_poi(m)
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for _, x in pairs(m.poi) do
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x:remove(m)
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end
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m.poi = {}
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for _, x in ipairs(minetest.find_nodes_in_area(m.pos:offset(-100, -100, -100), m.pos:offset(100,100,100), "group:poi")) do
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m.poi[#m.poi +1] = ns.hud_add(m, {
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name = "poi:"..x:to_string(),
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type = "poi",
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world_pos = x,
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})
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end
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end
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rgt.register_node("poi", {
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tiles = {"rgt_oak_planks.png^[colorize:#fff:0.5"},
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groups = {poi = 1}
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})
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local default_ease_fn = {0,0,1,1}
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minetest.register_globalstep(function(dtime)
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local time = minetest.get_us_time()
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for _, m in pairs(rgt.players) do
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for k, el in pairs(m.hud) do
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if el.remove_after then
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el.remove_after = el.remove_after -dtime
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if el.remove_after < 0 then
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el:remove(m)
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m.hud[k] = nil
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end
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end
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if el.targets and next(el.targets) then
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local changes = {}
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for key, target in pairs(el.targets) do
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local fac = (time -target.ref.time) /(target.target.time -target.ref.time)
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local ease_fn = target.ease_fn or default_ease_fn
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local value
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if el.field_types[key] == "vec2" then
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value = {
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x = interpolate(target.ref.value.x, target.target.value.x, fac, ease_fn[1], ease_fn[2], ease_fn[3], ease_fn[4]),
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y = interpolate(target.ref.value.y, target.target.value.y, fac, ease_fn[1], ease_fn[2], ease_fn[3], ease_fn[4])
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}
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if fac >= 1 then --value.x == target.target.value.x and value.y == target.target.value.y then
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el.targets[key] = nil
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end
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elseif el.field_types[key] == "color" then
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value = {
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r = interpolate(target.ref.value.r, target.target.value.r, fac, ease_fn[1], ease_fn[2], ease_fn[3], ease_fn[4]),
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g = interpolate(target.ref.value.g, target.target.value.g, fac, ease_fn[1], ease_fn[2], ease_fn[3], ease_fn[4]),
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b = interpolate(target.ref.value.b, target.target.value.b, fac, ease_fn[1], ease_fn[2], ease_fn[3], ease_fn[4]),
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a = interpolate(target.ref.value.a, target.target.value.a, fac, ease_fn[1], ease_fn[2], ease_fn[3], ease_fn[4]),
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}
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if value.r == target.target.value.r and value.g == target.target.value.g and value.b == target.target.value.b and value.a == target.target.value.a then
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el.targets[key] = nil
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end
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else
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value = interpolate(target.ref.value, target.target.value, fac, ease_fn[1], ease_fn[2], ease_fn[3], ease_fn[4])
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if value == target.target.value then
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el.targets[key] = nil
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end
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end
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el[key] = value
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-- We could just set this to true, but since we already
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-- have a new table, we might as well use it.
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changes[key] = value
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end
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el:update(m, changes)
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end
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end
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for k, el in ipairs(m.poi) do
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if m.dir:distance(m.pos:direction(el.world_pos)) < 0.05 then
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el.focused = true
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el:animate {
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scale = {
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value = {x=2,y=2},
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duration = 0.2,
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-- ease_fn = {0.42, 0, 1, 1}
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}
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}
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elseif el.focused then
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el.focused = false
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el:animate {
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scale = {
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value = {x=1,y=1},
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duration = 0.2,
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-- ease_fn = {0.42, 0, 1, 1}
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}
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}
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end
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end
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end
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end)
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function ns.color_to_number(color)
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return tonumber(string.format("0x%.2x%.2x%.2x%.2x", color.r, color.g, color.b, color.a))
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end
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-- Pre-register some basic HUD types
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ns.register_hud_type {
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name = "text",
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required_fields = {"pos", "text"},
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field_types = {
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offset = "vec2",
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pos = "vec2",
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color = "color"
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},
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defaults = {
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dir = 0,
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align = {x=0, y=0},
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offset = {x=0, y=0},
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color = {r = 0xff, g = 0xff, b = 0xff, a = 0xff}
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},
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add = function(e, m)
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e._id = m.object:hud_add {
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type = "text",
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position = e.pos,
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direction = e.dir,
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alignment = e.align,
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offset = e.offset,
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-- What does this even do?
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scale = {x=100, y=100},
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text = e.text,
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number = ns.color_to_number(e.color)
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}
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end,
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update = function(e, m, changes)
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for k, v in pairs(changes) do
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if k == "color" then
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k = "number"
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v = ns.color_to_number(v)
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elseif k == "dir" then
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k = "direction"
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elseif k == "align" then
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k = "alignment"
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end
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m.object:hud_change(e._id, k, v)
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end
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end,
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remove = function(e, m)
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m.object:hud_remove(e._id)
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e._id = nil
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end
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}
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ns.register_hud_type {
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name = "poi",
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required_fields = {"world_pos"},
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field_types = {
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scale = "vec2"
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},
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defaults = {
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scale = {x=1,y=1}
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},
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add = function(e, m)
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e._id = m.object:hud_add {
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type = "image_waypoint",
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scale = e.scale,
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world_pos = e.world_pos,
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text = "rgt_acacia_planks.png"
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}
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end,
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update = function(e, m, changes)
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for k, v in pairs(changes) do
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if k == "image" then
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k = "text"
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end
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m.object:hud_change(e._id, k, v)
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end
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end,
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remove = function(e, m)
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m.object:hud_remove(e._id)
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end
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}
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minetest.register_chatcommand("hudtest", {
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func = function(name)
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ns.hud_add(rgt.players[name], {
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name = "test_toast",
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type = "text",
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pos = {x=0.5, y=0.9},
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offset = {x=0, y=9},
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text = "Hello",
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remove_after = 5
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}):animate {
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offset = {
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value = {x = 0, y = -100},
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duration = 1,
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ease_fn = {0.42, 0, 0.58, 1}
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},
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color = {
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value = minetest.colorspec_to_table("#33aaff00"),
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duration = 2
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}
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}
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end
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})
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minetest.register_chatcommand("poi", {
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func = function(name)
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ns.update_poi(rgt.players[name])
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end
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})
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