HUD interpolation, and a POI marker test

This commit is contained in:
Signal 2025-10-07 13:59:33 -04:00
parent ba17b7f195
commit 889aa531ba
7 changed files with 393 additions and 4 deletions

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@ -1,2 +1,3 @@
title = red_glazed_terracotta
title = Red Glazed Terracotta
description = Segmentation fault (core dumped).
disabled_settings = !enable_damage

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

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mods/rgt_hud/mod.conf Normal file
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name = rgt_hud
depends = rgt_player

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@ -40,6 +40,9 @@ Player = {
e.eye_height = 1.6
e.hud = {}
e.poi = {}
e:update_hp(p:get_hp())
return e
@ -76,7 +79,7 @@ Player = {
end
local pitch = p:get_look_vertical()
local yaw = p:get_look_horizontal()
local dir = p:get_look_dir()
m.dir = p:get_look_dir()
local pos = p:get_pos()
pos.y = pos.y +m.eye_height
@ -223,7 +226,7 @@ Player = {
m.pointed_node = nil
local pointed_found = false
for pointed in minetest.raycast(pos, pos +(dir *7)) do -- TODO: Automatic range
for pointed in minetest.raycast(pos, pos +(m.dir *7)) do -- TODO: Automatic range
if pointed and pointed.type == "object" then
local e = pointed.ref:get_luaentity()
if e then

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mods/rgt_ui/init.lua Normal file
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-- The purpose of this module is to abstract away element theming in formspecs.
-- While formspecs themselves are a good UI format, custom theming can become
-- troublesome, especially when it needs to be added into every single formspec.
-- This module also abstracts away the construction of some more complex widgets.
ui = {}
local ns = ui
function ns.headers(w, h)
return "formspec_version[10]\
size["..w..","..h.."]\
"
end
function ns.container(x --[[Float]], y --[[Float]], body --[[String]]) --> String
return string.format("container[%f,%f]\
%s\
container_end[]\
", x, y, body)
end
-- Note: This automatically creates the container's associated scrollbar, just in case scrollbar theming is ever added.
function ns.scroll_container(x, y, width, height, name, orientation, factor, padding, body)
return string.format("scroll_container[%f,%f;%f,%f;%s;%s;%s;%s]\
%s\
scroll_container_end[]\
%s\
", x, y, width, height, name or "", orientation or "", factor and tostring(factor) or "", padding or "", ns.scrollbar(x +width -0.25, y, 0.25, height, name, orientation))
end
function ns.scrollbar(x, y, width, height, name, value, main, max, smallstep, largestep, thumbsize, arrows)
local out = string.format("scrollbar[%f,%f;%f,%f;%s;%s]", x, y, width, height, name, value and tostring(value) or "")
return out
end
function ns.label(x --[[FLoat]], y --[[Float]], text --[[String]]) --> String
return string.format("label[%f,%f;%s]\n", x, y, text)
end
function ns.button(x --[[Float]], y --[[Float]], width --[[Float]], height --[[Float]], name --[[String?]], label --[[String?]]) --> String
return string.format("button[%f,%f;%f,%f;%s;%s]\n", x, y, name or "", label or "")
end
local function show_test_view()
ui.begin()
end

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mods/rgt_ui/mod.conf Normal file
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name = rgt_ui
depends = rgt_base

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