Plugins: what the Filmer needs as a plugin: carry, who sees a pose, a step in the camera cycle

PR 343's Filmer becomes a Luau plugin mod (kept in contrib/plugins/filmer) on general APIs instead of
its own C++:

- reskate.skater.carry: something held out in one or both hands and aimed, the body crouched (feet
  kept) and hunched over it, turned on the spot after it (Extension/Skater/carry.cpp, from the PR's
  filmer_hold.cpp, with tests)
- shown = "everyone" | "others" | "me" on skater.pose, reach and carry: the pose sent to the other
  players and the one drawn here are split when asked
- reskate.camera.cycle and the camera_cycle event: a plugin's camera as the last step of the camera
  height button's cycle, after first person
- reskate.session.nametags(false) holds the names over the other players off
- board.hide(bone, {others = true}) hides it in the board the others are sent too (a sent-pose filter)
- outfit.set takes hand wear slots; input.bind takes an action with no key of its own
This commit is contained in:
AyeZeeBB committed 2026-10-22 18:46:49 -05:00
1 parent 8ede361755
commit 118c489fdb
25 files changed
+1449 -89

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+6
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@@ -406,6 +406,12 @@ if(DINGOSDK_BUILD_ANIMATION_STUDIO_TESTS)
target_include_directories(dingosdk_arm_reach_tests PRIVATE "${PROJECT_SOURCE_DIR}")
target_link_libraries(dingosdk_arm_reach_tests PRIVATE dingosdk_json)
add_test(NAME arm_reach COMMAND dingosdk_arm_reach_tests)
# Something carried (reskate.skater.carry): held out, aimed, both hands, crouched with the feet kept.
add_executable(dingosdk_carry_tests Extension/Skater/Test/carry_tests.cpp Extension/Skater/carry.cpp Extension/Skater/arm_reach.cpp
Extension/AnimationStudio/anim_core.cpp)
target_include_directories(dingosdk_carry_tests PRIVATE "${PROJECT_SOURCE_DIR}")
target_link_libraries(dingosdk_carry_tests PRIVATE dingosdk_json)
add_test(NAME carry COMMAND dingosdk_carry_tests)
endif()
option(DINGOSDK_BUILD_REPLAY_KEYFRAMES_TESTS "Build replay keyframe smoothing regression tests" OFF)
if(DINGOSDK_BUILD_REPLAY_KEYFRAMES_TESTS)
@@ -58,12 +58,49 @@ void presses() {
expect(high && !first_person, "the third press of each round returns to the high camera");
}
}
// With a plugin's camera in the cycle: high -> low -> first person -> the plugin's camera -> high, and
// without first person (or on foot, where it cannot start) high -> low -> the plugin's camera -> high.
void plugin() {
for (const bool with_first_person : {true, false}) {
bool high = true, first_person = false, on = false;
const auto press = [&] {
CycleState state{with_first_person, first_person, !first_person && !on, true, on, !on};
const auto write = cycle_height_write(state, !high);
high = write.high;
if (write.step == CycleStep::enter) first_person = true;
if (write.step == CycleStep::leave) first_person = false;
if (write.plugin == CycleStep::enter) on = true;
if (write.plugin == CycleStep::leave) on = false;
};
for (int round = 0; round < 3; ++round) {
expect(high && !first_person && !on, "each round starts on the high camera");
press();
expect(!high && !first_person && !on, "first press: low camera");
if (with_first_person) {
press();
expect(!high && first_person && !on, "second press: first person");
}
press();
expect(!high && !first_person && on, "then the plugin's camera, the low camera behind it");
press();
}
expect(high && !first_person && !on, "out of the plugin's camera: the high camera");
}
// No plugin in the cycle: the first-person cycle as before.
expect(same(cycle_height_write({true, true, false, false, false, true}, true), true, CycleStep::leave),
"without a plugin's camera, first person -> high");
// Turned on by the plugin itself over the high camera: the button still takes it out to high.
const auto out = cycle_height_write({false, false, true, true, true, false}, false);
expect(out.high && out.plugin == CycleStep::leave, "a plugin's camera on by itself: the button leaves it for high");
}
} // namespace
int main() {
off();
steps();
presses();
plugin();
if (failures) {
std::printf("%d first-person cycle test(s) failed\n", failures);
return 1;
+33 -6
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@@ -1,4 +1,5 @@
#pragma once
#include <atomic>
#include <cstdint>
namespace dingosdk::first_person {
@@ -7,20 +8,46 @@ namespace dingosdk::first_person {
// (true is the high camera). With the option on, ReSkate turns that into high -> low -> first
// person -> high by changing the value written: the step into first person keeps the low camera
// behind it, and the step out of first person always lands on the high camera.
//
// A plugin's camera can be in the cycle too, last (reskate.camera.cycle): high -> low -> first
// person -> the plugin's camera -> high (without first person in it, or where first person cannot
// start: high -> low -> the plugin's camera -> high). Its step keeps the low camera behind it as well.
enum class CycleStep : std::uint8_t { none, enter, leave };
struct CycleState {
bool enabled{}; // the option is on and the local skater is in control
bool first_person{}; // first person has the camera
bool can_enter{}; // first person can take the camera now: on the board, no Freecam
bool plugin_enabled{}; // a plugin's camera is in the cycle now
bool plugin{}; // that camera is on
bool plugin_can_enter{}; // that camera is off and can start
};
struct CycleWrite {
bool high{}; // the height the game keeps
CycleStep step{}; // what first person does
bool high{}; // the height the game keeps
CycleStep step{}; // what first person does
CycleStep plugin{}; // what the plugin's camera does
};
constexpr CycleWrite cycle_height_write(const CycleState& state, bool high) noexcept {
if (!state.enabled) return {high, CycleStep::none};
if (state.first_person) return {true, CycleStep::leave};
if (high && state.can_enter) return {false, CycleStep::enter};
return {high, CycleStep::none};
// The plugin's camera is last: out of it, the high camera.
if (state.plugin_enabled && state.plugin) return {true, CycleStep::none, CycleStep::leave};
if (state.enabled && state.first_person) {
if (state.plugin_enabled && state.plugin_can_enter) return {false, CycleStep::leave, CycleStep::enter};
return {true, CycleStep::leave, CycleStep::none};
}
if (high) { // the game steps low -> high: first person, else the plugin's camera, comes in between
if (state.enabled && state.can_enter) return {false, CycleStep::enter, CycleStep::none};
if (state.plugin_enabled && state.plugin_can_enter) return {false, CycleStep::none, CycleStep::enter};
}
return {high, CycleStep::none, CycleStep::none};
}
// The plugin's half of the link (the plugin runtime keeps it). Each tick the plugin in the cycle has
// its flags published; the height write (on the thread that handles the button) leaves the step it
// asks of the plugin's camera in `request`, taken on the plugin runtime's next tick.
enum PluginFlag : std::uint8_t { plugin_flag_enabled = 1, plugin_flag_on = 2, plugin_flag_can_enter = 4 };
struct PluginLink {
std::atomic<std::uint8_t> flags{};
std::atomic<std::uint8_t> request{}; // a CycleStep
std::atomic<std::uint64_t> published{}; // GetTickCount64 when the flags were published
};
inline PluginLink plugin_link{};
}
@@ -2,6 +2,7 @@
#include "Extension/UI/Overlay/overlay.h"
#include "Extension/Multiplayer/developer_identity.h"
#include <array>
#include <atomic>
#include <cstdint>
#include <optional>
#include <string>
@@ -64,6 +65,9 @@ void publish_custom_nametags(std::uintptr_t base, std::vector<NametagPlayer> pla
bool show_bubbles, float bubble_distance, float name_distance = 120.f,
bool dots = true) noexcept;
void set_custom_nametags_enabled(bool enabled) noexcept;
// Held off for now (a plugin's reskate.session.nametags(false), filming): no names drawn over the
// players while it lasts, whatever the nametag setting is; chat bubbles still show.
inline std::atomic<bool> nametags_held_off{false};
bool custom_nametags_enabled() noexcept;
// The overlay's feed (any thread): nothing while off, stale, or while the game hides nametags.
overlay::Nametags custom_nametags();
@@ -556,6 +556,9 @@ NativeFrame capture_local(std::uintptr_t base, std::uintptr_t client, bool captu
cache = {base, client, frame.context, player, frame.entity, frame.parent, component,
frame.board_entity};
frame.ready = true;
// The pose as it is sent, after anyone who changes only what is drawn of the board has had it.
if (capture_pose)
if (const auto filter = shared().sent_pose_filter.load(std::memory_order_acquire)) filter(component, frame.pose);
} catch (const std::exception &e) {
cache = {};
frame.detail = e.what();
@@ -612,6 +615,9 @@ void set_render_pose_listener(RenderPosePublished listener) noexcept {
void set_animation_evaluated_listener(AnimationEvaluated listener) noexcept {
shared().evaluated_listener.store(listener, std::memory_order_release);
}
void set_local_sent_pose_filter(LocalSentPoseFilter filter) noexcept {
shared().sent_pose_filter.store(filter, std::memory_order_release);
}
void set_local_pose_filter(LocalPoseFilter filter) noexcept {
shared().pose_filter.store(filter, std::memory_order_release);
}
@@ -43,6 +43,11 @@ void set_animation_evaluated_listener(AnimationEvaluated listener) noexcept;
// what other players receive of the local skater.
using LocalPoseFilter = void (*)(std::uintptr_t component, std::vector<Transform> &skater) noexcept;
void set_local_pose_filter(LocalPoseFilter filter) noexcept;
// Then, with the whole pose capture_local returns (the skater and the board), so a change to what is
// drawn of the board (Extension/Skater/board_pose.h, a bone hidden from everyone) is in what the
// others see too. One listener; nullptr for none. Client thread.
using LocalSentPoseFilter = void (*)(std::uintptr_t component, Pose &pose) noexcept;
void set_local_sent_pose_filter(LocalSentPoseFilter filter) noexcept;
// A pose override of the local skater (Extension/Skater/skater_animation.cpp): called after the
// listener above, so it sees (and may change) the pose first person left.
void set_pose_override_listener(AnimationEvaluated listener) noexcept;
@@ -58,6 +58,7 @@ struct HookState {
std::atomic<EntityDestroyed> destroyed_listener{};
std::atomic<AnimationEvaluated> evaluated_listener{};
std::atomic<LocalPoseFilter> pose_filter{};
std::atomic<LocalSentPoseFilter> sent_pose_filter{};
// A pose override of the local skater (Extension/Skater/skater_animation.cpp), after the one above.
std::atomic<AnimationEvaluated> override_listener{};
std::atomic<RenderPosePublished> override_render_listener{};
+3 -2
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@@ -485,7 +485,8 @@ void render(Session &s, std::uintptr_t client, const NativeFrame &local, std::ui
// each frame.
std::vector<NametagPlayer> nametags;
const bool bubbles = s.chat_bubbles;
const bool labels = s.nametags || bubbles;
const bool names = s.nametags && !nametags_held_off.load(std::memory_order_relaxed);
const bool labels = s.nametags || bubbles; // (published even while names are held off, so none linger)
if (labels) refresh_friends(s);
// The newest chat lines from `sender` still inside the bubble duration, oldest first,
// filtered the same way the chat panel filters them, each with the opacity it has left
@@ -821,7 +822,7 @@ void render(Session &s, std::uintptr_t client, const NativeFrame &local, std::ui
if (labels)
publish_custom_nametags(s.base, std::move(nametags),
local.ready ? std::optional(local.pose.root.position) : std::nullopt,
s.nametags, bubbles, s.chat_bubbles_distance, s.nametag_distance,
names, bubbles, s.chat_bubbles_distance, s.nametag_distance,
s.nametag_dots);
}
} // namespace
+162 -3
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@@ -45,6 +45,13 @@ struct FakeGame final : Game {
return {};
}
void outfit_clear(std::string_view plugin, std::string_view slot) override { calls.push_back(std::format("outfit clear {} {}", plugin, slot)); }
std::string camera_cycle(std::string_view plugin, CycleCamera place) override {
calls.push_back(std::format("cycle {} {}", plugin, place == CycleCamera::out ? "out" : place == CycleCamera::ready ? "ready" : "active"));
return {};
}
std::vector<CycleNews> cycle_news;
std::vector<CycleNews> take_camera_cycle() override { return std::exchange(cycle_news, {}); }
void hide_nametags(std::string_view plugin, bool hidden) override { calls.push_back(std::format("nametags {} {}", plugin, hidden ? "off" : "on")); }
std::set<std::string, std::less<>> installed; // items found by their whole ending, as Pack/<ending>
std::string outfit_find(std::string_view ending) override {
if (installed.contains(ending)) return "Pack/" + std::string(ending);
@@ -60,7 +67,10 @@ struct FakeGame final : Game {
calls.push_back(std::format("board {} {} {:.1f} {}", plugin, bone, value.position[1], world ? "world" : "local"));
return {};
}
std::string board_hide(std::string_view plugin, int bone) override { calls.push_back(std::format("board hide {} {}", plugin, bone)); return {}; }
std::string board_hide(std::string_view plugin, int bone, bool everyone) override {
calls.push_back(std::format("board hide {} {}{}", plugin, bone, everyone ? " everyone" : ""));
return {};
}
void board_park(std::string_view plugin, std::vector<int> bones) override { calls.push_back(std::format("board park {} {}", plugin, bones.size())); }
// The general services a game layer in Lua reads and drives (plugin_api_services.cpp).
std::optional<SkaterTelemetry> telemetry;
@@ -150,8 +160,18 @@ struct FakeGame final : Game {
return {};
}
std::optional<MouseMotion> mouse_motion(std::string_view) override { return MouseMotion{3, -2, 1}; }
std::string skater_pose(std::string_view plugin, const std::vector<JointOffset>& offsets, float weight) override {
static const char* shown_name(Shown shown) { return shown == Shown::others ? "others" : shown == Shown::me ? "me" : "everyone"; }
std::string skater_carry(std::string_view plugin, std::optional<Carry> c) override {
calls.push_back(c ? std::format("carry {} {}{} {:.1f} {:.1f} {:.1f} front {:.2f} grip {} w {:.2f} crouch {:.2f} hunch {:.2f} turn {:.2f} step {:.2f}{}{} {}",
plugin, c->left ? "left" : "right", c->both ? " both" : "", c->front[0], c->front[1], c->front[2],
c->front_from_grip[2], c->worn.has_value(), c->weight, c->crouch, c->hunch, c->turn, c->step,
c->still ? " still" : "", c->push_straightens ? " push" : "", shown_name(c->shown))
: std::format("carry {} none", plugin));
return {};
}
std::string skater_pose(std::string_view plugin, const std::vector<JointOffset>& offsets, float weight, Shown shown) override {
std::string text = std::format("pose {} {:.2f}", plugin, weight);
if (shown != Shown::everyone) text += std::format(" {}", shown_name(shown));
auto sorted = offsets;
std::sort(sorted.begin(), sorted.end(), [](const auto& a, const auto& b) { return a.joint < b.joint; });
for (const auto& o : sorted) text += std::format(" {}:{:.2f},{:.2f},{:.2f},{:.2f}x{:.2f}", o.joint, o.rotation[0], o.rotation[1], o.rotation[2], o.rotation[3], o.scale);
@@ -181,7 +201,8 @@ struct FakeGame final : Game {
}
std::string skater_reach(std::string_view plugin, std::optional<Reach> r) override {
calls.push_back(r ? std::format("reach {} {} {:.1f} {:.1f} {:.1f} {} {:.2f}", plugin, r->left ? "left" : "right", r->at[0], r->at[1], r->at[2],
r->rotation.has_value(), r->weight)
r->rotation.has_value(), r->weight) +
(r->shown != Shown::everyone ? std::format(" {}", shown_name(r->shown)) : std::string{})
: std::format("reach {} none", plugin));
return {};
}
@@ -1357,6 +1378,71 @@ void plugins_reach_cruise_and_read_the_mouse() {
"skater.animation, skater.read, skater.control, input and overlay are needed\n" + environment.all());
}
// What the Filmer's port needs besides: something carried (seen by the others only), a pose only you
// see, a step in the camera height cycle and its event, the nametags held off, the board hidden from
// everyone, and a camcorder in the hand wear slot.
void plugins_carry_and_take_a_step_in_the_camera_cycle() {
TestEnvironment environment;
auto& game = environment.fake;
Host host(environment, Side::client);
const std::string main = R"(
local steps = {}
reskate.on("camera_cycle", function(step) table.insert(steps, step) end)
assert(reskate.skater.carry({at = vector.create(1, 2, 3), rotation = {0, 1, 0, 0}, both = true, front = vector.create(0, -0.143, -0.248),
grip = {rotation = {0.5, -0.5, 0.5, 0.5}, offset = vector.create(0.12, 0.04, -0.03)}, crouch = 0.22, hunch = 1.0, turn = 0.5,
step = 0.5, step_phase = 1.25, still = true, push_straightens = true, weight = 0.75, shown = "others"}))
assert(reskate.skater.carry({hand = "left", at = vector.create(0, 1, 0), rotation = {0, 0, 0, 1}}))
assert(reskate.skater.carry(nil))
assert(not pcall(reskate.skater.carry, {at = vector.create(0, 1, 0)}), "a carry needs a rotation")
assert(not pcall(reskate.skater.carry, {at = vector.create(0, 1, 0), rotation = {0, 0, 0, 1}, crouch = 1}), "a crouch is 0 to 0.6 m")
assert(not pcall(reskate.skater.carry, {at = vector.create(0, 1, 0), rotation = {0, 0, 0, 1}, shown = "them"}), "shown is everyone, others or me")
assert(reskate.skater.pose({[48] = {scale = 0}}, 1, {shown = "me"}))
assert(reskate.skater.reach({at = vector.create(1, 2, 3), shown = "others"}))
assert(reskate.camera.cycle("ready") and reskate.camera.cycle("active") and reskate.camera.cycle(nil))
assert(not pcall(reskate.camera.cycle, "on"), "ready or active")
reskate.session.nametags(false)
reskate.session.nametags(true)
assert(reskate.board.hide(2, {others = true}))
assert(reskate.outfit.set("handwear_l", "Own_HandwearGlove_Gen_GloveFingerless_00001"))
local ok, why = reskate.outfit.set("shoes", "Own_Shoes_00001")
assert(not ok and why == "only tattoo, moles, eyewear and hand wear slots", why)
assert(reskate.input.bind("toggle") and reskate.input.bind("slap", "Pad.LB"), "an action with no key of its own, and one with")
reskate.on("tick", function()
if #steps > 0 then reskate.log("steps " .. table.concat(steps, " ")) steps = {} end
end)
reskate.log("carried")
)";
host.apply({package("filmer", {{manifest_file, manifest(R"("skater.animation", "camera", "session.nametags", "board", "outfit", "input")")},
{"plugin/main.lua", main}})});
ticks(host, environment, 1);
running(host, "filmer", environment);
check(environment.logged("[filmer] carried"), "The calls work\n" + environment.all());
check(game.called("carry filmer right both 1.0 2.0 3.0 front -0.25 grip true w 0.75 crouch 0.22 hunch 1.00 turn 0.50 step 0.50 still push others") &&
game.called("carry filmer left 0.0 1.0 0.0 front 0.00 grip false w 1.00 crouch 0.00 hunch 0.00 turn 0.00 step 0.00 everyone") &&
game.called("carry filmer none"),
"Carried in both hands for the others, in one, and let go\n" + environment.all());
check(game.called("pose filmer 1.00 me 48:0.00,0.00,0.00,1.00x0.00") && game.called("reach filmer right 1.0 2.0 3.0 false 1.00 others"),
"A pose only you see, a reach only the others see\n" + environment.all());
check(game.called("cycle filmer ready") && game.called("cycle filmer active") && game.called("cycle filmer out"), "In the cycle, on, and out");
check(game.called("nametags filmer off") && game.called("nametags filmer on"), "The nametags held off and given back");
check(game.called("board hide filmer 2 everyone"), "The board hidden from everyone");
check(game.called("outfit filmer handwear_l Own_HandwearGlove_Gen_GloveFingerless_00001 0 false"), "A camcorder in the hand wear slot");
check(game.binds.contains("filmer/toggle") && game.binds["filmer/toggle"] == 0 && game.binds["filmer/slap"] == combo_of("Pad.LB"),
"An action the player puts on a key themselves");
// The button's steps reach the plugin in the cycle, and nobody else.
game.cycle_news = {{"filmer", true}, {"someone", false}, {"filmer", false}};
ticks(host, environment, 2);
check(environment.logged("[filmer] steps enter leave"), "The camera cycle's steps as events\n" + environment.all());
// Each needs its permission.
host.apply({package("sneaky", {{manifest_file, manifest()}, {"plugin/main.lua", R"(
reskate.log(tostring(pcall(reskate.skater.carry, {at = vector.create(0, 0, 0), rotation = {0, 0, 0, 1}})) .. " " ..
tostring(pcall(reskate.camera.cycle, "ready")) .. " " .. tostring(pcall(reskate.session.nametags, false)) .. " " ..
tostring(pcall(reskate.on, "camera_cycle", function() end)))
)"}})});
ticks(host, environment, 1);
check(environment.logged("[sneaky] false false false false"), "skater.animation, camera and session.nametags are needed\n" + environment.all());
}
// Reading a skater's joints, and the physics tuning read and set.
void plugins_read_joints_and_tune_physics() {
TestEnvironment environment;
@@ -3227,6 +3313,77 @@ void the_throwdowns_page_lists_the_stock_cards_and_plugin_modes() {
check(again.revision() > before && again.definitions().size() == 3 && again.definitions()[0].id == "native.skate", "S.K.A.T.E. is back when it goes");
}
// The Filmer (contrib/plugins/filmer): an AI filmer follows a skater riding a carving line, then you film
// someone, with your skater carrying the camcorder for the others; all within the 2 ms a tick a plugin has.
void filmer_follows_and_films() {
TestEnvironment environment;
auto& game = environment.fake;
const std::string plugin = "filmer";
Host host(environment, Side::client);
host.apply({contributed(plugin)});
running(host, plugin, environment);
SkaterTelemetry t;
t.skater = true;
t.physics_state = 100;
t.speed = 6;
game.telemetry = t;
environment.local_skater = SkaterState{{0, 0.9f, 0}, 0, 6, 0, false, 0};
host.set_level("sanvan");
const auto ride = [&](int count) {
for (int i = 0; i < count; ++i) {
auto& skater = *environment.local_skater;
static int step = 0;
skater.heading = 0.4f * std::sin(static_cast<float>(++step) * 0.012f);
skater.position[0] += std::sin(skater.heading) * 6.0f * 0.0167f;
skater.position[2] += std::cos(skater.heading) * 6.0f * 0.0167f;
game.telemetry->position = skater.position;
game.telemetry->heading = skater.heading * 57.29578f;
ticks(host, environment, 1);
}
};
check(host.run_console("filmer mode follow"), "filmer mode follow");
ride(900);
running(host, plugin, environment);
check(!environment.logged(".lua:"), "The Filmer follows without an error\n" + environment.all());
check(game.called("camera filmer"), "It shows its camera\n" + environment.all());
check(game.called("look filmer 1.00 100"), "with the VX look over the fisheye\n" + environment.all());
check(game.called("cycle filmer active"), "in the camera height cycle, on");
{
// Where the AI filmer's lens is: behind the skater (never in front), a filmer's distance off, low.
float x{}, y{}, z{};
bool found = false;
for (auto it = game.calls.rbegin(); it != game.calls.rend() && !found; ++it)
if (it->starts_with("camera filmer ")) found = static_cast<bool>(std::istringstream(it->substr(14)) >> x >> y >> z);
const auto& at = environment.local_skater->position;
const float heading = environment.local_skater->heading;
const float dx = x - at[0], dz = z - at[2];
const float away = std::sqrt(dx * dx + dz * dz), along = dx * std::sin(heading) + dz * std::cos(heading);
std::cout << "Filmer follow: the lens " << away << " m from the skater, " << along << " m along, " << y << " m up\n";
check(found && away > 0.8f && away < 6.0f && along < 0.0f && y > 0.0f && y < 1.5f,
"The AI filmer rides behind the skater, a filmer's distance off, low\n" + environment.all());
}
const auto follow_ms = status_of(host, plugin).tick_ms;
std::cout << "Filmer follow: " << follow_ms << " ms a tick (its budget is 2 ms)\n";
check(follow_ms < 2.0, "The Filmer follows within its 2 ms a tick");
// You film the skater ahead of you, holding the camcorder out for the others to see.
environment.lines.clear();
check(host.run_console("filmer mode film"), "filmer mode film");
ride(600);
running(host, plugin, environment);
check(!environment.logged(".lua:"), "You film without an error\n" + environment.all());
check(game.called("carry filmer right both") && game.called(" push others") && game.called("hide skater filmer on") &&
game.called("board hide filmer 2"),
"Your skater carries the camcorder for the others, and you, looking through it, do not see your skater or board\n" + environment.all());
check(game.called("hide filmer false false false stick true false true"), "The right stick and its click are the camera's");
const auto film_ms = status_of(host, plugin).tick_ms;
std::cout << "Filmer film: " << film_ms << " ms a tick\n";
check(film_ms < 2.0, "You film within the 2 ms a tick");
check(host.run_console("filmer slap") && environment.printed("Clip 1 marked"), "A slap marks a clip\n" + printed_lines(environment));
check(host.run_console("filmer mode off"), "filmer mode off");
ticks(host, environment, 30);
check(game.called("carry filmer none") && game.called("camera release filmer"), "Off: the camcorder put down and the camera given back\n" + environment.all());
}
void smokey_throwdowns_register_and_play_one_up() {
namespace kit = dingosdk::throwdowns::kit;
TestEnvironment environment;
@@ -3665,6 +3822,7 @@ int main() {
run(plugins_place_world_entities);
run(plugins_have_what_a_prop_hunt_needs);
run(plugins_reach_cruise_and_read_the_mouse);
run(plugins_carry_and_take_a_step_in_the_camera_cycle);
run(plugins_read_joints_and_tune_physics);
run(plugins_type_and_use_the_room);
run(plugins_touch_hide_and_ray_at_players);
@@ -3697,6 +3855,7 @@ int main() {
run(hall_of_meat_scores_a_bail);
run(grind_exits_pick_the_side);
run(smokey_throwdowns_register_and_play_one_up);
run(filmer_follows_and_films);
run(plugins_drive_the_throwdown_kit);
run(fit_check_turns_the_board_and_saves_it);
run(item_tabs_keep_tabs_and_wear_on_top);
+2 -2
View File
@@ -17,7 +17,7 @@ namespace {
struct Event {
std::string_view name, permission;
};
constexpr std::array<Event, 28> events{{
constexpr std::array<Event, 29> events{{
{"load", {}}, {"unload", {}}, {"tick", {}}, {"level_loaded", {}}, {"level_unloading", {}},
{"trick_started", "events.tricks"}, {"trick_landed", "events.tricks"}, {"line_broken", "events.tricks"},
{"draw", "overlay"}, {"player_joined", "session.read"}, {"player_left", "session.read"}, {"message", "net.session"},
@@ -25,7 +25,7 @@ constexpr std::array<Event, 28> events{{
{"throwdown", "throwdowns"}, {"action", "input"}, {"screen_closed", "ui.screen"},
{"board_landed", "events.skater"}, {"body_hit", "events.skater"}, {"bail_end", "events.skater"},
{"physics_step", "events.physics"}, {"launch", "events.skater"}, {"trick_notes", "events.tricks"},
{"throwdown_ui", "throwdowns"}, {"touch", "session.skaters"}, {"touch_end", "session.skaters"},
{"throwdown_ui", "throwdowns"}, {"touch", "session.skaters"}, {"touch_end", "session.skaters"}, {"camera_cycle", "camera"},
}};
constexpr std::size_t maximum_key = 128;
constexpr std::size_t maximum_command = 48;
+146 -14
View File
@@ -225,6 +225,20 @@ struct WorldApi {
need(L, plugin, "camera", "reskate.camera.held");
return result(L, game(plugin).camera_status(plugin.id()));
}
// camera.cycle(state): the plugin's camera as a step of the camera height button's cycle: nil (out
// of it), "ready" (in it, off) or "active" (in it, on). For 300 ms, so every tick.
static int camera_cycle(lua_State* L) {
auto& plugin = plugin_of(L);
need(L, plugin, "camera", "reskate.camera.cycle");
auto state = Game::CycleCamera::out;
if (!lua_isnoneornil(L, 1)) {
const std::string_view s = luaL_checkstring(L, 1);
if (s == "ready") state = Game::CycleCamera::ready;
else if (s == "active") state = Game::CycleCamera::active;
else luaL_argerror(L, 1, "a camera's place in the cycle is nil, \"ready\" or \"active\"");
}
return result(L, game(plugin).camera_cycle(plugin.id(), state));
}
static int camera_get(lua_State* L) {
auto& plugin = plugin_of(L);
need(L, plugin, "camera", "reskate.camera.get");
@@ -727,6 +741,15 @@ struct WorldApi {
game(plugin).set_nametag(plugin.id(), player, std::move(text), colour_at(L, 3, 0xffffffff));
return 0;
}
// session.nametags(shown): false holds the names over the other players off (until true, or the
// plugin stops); chat bubbles still show.
static int nametags(lua_State* L) {
auto& plugin = plugin_of(L);
need(L, plugin, "session.nametags", "reskate.session.nametags");
luaL_checktype(L, 1, LUA_TBOOLEAN);
game(plugin).hide_nametags(plugin.id(), !lua_toboolean(L, 1));
return 0;
}
// 0xRRGGBBAA from Lua, as the overlay draws it (IM_COL32: 0xAABBGGRR).
static std::uint32_t colour_at(lua_State* L, int index, std::uint32_t fallback) {
if (lua_isnoneornil(L, index)) return fallback;
@@ -1223,9 +1246,100 @@ struct WorldApi {
}
return out;
}
// skater.reach({hand = "right"|"left", at = vector, rotation = {x, y, z, w}?, weight = 0..1}): the
// hand joint taken to `at` in the world (turned to `rotation`), in the pose drawn and sent; for
// 0.3 s, so every tick. nil lets the arm go.
// A `shown` field: who sees a pose, a carry or a reach ("everyone", "others" or "me").
static Game::Shown shown_field(lua_State* L, int table, const char* what) {
lua_getfield(L, table, "shown");
Game::Shown shown = Game::Shown::everyone;
if (!lua_isnil(L, -1)) {
const std::string_view s = luaL_checkstring(L, -1);
if (s == "others") shown = Game::Shown::others;
else if (s == "me") shown = Game::Shown::me;
else if (s != "everyone") luaL_error(L, "%s's shown is \"everyone\", \"others\" or \"me\"", what);
}
lua_pop(L, 1);
return shown;
}
// A number field from 0 or `low` to `high`, `fallback` when not given.
static float number_field(lua_State* L, int table, const char* key, float fallback, double low, double high, const char* message) {
lua_getfield(L, table, key);
float value = fallback;
if (!lua_isnil(L, -1)) {
const double v = luaL_checknumber(L, -1);
if (!(v >= low && v <= high)) luaL_error(L, "%s", message);
value = static_cast<float>(v);
}
lua_pop(L, 1);
return value;
}
// skater.carry({at = vector, rotation = {x, y, z, w}, hand, both, front, grip, weight, crouch, hunch,
// still, turn, step, step_phase, push_straightens, shown}): something held out in the hands and
// aimed, its front at `at`; for 0.3 s, so every tick. nil lets it go.
static int carry(lua_State* L) {
auto& plugin = plugin_of(L);
need(L, plugin, "skater.animation", "reskate.skater.carry");
if (lua_isnoneornil(L, 1)) return result(L, game(plugin).skater_carry(plugin.id(), std::nullopt));
luaL_checktype(L, 1, LUA_TTABLE);
Game::Carry goal;
lua_getfield(L, 1, "hand");
if (!lua_isnil(L, -1)) {
const std::string hand = luaL_checkstring(L, -1);
if (hand != "right" && hand != "left") luaL_error(L, "a carry's hand is \"right\" or \"left\"");
goal.left = hand == "left";
}
lua_pop(L, 1);
lua_getfield(L, 1, "both");
goal.both = lua_toboolean(L, -1);
lua_pop(L, 1);
lua_getfield(L, 1, "at");
goal.front = position_of(L, lua_gettop(L), "the carry's point");
lua_pop(L, 1);
lua_getfield(L, 1, "rotation");
if (lua_isnil(L, -1)) luaL_error(L, "a carry needs a rotation {x, y, z, w}: the way the thing held points");
goal.aim = quaternion_at(L, lua_gettop(L));
lua_pop(L, 1);
lua_getfield(L, 1, "front");
if (!lua_isnil(L, -1)) {
goal.front_from_grip = position_of(L, lua_gettop(L), "a carry's front");
for (const auto v : goal.front_from_grip)
if (std::abs(v) > 1) luaL_error(L, "a carry's front is at most 1 m from its grip on each axis");
}
lua_pop(L, 1);
lua_getfield(L, 1, "grip");
if (!lua_isnil(L, -1)) {
luaL_checktype(L, -1, LUA_TTABLE);
const int grip = lua_gettop(L);
std::pair<std::array<float, 4>, Vec3> worn{{0, 0, 0, 1}, {}};
lua_getfield(L, grip, "rotation");
if (!lua_isnil(L, -1)) worn.first = quaternion_at(L, lua_gettop(L));
lua_pop(L, 1);
lua_getfield(L, grip, "offset");
if (!lua_isnil(L, -1)) {
worn.second = position_of(L, lua_gettop(L), "a grip's offset");
for (const auto v : worn.second)
if (std::abs(v) > 0.5f) luaL_error(L, "a grip's offset is at most 0.5 m from the hand on each axis");
}
lua_pop(L, 1);
goal.worn = worn;
}
lua_pop(L, 1);
goal.weight = number_field(L, 1, "weight", 1, 0, 1, "a carry's weight is 0 to 1");
goal.crouch = number_field(L, 1, "crouch", 0, 0, 0.6, "a carry's crouch is 0 to 0.6 m");
goal.hunch = number_field(L, 1, "hunch", 0, 0, 1.2, "a carry's hunch is 0 to 1.2 radians");
goal.turn = number_field(L, 1, "turn", 0, -3.2, 3.2, "a carry's turn is -pi to pi radians");
goal.step = number_field(L, 1, "step", 0, 0, 1, "a carry's step is 0 to 1");
goal.step_phase = number_field(L, 1, "step_phase", 0, -1e6, 1e6, "a carry's step_phase is a finite number");
lua_getfield(L, 1, "still");
goal.still = lua_toboolean(L, -1);
lua_pop(L, 1);
lua_getfield(L, 1, "push_straightens");
goal.push_straightens = lua_toboolean(L, -1);
lua_pop(L, 1);
goal.shown = shown_field(L, 1, "a carry");
return result(L, game(plugin).skater_carry(plugin.id(), goal));
}
// skater.reach({hand = "right"|"left", at = vector, rotation = {x, y, z, w}?, weight = 0..1, shown}):
// the hand joint taken to `at` in the world (turned to `rotation`), in the pose drawn and sent (or
// one of them); for 0.3 s, so every tick. nil lets the arm go.
static int reach(lua_State* L) {
auto& plugin = plugin_of(L);
need(L, plugin, "skater.animation", "reskate.skater.reach");
@@ -1252,6 +1366,7 @@ struct WorldApi {
goal.weight = static_cast<float>(w);
}
lua_pop(L, 1);
goal.shown = shown_field(L, 1, "a reach");
return result(L, game(plugin).skater_reach(plugin.id(), goal));
}
// A skater's joint: a number 0..394 of the animation skeleton, or one of a few names.
@@ -1334,7 +1449,13 @@ struct WorldApi {
}
const double weight = luaL_optnumber(L, 2, 1);
if (!(weight >= 0 && weight <= 1)) luaL_argerror(L, 2, "a weight is 0 to 1");
return result(L, game(plugin).skater_pose(plugin.id(), offsets, static_cast<float>(weight)));
// options = {shown = "everyone" | "others" | "me"}
auto shown = Game::Shown::everyone;
if (!lua_isnoneornil(L, 3)) {
luaL_checktype(L, 3, LUA_TTABLE);
shown = shown_field(L, 3, "a pose");
}
return result(L, game(plugin).skater_pose(plugin.id(), offsets, static_cast<float>(weight), shown));
}
// skater.joint(joint): {position, rotation, scale} of one of the local skater's joints, or nil.
static int skater_joint(lua_State* L) {
@@ -1540,7 +1661,15 @@ struct WorldApi {
static int board_hide(lua_State* L) {
auto& plugin = plugin_of(L);
need(L, plugin, "board", "reskate.board.hide");
return result(L, game(plugin).board_hide(plugin.id(), bone_number(L, 1)));
// options = {others = true}: hidden from the other players too
bool everyone = false;
if (!lua_isnoneornil(L, 2)) {
luaL_checktype(L, 2, LUA_TTABLE);
lua_getfield(L, 2, "others");
everyone = lua_toboolean(L, -1);
lua_pop(L, 1);
}
return result(L, game(plugin).board_hide(plugin.id(), bone_number(L, 1), everyone));
}
static int board_clear(lua_State* L) {
auto& plugin = plugin_of(L);
@@ -1596,11 +1725,13 @@ struct WorldApi {
need(L, plugin, "outfit", "reskate.outfit.set");
const auto slot = checked_text(L, 1, 48, "a slot's name");
const auto item = checked_text(L, 2, 200, "an item's name");
// Only the face and skin layers, and eyewear (Extension/Skater/outfit_overlay.h).
// Only the face and skin layers, eyewear and hand wear (Extension/Skater/outfit_overlay.h): the
// game has no menu for hand wear, so a camera or a glove a plugin puts in the hand goes there.
std::string lowered = slot;
for (auto& c : lowered) c = static_cast<char>(c >= 'A' && c <= 'Z' ? c + 32 : c);
if (lowered.find("tattoo") == std::string::npos && lowered.find("moles") == std::string::npos && lowered.find("eyewear") == std::string::npos)
return result(L, "only tattoo, moles and eyewear slots");
if (lowered.find("tattoo") == std::string::npos && lowered.find("moles") == std::string::npos && lowered.find("eyewear") == std::string::npos &&
lowered.find("hand") == std::string::npos)
return result(L, "only tattoo, moles, eyewear and hand wear slots");
std::vector<float> placement;
bool covers{};
if (!lua_isnoneornil(L, 3)) {
@@ -2179,10 +2310,11 @@ struct WorldApi {
auto& plugin = plugin_of(L);
need(L, plugin, "input", "reskate.input.bind");
const auto action = checked_text(L, 1, 48, "an action's name");
const auto key = checked_text(L, 2, 60, "a key");
if (action.empty()) luaL_argerror(L, 1, "an action needs a name");
const auto combo = combo_of(key);
if (!combo) luaL_error(L, "\"%s\" is not a key: 0-9, A-Z, Space, F1-F12 with Ctrl, Shift or Alt; or Pad.A, Pad.LB+Pad.RB...", key.c_str());
// nil: no key of its own; the player can put it on one in the Binds page.
const auto key = lua_isnoneornil(L, 2) ? std::string{} : checked_text(L, 2, 60, "a key");
const auto combo = key.empty() ? 0u : combo_of(key);
if (!key.empty() && !combo) luaL_error(L, "\"%s\" is not a key: 0-9, A-Z, Space, F1-F12 with Ctrl, Shift or Alt; or Pad.A, Pad.LB+Pad.RB...", key.c_str());
if (!plugin.binds_.contains(action) && plugin.binds_.size() >= 16) luaL_error(L, "at most 16 actions");
if (const auto why = game(plugin).bind(plugin.id(), action, combo); !why.empty()) return result(L, why);
plugin.binds_.insert(action);
@@ -2500,10 +2632,10 @@ void WorldApi::install(Plugin& plugin, lua_State* L) {
lua_setfield(L, -2, "__metatable");
lua_setfield(L, LUA_REGISTRYINDEX, "reskate.permissions");
add_functions(L, "skater", {{"state", state}, {"noclip", noclip}, {"boost", boost}, {"freeze", freeze}, {"wipeout", wipeout}, {"xray", xray},
{"shape_launch", shape_launch}, {"hide", hide_skater}, {"reach", reach}, {"hand", hand}, {"joint", skater_joint}, {"pose", skater_pose}});
{"shape_launch", shape_launch}, {"hide", hide_skater}, {"reach", reach}, {"carry", carry}, {"hand", hand}, {"joint", skater_joint}, {"pose", skater_pose}});
add_functions(L, "board", {{"motion", board_motion}, {"bones", board_bones}, {"set", board_set}, {"hide", board_hide}, {"clear", board_clear},
{"park", board_park}, {"fit", board_fit}, {"toss", board_toss}});
add_functions(L, "camera", {{"look", camera_look}, {"set", camera_set}, {"follow", camera_follow}, {"release", camera_release}, {"held", camera_held}, {"get", camera_get}});
add_functions(L, "camera", {{"look", camera_look}, {"set", camera_set}, {"follow", camera_follow}, {"release", camera_release}, {"held", camera_held}, {"get", camera_get}, {"cycle", camera_cycle}});
add_functions(L, "trainer", {{"set_point", set_point}, {"back", back}});
add_functions(L, "hud", {{"hide", hide_hud}, {"corner", hud_corner}});
add_functions(L, "time", {{"slow", slow}, {"speed", speed}});
@@ -2514,7 +2646,7 @@ void WorldApi::install(Plugin& plugin, lua_State* L) {
add_functions(L, "world", {{"set_time", set_time}, {"set_control", set_control}, {"set_park", set_park}, {"pick", world_pick}});
add_functions(L, "travel", {{"locations", locations}, {"levels", levels}, {"go", go}, {"load", load}});
add_functions(L, "ai", {{"spawn", ai_spawn}, {"clear", ai_clear}, {"count", ai_count}});
add_functions(L, "session", {{"skaters", skaters}, {"tag", tag}, {"joint", session_joint}, {"touch", session_touch},
add_functions(L, "session", {{"skaters", skaters}, {"tag", tag}, {"nametags", nametags}, {"joint", session_joint}, {"touch", session_touch},
{"touching", session_touching}, {"hide", session_hide}, {"hidden", session_hidden},
{"raycast", session_raycast}});
add_functions(L, "voice", {{"set_volume", voice_volume}});
+39 -4
View File
@@ -333,6 +333,8 @@ public:
virtual std::vector<std::uint64_t> hidden_players(std::string_view /*plugin*/) { return {}; }
// A short tag beside a player's nametag, the plugin's own (empty text takes it away).
virtual void set_nametag(std::string_view /*plugin*/, std::uint64_t, std::string, std::uint32_t) {}
// The names over the other players held off while any plugin asks (chat bubbles still show).
virtual void hide_nametags(std::string_view /*plugin*/, bool /*hidden*/) {}
// 0 mutes, 1 is as heard, up to 10. The local player's ears only.
virtual std::string voice_volume(std::uint64_t, float) { return unavailable; }
// Chat lines after `sequence`, as this player sees them (filtered when they filter).
@@ -564,6 +566,17 @@ public:
virtual void release_camera(std::string_view /*plugin*/) {}
// "" while the plugin's view is the one shown, otherwise why not.
virtual std::string camera_status(std::string_view /*plugin*/) { return unavailable; }
// The plugin's camera as a step of the game's camera height button cycle (Engine/Game/Skater/
// first_person_cycle.h): out of it, in it and off (ready to start), or in it and on. Held 300 ms,
// so said every tick; one plugin at a time. The steps the button asks for come back from
// take_camera_cycle, for the plugin in the cycle.
enum class CycleCamera : std::uint8_t { out, ready, active };
virtual std::string camera_cycle(std::string_view /*plugin*/, CycleCamera) { return unavailable; }
struct CycleNews {
std::string plugin;
bool enter{};
};
virtual std::vector<CycleNews> take_camera_cycle() { return {}; }
// Holds the skater where it is (noclip, with no input), while any plugin asks.
virtual std::string freeze(std::string_view /*plugin*/, bool) { return unavailable; }
// ---- the session's authority (plugins' server copies) --------------------------------------------
@@ -628,6 +641,9 @@ public:
virtual void pause_clip(std::string_view /*plugin*/, bool /*paused*/) {}
virtual std::optional<float> clip_time(std::string_view /*plugin*/) { return std::nullopt; }
virtual bool clip_playing(std::string_view /*plugin*/) { return false; }
// Who sees a pose, a carry or a reach of the local skater (Extension/Skater/skater_animation.h
// Shown): everyone, only the other players (sent, not drawn), or only this player (drawn, not sent).
enum class Shown : std::uint8_t { everyone, others, me };
// An arm of the local skater reaching (Extension/Skater/arm_reach.h): its hand joint to `at` in the
// world, turned to `rotation` when given, `weight` of the way; held 0.3 s, set every tick. One
// plugin at a time; none ends that plugin's. Empty when done, else why not.
@@ -636,18 +652,36 @@ public:
Vec3 at{};
std::optional<std::array<float, 4>> rotation;
float weight{1};
Shown shown{};
};
virtual std::string skater_reach(std::string_view /*plugin*/, std::optional<Reach>) { return unavailable; }
// Something held out in the local skater's hands and aimed (Extension/Skater/carry.h): its front
// to `front` in the world, pointing as `aim` says (its -Z the way it points); held 0.3 s, set every
// tick. One plugin at a time; none ends that plugin's. Empty when done, else why not.
struct Carry {
bool left{}, both{};
Vec3 front{};
std::array<float, 4> aim{0, 0, 0, 1};
Vec3 front_from_grip{};
// Worn on the hand: the item's rotation in the hand joint's frame, and its grip from the hand joint.
std::optional<std::pair<std::array<float, 4>, Vec3>> worn;
float weight{1}, crouch{}, hunch{}, turn{}, step{}, step_phase{};
bool still{}, push_straightens{};
Shown shown{};
};
virtual std::string skater_carry(std::string_view /*plugin*/, std::optional<Carry>) { return unavailable; }
// Joints of the local skater turned (in their own frame) and scaled on top of the animation, in
// the pose drawn and sent (Extension/Skater/skater_animation.h pose); held 0.3 s, so set every
// tick; empty ends it. One plugin at a time.
// the pose drawn and sent (Extension/Skater/skater_animation.h pose) or one of them (`shown`); held
// 0.3 s, so set every tick; empty ends it. One plugin at a time.
struct JointOffset {
std::uint16_t joint{};
std::array<float, 4> rotation{0, 0, 0, 1};
float scale{1};
Vec3 offset{}; // added to its position, in its parent's frame
};
virtual std::string skater_pose(std::string_view /*plugin*/, const std::vector<JointOffset>&, float /*weight*/) { return unavailable; }
virtual std::string skater_pose(std::string_view /*plugin*/, const std::vector<JointOffset>&, float /*weight*/, Shown /*shown*/) {
return unavailable;
}
// Where a hand joint of the local skater is in the world, as last evaluated (after any reach).
struct HandPlace {
Vec3 position{};
@@ -723,7 +757,8 @@ public:
};
virtual std::optional<std::array<BoardBone, 16>> board_bones() { return std::nullopt; }
virtual std::string board_set(std::string_view /*plugin*/, int, const BoardBone&, bool /*world*/) { return unavailable; }
virtual std::string board_hide(std::string_view /*plugin*/, int) { return unavailable; }
// `everyone`: hidden from the other players too, not only on this screen.
virtual std::string board_hide(std::string_view /*plugin*/, int, bool /*everyone*/) { return unavailable; }
virtual void board_clear(std::string_view /*plugin*/, int /*bone, -1: all*/) {}
virtual void board_park(std::string_view /*plugin*/, std::vector<int>) {}
virtual std::string board_toss(std::string_view /*plugin*/, std::vector<int>, const Vec3&, const Vec3&, float) { return unavailable; }
+87 -5
View File
@@ -25,6 +25,8 @@
#include "Extension/Skater/game_speed.h"
#include "Extension/Skater/launches.h"
#include "Extension/Skater/pad_hide.h"
#include "Engine/Game/Skater/first_person_cycle.h"
#include "Extension/Multiplayer/Hud/custom_nametags.h"
#include "Extension/Skater/xray.h"
#include "Extension/UI/hud_corner.h"
#include "Extension/Throwdowns/custom_modes.h"
@@ -376,6 +378,11 @@ public:
void set_nametag(std::string_view plugin, std::uint64_t player, std::string text, std::uint32_t colour) override {
plugin_feed::set_tag(std::string(plugin), player, std::move(text), colour);
}
void hide_nametags(std::string_view plugin, bool hidden) override {
if (hidden) nametag_hiders_.emplace(plugin);
else if (const auto at = nametag_hiders_.find(plugin); at != nametag_hiders_.end()) nametag_hiders_.erase(at);
multiplayer::nametags_held_off.store(!nametag_hiders_.empty(), std::memory_order_relaxed);
}
std::string voice_volume(std::uint64_t player, float volume) override {
const auto id = std::to_string(player);
const auto mute = multiplayer::command("voice-mute", id + (volume <= 0 ? " on" : " off"));
@@ -456,7 +463,7 @@ public:
// ---- input -------------------------------------------------------------------------------------------
std::string bind(std::string_view plugin, std::string_view action, std::uint32_t combo) override {
if (!valid_action_binding(combo)) return "that is not a key or pad combo";
if (combo && !valid_action_binding(combo)) return "that is not a key or pad combo"; // (0: none of its own)
binds_[{std::string(plugin), std::string(action)}].own = combo;
publish_binds();
return {};
@@ -501,7 +508,7 @@ public:
std::string board_set(std::string_view plugin, int bone, const BoardBone& value, bool world) override {
return board_pose::set(plugin, bone, {value.position, value.rotation, value.scale}, world ? board_pose::Space::world : board_pose::Space::local);
}
std::string board_hide(std::string_view plugin, int bone) override { return board_pose::hide(plugin, bone); }
std::string board_hide(std::string_view plugin, int bone, bool everyone) override { return board_pose::hide(plugin, bone, everyone); }
void board_clear(std::string_view plugin, int bone) override { board_pose::clear(plugin, bone); }
void board_park(std::string_view plugin, std::vector<int> bones) override { board_pose::park(plugin, std::move(bones)); }
std::string board_toss(std::string_view plugin, std::vector<int> bones, const Vec3& velocity, const Vec3& spin, float ground) override {
@@ -978,7 +985,10 @@ public:
screen_look::slap();
return {};
}
std::string skater_pose(std::string_view plugin, const std::vector<JointOffset>& offsets, float weight) override {
static skater_animation::Shown shown_of(Shown shown) {
return shown == Shown::others ? skater_animation::Shown::others : shown == Shown::me ? skater_animation::Shown::me : skater_animation::Shown::everyone;
}
std::string skater_pose(std::string_view plugin, const std::vector<JointOffset>& offsets, float weight, Shown shown) override {
const auto now = GetTickCount64();
if (!poser_.empty() && poser_ != plugin && now < pose_at_ + 300) return offsets.empty() ? std::string{} : poser_ + " poses the skater";
if (offsets.empty()) {
@@ -992,7 +1002,65 @@ public:
pose_at_ = now;
std::vector<skater_animation::PoseOffset> out;
for (const auto& o : offsets) out.push_back({o.joint, o.rotation, o.scale, o.offset});
skater_animation::pose(std::move(out), weight);
skater_animation::pose(std::move(out), weight, shown_of(shown));
return {};
}
std::string camera_cycle(std::string_view plugin, CycleCamera state) override {
const auto now = GetTickCount64();
auto& link = first_person::plugin_link;
if (!cycler_.empty() && cycler_ != plugin && now < cycle_at_ + 300)
return state == CycleCamera::out ? std::string{} : cycler_ + " is in the camera cycle";
if (state == CycleCamera::out) {
if (cycler_ == plugin) {
link.flags.store(0, std::memory_order_release);
cycler_.clear();
}
return {};
}
if (cycler_ != plugin) link.request.store(0, std::memory_order_release); // (a step asked of another plugin)
cycler_ = plugin;
cycle_at_ = now;
link.flags.store(static_cast<std::uint8_t>(first_person::plugin_flag_enabled |
(state == CycleCamera::active ? first_person::plugin_flag_on : first_person::plugin_flag_can_enter)),
std::memory_order_release);
link.published.store(now, std::memory_order_release);
return {};
}
std::vector<CycleNews> take_camera_cycle() override {
const auto step = static_cast<first_person::CycleStep>(first_person::plugin_link.request.exchange(0, std::memory_order_acq_rel));
if (step == first_person::CycleStep::none || cycler_.empty() || GetTickCount64() >= cycle_at_ + 300) return {};
return {{cycler_, step == first_person::CycleStep::enter}};
}
std::string skater_carry(std::string_view plugin, std::optional<Carry> goal) override {
const auto now = GetTickCount64();
if (!carrier_.empty() && carrier_ != plugin && now < carry_at_ + 300) {
if (!goal) return {};
return carrier_ + " has the skater carrying";
}
if (!goal) {
if (carrier_ == plugin) {
skater_animation::carry(std::nullopt);
carrier_.clear();
}
return {};
}
carrier_ = plugin;
carry_at_ = now;
carry::Goal g;
g.hand = goal->left ? arm_reach::Hand::left : arm_reach::Hand::right;
g.both = goal->both;
g.front = goal->front;
g.aim = goal->aim;
g.front_from_grip = goal->front_from_grip;
if (goal->worn) g.worn = carry::Grip{goal->worn->first, goal->worn->second};
g.weight = goal->weight;
g.crouch = goal->crouch;
g.hunch = goal->hunch;
g.still = goal->still;
g.turn = goal->turn;
g.step = goal->step;
g.step_phase = goal->step_phase;
skater_animation::carry(g, goal->push_straightens, shown_of(goal->shown));
return {};
}
std::string skater_reach(std::string_view plugin, std::optional<Reach> goal) override {
@@ -1015,7 +1083,7 @@ public:
g.at = goal->at;
if (goal->rotation) g.rotation = *goal->rotation;
g.weight = goal->weight;
skater_animation::reach(g);
skater_animation::reach(g, shown_of(goal->shown));
return {};
}
static Tuning tuning_of(const trainer::TuningValue& v) {
@@ -1611,6 +1679,15 @@ public:
skater_animation::pose({}, 1);
poser_.clear();
}
if (carrier_ == plugin) {
skater_animation::carry(std::nullopt);
carrier_.clear();
}
if (cycler_ == plugin) {
first_person::plugin_link.flags.store(0, std::memory_order_release);
cycler_.clear();
}
hide_nametags(plugin, false);
if (room_owner_ == plugin) room_leave(plugin);
if (const auto seen = telemetry_seen_.find(plugin); seen != telemetry_seen_.end()) telemetry_seen_.erase(seen);
plugin_feed::release_tags(std::string(plugin));
@@ -1645,6 +1722,11 @@ private:
std::vector<EnabledMod> enabled_mods_;
std::string reacher_; // the plugin holding the skater's arm (skater_reach)
std::string poser_; // the plugin turning the skater's joints (skater_pose)
std::string carrier_; // the plugin having the skater carry something (skater_carry)
std::uint64_t carry_at_{};
std::set<std::string, std::less<>> nametag_hiders_; // the plugins holding the nametags off (hide_nametags)
std::string cycler_; // the plugin whose camera is in the camera height cycle (camera_cycle)
std::uint64_t cycle_at_{};
std::string room_owner_; // the plugin in the character room (room_open)
std::uint64_t pose_at_{};
std::string looker_; // the plugin whose look is on the screen (screen_look)
+5
View File
@@ -316,6 +316,11 @@ void Host::follow_game() {
}
if (wants("events.skater"))
for (const auto& launch : game.take_launches()) each([&](Plugin& plugin, const std::string&) { plugin.launched(launch); });
// The camera height button asking the plugin in its cycle to start or stop its camera.
for (const auto& news : game.take_camera_cycle())
each([&](Plugin& plugin, const std::string&) {
if (plugin.id() == news.plugin) plugin.game_event("camera_cycle", "camera", Json(news.enter ? "enter" : "leave"));
});
// Touching (reskate.session.touch): the bodies read once for every plugin that has it on.
{
std::optional<std::vector<Body>> list;
+178
View File
@@ -0,0 +1,178 @@
// Something carried apart from the game: held out in front of the chest when it points level, higher
// when it points up, turned the way it is aimed when worn on the hand, the other hand under it, the
// hips lowered with the feet kept where they were, the body turned, and a broken pose left alone.
#include "Extension/Skater/carry.h"
#include <algorithm>
#include <cmath>
#include <iostream>
#include <numbers>
#include <stdexcept>
#include <vector>
using namespace dingosdk;
using namespace dingosdk::carry;
namespace {
void check(bool value, const char* message) { if (!value) throw std::runtime_error(message); }
float distance(const Vec3& a, const Vec3& b) {
return std::sqrt((a[0] - b[0]) * (a[0] - b[0]) + (a[1] - b[1]) * (a[1] - b[1]) + (a[2] - b[2]) * (a[2] - b[2]));
}
bool same_turn(const Quat& a, const Quat& b) { return std::abs(a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]) > 0.999f; }
// A skater standing, facing +Z (its right at -X), arms hanging out to the sides: upper arms 0.3 m,
// forearms 0.28 m, thighs and shins 0.45 m, the knees a little forward.
constexpr float upper_length = 0.3f, fore_length = 0.28f;
std::vector<Joint> standing() {
std::vector<Joint> pose(395);
pose[0].position = {4, 0, -2};
pose[1].position = {0, 0.95f, 0};
for (const std::size_t j : {42u, 43u, 44u, 45u}) pose[j].position = {0, 0.1f, 0};
pose[101].position = {0, 0.1f, 0};
pose[102].position = {0, 0.05f, 0};
pose[103].position = {0, 0.1f, 0};
for (const auto hand : {Hand::right, Hand::left}) {
const auto joints = arm_reach::chain(hand);
const float x = hand == Hand::right ? -1.0f : 1.0f;
pose[joints[7]].position = {0.15f * x, 0, 0};
pose[joints[8]].position = {0.05f * x, 0, 0};
pose[joints[9]].position = {0, -upper_length, 0};
pose[joints[10]].position = {0, -fore_length, 0};
}
for (const auto& leg : {right_leg, left_leg}) {
const float x = leg[3] == 8 ? -1.0f : 1.0f;
pose[leg[3]].position = {0.1f * x, 0, 0};
pose[leg[4]].position = {0, -0.45f, 0.03f};
pose[leg[5]].position = {0, -0.45f, -0.03f};
}
return pose;
}
std::array<Placed, 11> arm(const std::vector<Joint>& pose, Hand hand) {
std::array<Placed, 11> w{};
check(arm_reach::compose(pose, arm_reach::chain(hand), w), "The arm composes");
return w;
}
Placed placed(const std::vector<Joint>& pose, std::span<const std::uint16_t> path) {
std::array<Placed, 11> w{};
check(arm_reach::compose(pose, path, w), "The joints compose");
return w[path.size() - 1];
}
// Pointing at +Z, tipped up by `up` radians.
Quat aimed(float up) { return anim_studio::multiply(anim_studio::axis_angle({0, 1, 0}, std::numbers::pi_v<float>), anim_studio::axis_angle({1, 0, 0}, up)); }
void held_level_in_front_of_the_chest() {
auto pose = standing();
const Vec3 shoulder = arm(pose, Hand::right)[8].position;
Goal goal;
goal.front = {shoulder[0], shoulder[1], shoulder[2] + 2.0f}; // asked for far off: held where a person holds it
goal.aim = aimed(0);
goal.front_from_grip = {0, -0.143f, -0.248f};
goal.worn = Grip{};
const auto held = carry::carry(pose, goal);
check(held.valid, "Carried");
const auto w = arm(pose, Hand::right);
check(held.front[2] - w[8].position[2] > 0.25f, "out in front of the shoulder");
check(held.front[1] < w[8].position[1], "and below it");
check(std::abs(distance(w[8].position, w[9].position) - upper_length) < 1e-4f, "The upper arm keeps its length");
check(std::abs(distance(w[9].position, w[10].position) - fore_length) < 1e-4f, "and the forearm its length");
check(same_turn(held.item.rotation, goal.aim), "Worn, it points the way it is aimed");
}
void aimed_up_it_comes_up() {
auto level = standing(), up = standing();
Goal goal;
goal.front = {4, 1.4f, 0};
goal.front_from_grip = {0, -0.143f, -0.248f};
goal.aim = aimed(0);
const auto low = carry::carry(level, goal);
goal.aim = aimed(1.2f);
const auto high = carry::carry(up, goal);
check(low.valid && high.valid, "Carried both ways");
check(high.front[1] > low.front[1] + 0.2f, "Aimed up, it is held higher");
}
void the_other_hand_holds_it_too() {
auto pose = standing();
const auto before = arm(pose, Hand::left)[10].position;
Goal goal;
goal.front = {4, 1.3f, 0.5f};
goal.aim = aimed(0);
goal.both = true;
const auto held = carry::carry(pose, goal);
check(held.valid, "Carried in both hands");
const auto left = arm(pose, Hand::left)[10].position;
check(distance(left, before) > 0.2f, "The other hand comes up to it");
check(distance(left, held.item.position) < 0.3f, "and holds it");
}
void the_feet_stay_as_the_hips_go_down() {
auto pose = standing();
const auto right_foot = placed(pose, right_leg).position, left_foot = placed(pose, left_leg).position;
const float hips = placed(pose, std::span<const std::uint16_t>(right_leg).first(3)).position[1];
Goal goal;
goal.front = {4, 1.2f, 0.5f};
goal.aim = aimed(-0.3f);
goal.crouch = 0.2f;
goal.hunch = 0.8f;
check(carry::carry(pose, goal).valid, "Carried, crouched");
check(std::abs(placed(pose, std::span<const std::uint16_t>(right_leg).first(3)).position[1] - (hips - 0.2f)) < 1e-3f, "The hips go down");
check(distance(placed(pose, right_leg).position, right_foot) < 2e-3f, "the right foot stays where it was");
check(distance(placed(pose, left_leg).position, left_foot) < 2e-3f, "and the left");
const Vec3 head = placed(pose, head_chain).position;
check(head[2] > -2.0f + 0.05f, "The back curls over toward it");
}
void the_body_turns() {
auto pose = standing();
Goal goal;
goal.front = {4, 1.3f, 0.5f};
goal.aim = aimed(0);
goal.turn = std::numbers::pi_v<float> / 2;
check(carry::carry(pose, goal).valid, "Carried, turned");
const auto facing = body_facing(pose);
check(std::abs(facing[0]) > 0.99f, "The body turns a quarter round");
}
void no_weight_and_a_broken_pose() {
auto pose = standing();
const auto before = pose;
Goal goal;
goal.front = {4, 1.3f, 0.5f};
goal.aim = aimed(0);
goal.crouch = 0.3f;
goal.weight = 0;
check(carry::carry(pose, goal).valid, "Carried with no weight");
for (std::size_t i = 0; i < pose.size(); ++i)
check(same_turn(pose[i].rotation, before[i].rotation) && distance(pose[i].position, before[i].position) < 1e-5f, "leaves the pose as it was");
auto again = standing();
goal.weight = 1;
goal.both = true;
goal.hunch = 0.6f;
goal.turn = 0.5f;
check(carry::carry(again, goal).valid, "Carried with everything");
for (std::size_t i = 0; i < again.size(); ++i)
if (std::find(written.begin(), written.end(), i) == written.end())
check(same_turn(again[i].rotation, before[i].rotation) && distance(again[i].position, before[i].position) < 1e-5f,
"A carry writes only the joints it says it writes");
auto broken = standing();
broken[48].rotation[0] = NAN;
check(!carry::carry(broken, goal).valid, "A broken arm carries nothing");
goal.front = {NAN, 0, 0};
auto fine = standing();
check(!carry::carry(fine, goal).valid, "A point that is not a number is refused");
}
} // namespace
int main() {
try {
held_level_in_front_of_the_chest();
aimed_up_it_comes_up();
the_other_hand_holds_it_too();
the_feet_stay_as_the_hips_go_down();
the_body_turns();
no_weight_and_a_broken_pose();
} catch (const std::exception& error) {
std::cerr << "FAILED: " << error.what() << '\n';
return 1;
}
std::cout << "carry: all passed\n";
return 0;
}
+30 -4
View File
@@ -1,6 +1,7 @@
#include "board_pose.h"
#include "Extension/AnimationStudio/anim_core.h"
#include "Extension/Multiplayer/Remote/native_pose_layout.h"
#include "Extension/Multiplayer/Remote/native_skater.h"
#include <Windows.h>
#include <algorithm>
#include <atomic>
@@ -60,6 +61,7 @@ Quat about(const Vec3& axis, float angle) {
// The pose a bone is written with, as the client tick asked it.
struct Wanted {
bool hidden{};
bool everyone{}; // hidden from the other players too
Quat rotation{0, 0, 0, 1};
Vec3 position{};
Space space{};
@@ -90,6 +92,8 @@ Shared& shared() {
}
std::atomic<std::uintptr_t> base_now{}, holder_now{};
std::atomic<bool> any{};
// The bones hidden from everyone, as bits (bone b is bit b), for the sent pose filter without the lock.
std::atomic<std::uint32_t> hidden_from_all{};
// How every board is fitted (fit): the baseplates held on the deck, and the wheels' spread. Read by
// the render hook without the lock; the owner is under it.
std::atomic<bool> fitted{}, fit_plates{};
@@ -117,7 +121,24 @@ bool store_float(std::uintptr_t address, float value) noexcept {
return false;
}
}
void refresh_any(Shared& s) { any.store(!s.wanted.empty() || !s.parked.empty() || s.piece.has_value(), std::memory_order_release); }
void refresh_any(Shared& s) {
any.store(!s.wanted.empty() || !s.parked.empty() || s.piece.has_value(), std::memory_order_release);
std::uint32_t bits = 0;
for (const auto& [b, want] : s.wanted)
if (want.hidden && want.everyone) bits |= 1u << b;
hidden_from_all.store(bits, std::memory_order_release);
}
// The local skater's pose as it is sent: the bones hidden from everyone out of sight in it too, as they
// are drawn here. board[0] is the board entity's place in the world, then its rig's bones from 0.
void on_sent_pose(std::uintptr_t, multiplayer::Pose& pose) noexcept {
const auto bits = hidden_from_all.load(std::memory_order_acquire);
if (!bits) return;
for (int b = first_writable; b < bones; ++b)
if ((bits & (1u << b)) && static_cast<std::size_t>(b + 1) < pose.board.size()) {
auto& at = pose.board[static_cast<std::size_t>(b + 1)].position;
if (length(at) < 100.0f) at[1] -= 2000.0f;
}
}
std::string take(Shared& s, std::string_view owner) {
if (!s.owner.empty() && s.owner != owner) return s.owner + " holds the board";
s.owner = owner;
@@ -175,16 +196,16 @@ std::string set(std::string_view owner, int bone, const Bone& value, Space space
auto& s = shared();
std::lock_guard lock(s.mutex);
if (auto why = take(s, owner); !why.empty()) return why;
s.wanted[bone] = {false, normalised(value.rotation), value.position, space};
s.wanted[bone] = {false, false, normalised(value.rotation), value.position, space};
refresh_any(s);
return {};
}
std::string hide(std::string_view owner, int bone) {
std::string hide(std::string_view owner, int bone, bool everyone) {
if (bone < first_writable || bone >= bones) return "a board's bone is 2 to 15";
auto& s = shared();
std::lock_guard lock(s.mutex);
if (auto why = take(s, owner); !why.empty()) return why;
s.wanted[bone] = {true};
s.wanted[bone] = {true, everyone};
refresh_any(s);
return {};
}
@@ -265,6 +286,11 @@ void tick(std::uintptr_t base, std::uintptr_t component) noexcept {
} catch (...) {}
base_now.store(base, std::memory_order_release);
holder_now.store(holder, std::memory_order_release);
static bool sending{};
if (!sending) {
multiplayer::set_local_sent_pose_filter(&on_sent_pose);
sending = true;
}
}
void on_render_pose(std::uintptr_t animation_interface) noexcept {
+3 -1
View File
@@ -28,7 +28,9 @@ inline constexpr int bones = 16, first_writable = 2;
// Client thread. One owner holds the local board's bones at a time; empty when taken, else why not.
std::string set(std::string_view owner, int bone, const Bone& value, Space space);
std::string hide(std::string_view owner, int bone);
// `everyone`: hidden from the other players too (the board as you are sent: Extension/Multiplayer/
// Remote/native_skater.h's sent pose filter), not only on this screen.
std::string hide(std::string_view owner, int bone, bool everyone = false);
void clear(std::string_view owner, int bone = -1);
// These bones go out of sight on every board, other players' included (a breakable deck's
// stretches, which the game would draw as cracks).
+465
View File
@@ -0,0 +1,465 @@
#include "carry.h"
#include <algorithm>
#include <cmath>
namespace dingosdk::carry {
namespace {
using anim_studio::conjugate;
using anim_studio::multiply;
using anim_studio::normalised;
using anim_studio::rotate;
using arm_reach::chain;
using arm_reach::compose;
Vec3 add(const Vec3& a, const Vec3& b) { return {a[0] + b[0], a[1] + b[1], a[2] + b[2]}; }
Vec3 sub(const Vec3& a, const Vec3& b) { return {a[0] - b[0], a[1] - b[1], a[2] - b[2]}; }
Vec3 scaled(const Vec3& a, float k) { return {a[0] * k, a[1] * k, a[2] * k}; }
float dot(const Vec3& a, const Vec3& b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }
Vec3 cross(const Vec3& a, const Vec3& b) { return {a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]}; }
float length(const Vec3& a) { return std::sqrt(dot(a, a)); }
Vec3 unit(const Vec3& a, const Vec3& fallback) {
const float l = length(a);
return l > 1e-6f && std::isfinite(l) ? scaled(a, 1.0f / l) : fallback;
}
bool finite(const Vec3& v) { return std::isfinite(v[0]) && std::isfinite(v[1]) && std::isfinite(v[2]); }
bool finite(const Quat& q) { return std::isfinite(q[0]) && std::isfinite(q[1]) && std::isfinite(q[2]) && std::isfinite(q[3]); }
// The shortest turn taking direction `from` onto direction `to`.
Quat arc(const Vec3& from, const Vec3& to) {
const Vec3 a = unit(from, {0, 0, 1}), b = unit(to, {0, 0, 1});
const float d = dot(a, b);
if (d < -0.9999f) { // half a turn: about any axis square to `from`
Vec3 axis = cross({1, 0, 0}, a);
if (length(axis) < 1e-3f) axis = cross({0, 1, 0}, a);
axis = unit(axis, {0, 1, 0});
return {axis[0], axis[1], axis[2], 0.0f};
}
const Vec3 c = cross(a, b);
return normalised({c[0], c[1], c[2], 1.0f + d});
}
// Part way from a to b, the short way round.
Quat blend(const Quat& a, Quat b, float t) {
t = std::clamp(t, 0.0f, 1.0f);
if (a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3] < 0.0f)
for (auto& v : b) v = -v;
return normalised({a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t, a[3] + (b[3] - a[3]) * t});
}
Quat about_up(float radians) { return {0.0f, std::sin(radians / 2), 0.0f, std::cos(radians / 2)}; }
// The world turn `world` as the local rotation of a joint whose parent is placed at `parent`.
Quat local_of(const Placed& parent, const Quat& world) { return normalised(multiply(conjugate(parent.rotation), world)); }
// The way an aimed thing faces round the upright (level, unit), steady however steeply it points up or
// down: straight down, its forward has no level part left, but its up does (the top of it is the way
// it faces).
Vec3 level_heading(const Quat& aim) {
const Quat q = normalised(aim);
const Vec3 forward = rotate(q, {0.0f, 0.0f, -1.0f}), up = rotate(q, {0.0f, 1.0f, 0.0f});
const float sin_p = std::clamp(forward[1], -1.0f, 1.0f), cos_p = std::sqrt(std::max(0.0f, 1.0f - sin_p * sin_p));
return unit(Vec3{forward[0] * cos_p - up[0] * sin_p, 0.0f, forward[2] * cos_p - up[2] * sin_p}, {0.0f, 0.0f, 1.0f});
}
// In an arm's chain: chest, shoulder, upper arm, forearm, hand.
constexpr std::size_t chest = 6, shoulder = 7, upper = 8, fore = 9, hand_at = 10;
// Held, not worn: from the wrist joint to the middle of the palm along the hand.
constexpr float palm_from_wrist = 0.075f;
// Where the other hand takes it, in the item's own frame (right, up, back; the grip at the origin), for
// a right-hand grip: the left side of it, underneath. Mirrored for a left grip.
constexpr Vec3 support_from_grip{-0.08f, -0.16f, -0.04f};
// The body as a column the arm keeps out of: about the hips' and chest's line, this far out at most
// (and inside the shoulders).
constexpr float body_radius = 0.24f;
// Its front is held at least this far out in front of the shoulder (along the aim), and at least this
// far below it.
constexpr float min_reach_out = 0.4f, below_shoulder = 0.05f;
// Toward the holding hand's own side it comes up this much (all the way square to that side).
constexpr float side_lift = 0.2f;
// One foot lifted `up` metres and moved by `move` (a step), the knee bending to it the way it already
// bends; the foot keeps its turn.
bool step_foot(std::span<Joint> pose, std::span<const std::uint16_t> path, float up, const Vec3& move) noexcept {
std::array<Placed, 6> now{};
if (!compose(pose, path, now)) return false;
const Vec3 hip = now[3].position, knee = now[4].position;
const Vec3 ankle = add(now[5].position, add(Vec3{0.0f, up, 0.0f}, move));
const float a = length(sub(knee, hip)), b = length(sub(now[5].position, knee));
if (!(a > 0.1f && b > 0.1f)) return true;
const float d = std::clamp(length(sub(ankle, hip)), std::abs(a - b) + 0.01f, (a + b) * 0.999f);
const Vec3 along = unit(sub(ankle, hip), {0, -1, 0});
Vec3 pole = sub(knee, add(hip, scaled(along, dot(sub(knee, hip), along))));
pole = unit(pole, Vec3{0.0f, 0.0f, 1.0f});
const float cos_a = std::clamp((a * a + d * d - b * b) / (2.0f * a * d), -1.0f, 1.0f);
const float sin_a = std::sqrt(std::max(0.0f, 1.0f - cos_a * cos_a));
const Vec3 new_knee = add(hip, add(scaled(along, a * cos_a), scaled(pole, a * sin_a)));
const Quat foot_world = now[5].rotation;
const Quat thigh_world = normalised(multiply(arc(sub(knee, hip), sub(new_knee, hip)), now[3].rotation));
pose[path[3]].rotation = local_of(now[2], thigh_world);
if (!compose(pose, path, now)) return false;
const Quat shin_world = normalised(multiply(arc(sub(now[5].position, now[4].position), sub(ankle, now[4].position)), now[4].rotation));
pose[path[4]].rotation = local_of(now[3], shin_world);
if (!compose(pose, path, now)) return false;
pose[path[5]].rotation = local_of(now[4], foot_world);
return true;
}
struct One {
Hand hand = Hand::right;
Vec3 front{};
Quat aim{0, 0, 0, 1};
Vec3 front_from_grip{};
std::optional<Grip> worn;
float weight = 1.0f;
// The front reached for where it is (no holding it out in front and below the shoulder): the
// supporting hand's reach.
bool free{};
};
// One arm holding the item (its upper arm and forearm, and the hand when it is worn).
Held hold_one(std::span<Joint> pose, const One& goal) noexcept {
const auto joints = chain(goal.hand);
std::array<Placed, arm_reach::right_chain.size()> w{};
if (!compose(pose, joints, w)) return {};
const Quat aim = normalised(goal.aim);
const Vec3 s = w[upper].position, e = w[fore].position, h = w[hand_at].position;
const float a = length(sub(e, s)), b = length(sub(h, e));
if (!(a > 0.05f && b > 0.05f && a < 1.0f && b < 1.0f)) return {};
const float scale = std::max(w[hand_at].scale, 0.1f);
// Where its front is shown held: where it was asked for, but out in front of the shoulder along
// the aim and no higher than the shoulder, as a person holds a thing they point (a front up by the
// head or tucked against the body would fold the arm up into the face).
Vec3 front = goal.front;
float to_own_side = 0.0f;
if (!goal.free) {
const Vec3 ahead = level_heading(aim);
const float out = dot(sub(front, s), ahead);
// Toward the holding hand's own side the arm would stretch across to its full length: it comes
// in closer and up a little there, the elbow bent.
Vec3 own_side = sub(s, w[chest].position);
own_side[1] = 0.0f;
own_side = unit(own_side, ahead);
const float toward_side = std::clamp(dot(ahead, own_side), 0.0f, 1.0f);
to_own_side = toward_side;
// Where it is held follows the aim in one smooth sweep: level, out in front at the chest, under
// the eyes; aimed down, lower and a little closer, all the way down to the stomach; aimed up,
// higher and closer to the face, up over the head.
const float pointing_y = std::clamp(rotate(aim, {0.0f, 0.0f, -1.0f})[1], -1.0f, 1.0f);
const float up_part = std::max(pointing_y, 0.0f), down_part = std::max(-pointing_y, 0.0f);
const float height = -below_shoulder - 0.13f * (1.0f - up_part) + 0.55f * up_part - 0.45f * down_part;
const float reach_out = (min_reach_out + 0.08f * (1.0f - up_part)) * (1.0f - 0.35f * toward_side) * (1.0f - 0.55f * up_part) *
(1.0f - 0.15f * down_part);
const Vec3 across = cross({0.0f, 1.0f, 0.0f}, ahead);
const float lateral = std::clamp(dot(sub(front, s), across), -0.3f, 0.3f);
const float out_now = std::max(out, 0.0f);
// (Further out than that only toward the other side, across the body.)
const float out_held = toward_side > 0.0f && out_now > reach_out + 0.1f ? out_now - (out_now - reach_out - 0.1f) * toward_side : reach_out;
front = add(add(s, scaled(ahead, out_held)), scaled(across, lateral));
front[1] = s[1] + height + side_lift * toward_side;
}
const Grip worn = goal.worn.value_or(Grip{});
const Quat hand_world = normalised(multiply(aim, conjugate(worn.item)));
const Vec3 grip_offset = scaled(rotate(hand_world, worn.from_wrist), scale);
Vec3 palm_goal = goal.worn ? sub(sub(front, rotate(aim, goal.front_from_grip)), grip_offset) : sub(front, rotate(aim, goal.front_from_grip));
if (!goal.free) {
// The hand itself out in front of the shoulder and not up over it: with the hand tucked in over
// the shoulder the arm can only fold up, the elbow rising by the head. Aimed up it comes up and
// in a little, smoothly with the tilt.
const Vec3 forward = level_heading(aim);
const float up_part = std::clamp(rotate(aim, {0.0f, 0.0f, -1.0f})[1], 0.0f, 1.0f);
const float out_min = (0.24f - 0.06f * up_part) * (1.0f - 0.35f * to_own_side);
const float out_now = dot(sub(palm_goal, s), forward);
if (out_now < out_min) palm_goal = add(palm_goal, scaled(forward, out_min - out_now));
const float top = s[1] + 0.04f + 0.22f * up_part + side_lift * to_own_side;
if (palm_goal[1] > top) palm_goal[1] = top;
}
{
// The body as a column through the hips and chest: the hand's target, and the straight reach to
// it from the shoulder, kept out of it (pushed out along the way they came closest).
const Vec3 low = w[2].position, high = w[chest].position;
const float bottom = low[1] - 0.35f, top = high[1] + 0.15f;
const auto axis_at = [&](float y) {
const float t = std::clamp((y - low[1]) / std::max(high[1] - low[1], 0.05f), 0.0f, 1.0f);
return Vec3{low[0] + (high[0] - low[0]) * t, y, low[2] + (high[2] - low[2]) * t};
};
// As wide as the body is: inside the shoulders (the arm hangs from the column's edge).
Vec3 shoulder_out = sub(s, axis_at(s[1]));
shoulder_out[1] = 0.0f;
const float radius = std::min(body_radius, length(shoulder_out) * 0.85f);
for (int round = 0; round < 3; ++round) {
float nearest = radius;
Vec3 out_dir{};
for (int k = 3; k <= 8; ++k) {
const Vec3 p = add(s, scaled(sub(palm_goal, s), static_cast<float>(k) / 8.0f));
if (p[1] < bottom || p[1] > top) continue;
Vec3 radial = sub(p, axis_at(p[1]));
radial[1] = 0.0f;
const float r = length(radial);
if (r < nearest) {
nearest = r;
Vec3 side_out = sub(s, w[chest].position);
side_out[1] = 0.0f;
out_dir = unit(radial, unit(side_out, {goal.hand == Hand::left ? -1.0f : 1.0f, 0, 0}));
}
}
if (nearest >= radius) break;
palm_goal = add(palm_goal, scaled(out_dir, radius - nearest + 0.01f));
}
}
const float palm = goal.worn ? 0.0f : palm_from_wrist * scale, b_palm = b + palm;
// Never held at full stretch: the elbow keeps a bend (it comes in a little rather than the arm
// locking straight).
const float reach = (a + b_palm) * (goal.free ? 0.995f : 0.93f);
const float wanted = length(sub(palm_goal, s));
const float d = std::clamp(wanted, std::abs(a - b_palm) + 0.02f, reach);
const Vec3 direction = unit(sub(palm_goal, s), {0, -1, 0});
const Vec3 target = add(s, scaled(direction, d));
// The elbow out from the body and a little down and back: the shoulder's side of the chest.
Vec3 side = sub(s, w[chest].position);
side[1] = 0.0f;
side = unit(side, {goal.hand == Hand::left ? -1.0f : 1.0f, 0, 0});
// (Forward for the elbow: the way the arm reaches, level; reaching nearly straight up it has almost
// none, and would flip about, so it leans on the way the item points then.)
const Vec3 forward = level_heading(aim);
Vec3 ahead{direction[0], 0.0f, direction[2]};
ahead = add(ahead, scaled(forward, std::max(0.0f, 0.6f - length(ahead))));
ahead = unit(ahead, forward);
Vec3 pole = add(add(scaled(side, 0.8f), Vec3{0.0f, -0.45f, 0.0f}), scaled(ahead, -0.35f));
{
// Raised (up to the eye, up over the head): the elbow comes round to the front and a little out,
// as an arm does lifting something up in front of the face, gradually with the aim; never back
// behind the shoulder, never winged straight out.
const float lifted = std::clamp((rotate(aim, {0.0f, 0.0f, -1.0f})[1] - 0.1f) / 0.8f, 0.0f, 1.0f);
const float ease_in = lifted * lifted * (3.0f - 2.0f * lifted);
if (ease_in > 0.0f) {
const Vec3 lifted_pole = add(add(scaled(side, 0.85f), Vec3{0.0f, -0.4f, 0.0f}), scaled(forward, 0.35f));
pole = add(scaled(pole, 1.0f - ease_in), scaled(lifted_pole, ease_in));
}
}
pole = sub(pole, scaled(direction, dot(pole, direction)));
{
// The elbow hangs: whatever way the arm reaches, it bends with the elbow below the line from
// shoulder to hand (and out to the side), never folding up over the shoulder. (Reaching up high,
// straight down from that line would put it back behind the shoulder: there it only comes down
// as far as it can without going back.)
Vec3 hang = sub(Vec3{0.0f, -1.0f, 0.0f}, scaled(direction, -direction[1]));
const float back = dot(hang, forward);
if (back < 0.0f) hang = sub(hang, scaled(forward, back));
hang = sub(hang, scaled(direction, dot(hang, direction)));
const float hang_len = length(hang);
if (hang_len > 0.05f) pole = add(unit(pole, side), scaled(hang, 0.6f / hang_len));
}
pole = unit(pole, side);
const float cos_a = std::clamp((a * a + d * d - b_palm * b_palm) / (2.0f * a * d), -1.0f, 1.0f);
const float sin_a = std::sqrt(std::max(0.0f, 1.0f - cos_a * cos_a));
const Vec3 elbow = add(s, add(scaled(direction, a * cos_a), scaled(pole, a * sin_a)));
const Vec3 wrist = add(elbow, scaled(unit(sub(target, elbow), direction), b));
// The upper arm turned onto the new elbow, then the forearm (as the upper arm left it) onto the wrist.
const Quat turn_upper = arc(sub(e, s), sub(elbow, s));
const Quat upper_world = normalised(multiply(turn_upper, w[upper].rotation));
const Quat turn_fore = arc(rotate(turn_upper, sub(h, e)), sub(wrist, elbow));
const Quat fore_world = normalised(multiply(turn_fore, multiply(turn_upper, w[fore].rotation)));
// Back to each joint's own rotation, part way by the weight.
const float weight = std::clamp(goal.weight, 0.0f, 1.0f);
auto& upper_bone = pose[joints[upper]];
auto& fore_bone = pose[joints[fore]];
upper_bone.rotation = blend(upper_bone.rotation, normalised(multiply(conjugate(w[shoulder].rotation), upper_world)), weight);
fore_bone.rotation = blend(fore_bone.rotation, normalised(multiply(conjugate(upper_world), fore_world)), weight);
if (goal.worn) {
// The hand, from the forearm as it now is, turned so the worn item points along the aim.
if (!compose(pose, joints, w)) return {};
auto& hand_bone = pose[joints[hand_at]];
hand_bone.rotation = blend(hand_bone.rotation, normalised(multiply(conjugate(w[fore].rotation), hand_world)), weight);
}
// Where the hand ended up, from the pose as it now is.
if (!compose(pose, joints, w)) return {};
Held held;
if (goal.worn) {
held.item.rotation = normalised(multiply(w[hand_at].rotation, worn.item));
held.item.position = add(w[hand_at].position, scaled(rotate(w[hand_at].rotation, worn.from_wrist), scale));
} else {
// Held: the grip lies on the forearm's line, past the wrist.
const Vec3 along = unit(sub(w[hand_at].position, w[fore].position), {0, -1, 0});
held.item.position = add(w[hand_at].position, scaled(along, palm_from_wrist * scale));
held.item.rotation = aim;
}
held.front = add(held.item.position, rotate(held.item.rotation, goal.front_from_grip));
held.valid = finite(held.item.position) && finite(held.front);
held.reached = wanted <= reach + 0.01f;
return held;
}
} // namespace
bool crouch(std::span<Joint> pose, float depth, float twist) noexcept {
if (!((depth > 0.001f || std::abs(twist) > 0.001f) && std::isfinite(depth) && std::isfinite(twist))) return true;
depth = std::clamp(depth, 0.0f, 0.6f);
struct Leg {
std::span<const std::uint16_t> path;
std::array<Placed, 6> before{};
};
std::array<Leg, 2> legs{{{right_leg}, {left_leg}}};
for (auto& leg : legs)
if (!compose(pose, leg.path, leg.before)) return false;
// The hips down, in their parent's frame (the skater's placement).
const auto& parent = legs[0].before[1];
auto& hips = pose[hips_joint];
const Vec3 drop = rotate(conjugate(parent.rotation), Vec3{0.0f, -depth, 0.0f});
hips.position = add(hips.position, scaled(drop, 1.0f / std::max(parent.scale, 0.1f)));
// Turned round the upright, the feet staying where they are.
if (std::abs(twist) > 0.001f) {
std::array<Placed, 6> now{};
if (!compose(pose, legs[0].path, now)) return false;
hips.rotation = local_of(parent, normalised(multiply(about_up(twist), now[2].rotation)));
}
for (auto& leg : legs) {
std::array<Placed, 6> now{};
if (!compose(pose, leg.path, now)) return false;
const Vec3 hip = now[3].position, knee = leg.before[4].position, ankle = leg.before[5].position;
const float a = length(sub(leg.before[4].position, leg.before[3].position)), b = length(sub(ankle, knee));
if (!(a > 0.1f && b > 0.1f)) continue;
const float d = std::clamp(length(sub(ankle, hip)), std::abs(a - b) + 0.01f, (a + b) * 0.999f);
const Vec3 along = unit(sub(ankle, hip), {0, -1, 0});
// The knee bends the way it already does (forward of the hip-to-ankle line).
const Vec3 old_line = unit(sub(ankle, leg.before[3].position), along);
const Vec3 old_mid = add(leg.before[3].position, scaled(old_line, dot(sub(knee, leg.before[3].position), old_line)));
Vec3 pole = sub(knee, old_mid);
pole = sub(pole, scaled(along, dot(pole, along)));
pole = unit(pole, Vec3{0.0f, 0.0f, 1.0f});
const float cos_a = std::clamp((a * a + d * d - b * b) / (2.0f * a * d), -1.0f, 1.0f);
const float sin_a = std::sqrt(std::max(0.0f, 1.0f - cos_a * cos_a));
const Vec3 new_knee = add(hip, add(scaled(along, a * cos_a), scaled(pole, a * sin_a)));
// Thigh, then shin, turned onto the new knee and the ankle; the foot keeps its turn in the world.
const Quat thigh_world = normalised(multiply(arc(sub(now[4].position, hip), sub(new_knee, hip)), now[3].rotation));
pose[leg.path[3]].rotation = local_of(now[2], thigh_world);
if (!compose(pose, leg.path, now)) return false;
const Quat shin_world = normalised(multiply(arc(sub(now[5].position, now[4].position), sub(ankle, now[4].position)), now[4].rotation));
pose[leg.path[4]].rotation = local_of(now[3], shin_world);
if (!compose(pose, leg.path, now)) return false;
pose[leg.path[5]].rotation = local_of(now[4], leg.before[5].rotation);
}
return true;
}
bool hunch(std::span<Joint> pose, const Vec3& toward, float angle, float look, float twist) noexcept {
if (!(std::abs(angle) + std::abs(look) + std::abs(twist) > 1e-4f) || !finite(toward)) return true;
Vec3 level{toward[0], 0.0f, toward[2]};
if (length(level) < 1e-4f) return true;
level = unit(level, {0, 0, 1});
// Turning about this bends the top of the body over toward `level`.
const Vec3 axis = unit(cross(Vec3{0.0f, 1.0f, 0.0f}, level), {1, 0, 0});
// Spine, Spine1, Spine2, Spine3 share the back's angle; Neck, Neck1 and Head the look.
constexpr std::array<float, 7> share{0.15f, 0.25f, 0.3f, 0.3f, 0.35f, 0.25f, 0.4f};
constexpr std::array<float, 7> twist_share{0.1f, 0.1f, 0.15f, 0.2f, 0.15f, 0.1f, 0.2f};
for (std::size_t i = 0; i < back_joints.size(); ++i) {
std::array<Placed, head_chain.size()> w{};
if (!compose(pose, head_chain, w)) return false;
const std::size_t at = 3 + i; // its place in head_chain
const float turn = (i < 4 ? angle : look) * share[i];
const Quat bend{axis[0] * std::sin(turn / 2), axis[1] * std::sin(turn / 2), axis[2] * std::sin(turn / 2), std::cos(turn / 2)};
const Quat world = normalised(multiply(bend, multiply(about_up(twist * twist_share[i]), w[at].rotation)));
pose[back_joints[i]].rotation = local_of(w[at - 1], world);
}
return true;
}
Held carry(std::span<Joint> pose, const Goal& goal) noexcept {
if (pose.size() <= 343 || !finite(goal.front) || !finite(goal.aim) || !finite(goal.front_from_grip)) return {};
const float body_weight = std::clamp(goal.weight, 0.0f, 1.0f);
if (std::abs(goal.turn) > 1e-4f && std::isfinite(goal.turn)) {
// The whole body turned round the upright through the hips: the hips (everything hangs from
// them) turned in place.
std::array<Placed, 3> w3{};
if (!compose(pose, std::span<const std::uint16_t>(right_leg).first(3), w3)) return {};
pose[hips_joint].rotation = local_of(w3[1], normalised(multiply(about_up(goal.turn * body_weight), w3[2].rotation)));
}
// Turning on the spot: the feet step round with it, one then the other, each lifted a little and
// set down a little in under the hips.
if (goal.step > 0.01f && std::isfinite(goal.step_phase)) {
const float phase = goal.step_phase - std::floor(goal.step_phase);
const bool right_foot = phase < 0.5f;
const float half = right_foot ? phase * 2.0f : (phase - 0.5f) * 2.0f;
const float lift = std::sin(half * 3.14159265f) * 0.09f * std::clamp(goal.step, 0.0f, 1.0f) * body_weight;
std::array<Placed, 6> leg{};
const auto path = right_foot ? std::span<const std::uint16_t>(right_leg) : std::span<const std::uint16_t>(left_leg);
if (lift > 0.002f && compose(pose, path, leg)) {
Vec3 in = sub(leg[2].position, leg[5].position);
in[1] = 0.0f;
const float inward = std::min(length(in), 0.06f) * std::sin(half * 3.14159265f);
if (!step_foot(pose, path, lift, scaled(unit(in, {0, 0, 0}), inward * 0.5f))) return {};
}
}
// Which way it points against the way the body faces (round the upright), for the body turning to
// it: the hips a quarter, the back and shoulders and head the rest.
float full = 0.0f, pitch = 0.0f;
Vec3 facing{0, 0, 1};
if (goal.hunch > 0.0f || goal.crouch > 0.0f) {
facing = body_facing(pose);
const Vec3 level = level_heading(goal.aim);
full = std::clamp(std::atan2(dot(cross(facing, level), {0.0f, 1.0f, 0.0f}), dot(facing, level)), -1.6f, 1.6f);
pitch = std::asin(std::clamp(rotate(normalised(goal.aim), {0.0f, 0.0f, -1.0f})[1], -1.0f, 1.0f)); // down is negative
}
if (goal.still)
for (std::size_t i = 0; i < back_joints.size(); ++i)
pose[back_joints[i]].rotation = blend(pose[back_joints[i]].rotation, standing_back[i], body_weight);
constexpr float hips_share = 0.25f;
const bool turning = goal.hunch > 0.0f;
if ((goal.crouch > 0.0f || turning) && !crouch(pose, goal.crouch * body_weight, turning ? full * hips_share * body_weight : 0.0f)) return {};
if (turning) {
// Over it, the way the body faces: toward the aim, but no more than 60 degrees off the body's own
// facing (never folded backwards).
const Vec3 toward = rotate(about_up(std::clamp(full, -1.05f, 1.05f)), facing);
// Pointed well up, it is held up to the eye instead: no curl over it, the head tilted back to
// it (eased in with the tilt).
const float up_t = std::clamp((pitch - 0.3f) / 0.6f, 0.0f, 1.0f);
// The back over it as it goes down with the aim, a little at level, more aimed down; the head
// down to it the same way, a touch at level, more as it goes down; aimed up, the head back.
const float amount = goal.hunch * std::clamp(0.45f - pitch * (pitch < 0.0f ? 0.55f : 0.7f), 0.2f, 1.2f) * body_weight * (1.0f - up_t);
const float look = std::clamp(0.2f - pitch * (pitch < 0.0f ? 0.18f : 0.45f), 0.1f, 0.65f) * body_weight * (1.0f - up_t) -
up_t * std::min(pitch, 1.2f) * 0.45f * body_weight;
// Up to the eye: the shoulders turn a little, the holding arm's shoulder coming forward, so the
// arm reaches out in front of the face.
float shoulders = 0.0f;
if (up_t > 0.0f) {
std::array<Placed, arm_reach::right_chain.size()> arm{};
if (compose(pose, chain(goal.hand), arm)) {
const Vec3 r = sub(arm[upper].position, arm[chest].position);
const float way = dot(cross({0.0f, 1.0f, 0.0f}, r), facing) >= 0.0f ? 1.0f : -1.0f;
shoulders = way * 0.35f * up_t * body_weight;
}
}
// The shoulders and head turn the rest of the way to it off to the side.
if (!hunch(pose, toward, amount, look, full * (1.0f - hips_share) * body_weight + shoulders)) return {};
}
One first;
first.hand = goal.hand;
first.front = goal.front;
first.aim = goal.aim;
first.front_from_grip = goal.front_from_grip;
first.worn = goal.worn;
first.weight = goal.weight;
const auto held = hold_one(pose, first);
if (!held.valid || !goal.both) return held;
// The other hand to its side, underneath, where the first one put it.
Vec3 support = support_from_grip;
if (goal.hand == Hand::left) support[0] = -support[0];
const Vec3 point = add(held.item.position, rotate(held.item.rotation, support));
One other;
other.hand = goal.hand == Hand::left ? Hand::right : Hand::left;
other.aim = normalised(goal.aim);
other.weight = goal.weight;
other.free = true;
other.front = point; // (front_from_grip 0: its grip goes to `point`)
(void)hold_one(pose, other);
return held;
}
float pushing(std::span<const Joint> pose) noexcept {
std::array<Placed, 6> r{}, l{};
if (!compose(pose, right_leg, r) || !compose(pose, left_leg, l)) return 0.0f;
const float apart = std::abs(r[5].position[1] - l[5].position[1]);
return std::clamp((apart - 0.04f) / 0.06f, 0.0f, 1.0f);
}
Vec3 body_facing(std::span<const Joint> pose) noexcept {
std::array<Placed, 6> right_thigh{}, left_thigh{};
if (!compose(pose, right_leg, right_thigh) || !compose(pose, left_leg, left_thigh)) return {0, 0, 1};
Vec3 across = sub(left_thigh[3].position, right_thigh[3].position);
across[1] = 0.0f;
return unit(cross(across, {0.0f, 1.0f, 0.0f}), {0, 0, 1});
}
}
+82
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@@ -0,0 +1,82 @@
#pragma once
#include "Extension/Skater/arm_reach.h"
#include <array>
#include <cstdint>
#include <optional>
#include <span>
// Something held out in the hands and aimed, the way a person holds a camera or a phone they point:
// level, out in front at the chest; aimed down, lower and closer, down to the stomach; aimed up, up to
// the eye and over the head. The elbows keep a bend and the arms go round the body; the other hand can
// hold it too, from the side and underneath. The body can crouch over it (the feet kept where they
// are), curl its back over it and look down at it, turn on the spot after it and step round as it does.
// Pure maths on the 395-joint AnimBase pose (arm_reach.h), made from the Filmer's arm holding its
// camera (PR 343, filmer_hold.cpp); skater_animation.cpp applies it as the pose is evaluated, drawn and sent.
namespace dingosdk::carry {
using anim_studio::Joint;
using anim_studio::Quat;
using anim_studio::Vec3;
using arm_reach::Hand;
using arm_reach::Placed;
// The legs from the root: the last three are thigh, shin and foot. The hips (7) carry them and the spine.
inline constexpr std::array<std::uint16_t, 6> right_leg{0, 1, 7, 8, 9, 10};
inline constexpr std::array<std::uint16_t, 6> left_leg{0, 1, 7, 341, 342, 343};
inline constexpr std::uint16_t hips_joint = 7;
// The back and head from the root: Spine, Spine1, Spine2, Spine3, Neck, Neck1, Head.
inline constexpr std::array<std::uint16_t, 10> head_chain{0, 1, 7, 42, 43, 44, 45, 101, 102, 103};
inline constexpr std::array<std::uint16_t, 7> back_joints{42, 43, 44, 45, 101, 102, 103};
// The back, neck and head as the skeleton stands (each joint's own turn, from its bind pose).
inline constexpr std::array<Quat, 7> standing_back{{{0.0f, 0.0f, 0.16592f, 0.98614f},
{0.0f, 0.0f, -0.19038f, 0.98171f},
{0.0f, 0.0f, -0.10393f, 0.99458f},
{0.0f, 0.0f, 0.22027f, 0.97544f},
{0.0f, 0.0f, 0.11357f, 0.99353f},
{0.0f, 0.0f, -0.19607f, 0.98059f},
{0.0f, 0.0f, -0.00959f, 0.99995f}}};
// Every joint carry() may write, lowest first: the hips and legs, the back and head, both arms.
inline constexpr std::array<std::uint16_t, 22> written{7, 8, 9, 10, 42, 43, 44, 45, 46, 47, 48, 49, 101, 102, 103, 275, 276, 277, 278, 341, 342, 343};
// Worn on the hand (a cosmetic weighted wholly to the hand): the item's rows (right, up, back) in the
// hand joint's own frame, and where its grip is from the hand joint, in that frame, both from the
// skeleton's bind pose. The hand turns so the item points along the aim.
struct Grip {
Quat item{0, 0, 0, 1};
Vec3 from_wrist{};
};
struct Goal {
Hand hand = Hand::right;
Vec3 front{}; // where the item's front (a lens, a screen) should be, in the world
Quat aim{0, 0, 0, 1}; // the item's rotation in the world: its -Z the way it points, +Y its top
Vec3 front_from_grip{}; // its front from where the hand grips it, in its own frame
std::optional<Grip> worn;
float weight = 1.0f; // 0: the body as the animation has it, 1: carrying
bool both{}; // the other hand holds it too, from the side and underneath
float crouch{}; // how far the hips go down (metres), the feet kept where they are
float hunch{}; // how far the back curls over it (radians), the head looking down at it
bool still{}; // the back, neck and head from a still standing pose (no idle fidgets)
float turn{}; // the whole body turned round the upright through the hips (radians)
float step{}, step_phase{}; // turning on the spot: how much the feet step (0..1), where in the stride (one per 1)
};
struct Held {
bool valid{};
Placed item; // where the item's grip is, turned the way it points
Vec3 front{}; // where its front ended up (short of the goal when out of reach)
bool reached{};
};
// Bends the pose (in place) to carry the item as the goal says. Leaves the pose alone and returns
// invalid when the joints are not there, or the arm's bones are not an arm's length.
Held carry(std::span<Joint> pose, const Goal& goal) noexcept;
// How much a pose is pushing on a board (0 to 1): one foot down on the ground well below the other.
float pushing(std::span<const Joint> pose) noexcept;
// Which way the body faces (level, in the world), from the line across its hips; {0, 0, 1} when the
// legs are not there.
Vec3 body_facing(std::span<const Joint> pose) noexcept;
// Lowers the hips by `depth` (metres) and turns them round the upright by `twist` (radians), bending
// the knees so each foot stays where it was, turned as it was. False when the legs are not there.
bool crouch(std::span<Joint> pose, float depth, float twist = 0.0f) noexcept;
// Curls the back over toward `toward` (a direction in the world, level) by `angle` radians spread
// down the spine, and the neck and head on down by `look` more; first turns the upper body and the
// head round the upright by `twist` radians (most of it in the neck and head).
bool hunch(std::span<Joint> pose, const Vec3& toward, float angle, float look, float twist = 0.0f) noexcept;
}
+12 -2
View File
@@ -1276,12 +1276,22 @@ constexpr ULONGLONG cycle_flags_lifetime_ms = 250;
bool first_person_camera_height_write(bool high) noexcept {
const auto published = cycle_published.load(std::memory_order_acquire);
const auto flags = cycle_flags.load(std::memory_order_acquire);
// A plugin's camera in the cycle (reskate.camera.cycle), last; its flags come from the plugin runtime.
auto& plugin = first_person::plugin_link;
const auto plugin_published = plugin.published.load(std::memory_order_acquire);
const auto plugin_flags = plugin.flags.load(std::memory_order_acquire);
const auto now = GetTickCount64();
if (now < published || now - published > cycle_flags_lifetime_ms) return high;
const bool fresh = now >= published && now - published <= cycle_flags_lifetime_ms;
const bool plugin_fresh = now >= plugin_published && now - plugin_published <= cycle_flags_lifetime_ms;
if (!fresh && !plugin_fresh) return high;
const auto write = first_person::cycle_height_write(
{(flags & cycle_enabled) != 0, (flags & cycle_first_person) != 0, (flags & cycle_can_enter) != 0}, high);
{fresh && (flags & cycle_enabled) != 0, fresh && (flags & cycle_first_person) != 0, fresh && (flags & cycle_can_enter) != 0,
plugin_fresh && (plugin_flags & first_person::plugin_flag_enabled) != 0, plugin_fresh && (plugin_flags & first_person::plugin_flag_on) != 0,
plugin_fresh && (plugin_flags & first_person::plugin_flag_can_enter) != 0},
high);
if (write.step != first_person::CycleStep::none)
cycle_request.store(static_cast<std::uint8_t>(write.step), std::memory_order_release);
if (write.plugin != first_person::CycleStep::none) plugin.request.store(static_cast<std::uint8_t>(write.plugin), std::memory_order_release);
return write.high;
}
void first_person_cycle_tick(SourceTrial& trial, std::uintptr_t client, bool can_control, bool phase, DWORD error) {
+2 -2
View File
@@ -24,7 +24,7 @@ namespace dingosdk::outfit_overlay {
namespace {
using skater_items::SkaterItems;
using skater_items::lower;
constexpr std::string_view allowed[] = {"tattoo", "moles", "eyewear"};
constexpr std::string_view allowed[] = {"tattoo", "moles", "eyewear", "hand"};
struct Wanted {
std::string owner, item;
@@ -387,7 +387,7 @@ bool allowed_slot(std::string_view slot) noexcept {
std::string set(std::string owner, std::string slot, std::string item, std::vector<float> placement, bool covers) {
auto& s = state();
slot = lower(slot);
if (!allowed_slot(slot)) return "only tattoo, moles and eyewear slots";
if (!allowed_slot(slot)) return "only tattoo, moles, eyewear and hand wear slots";
if (const auto taken = s.wanted.find(slot); taken != s.wanted.end() && taken->second.owner != owner) return taken->second.owner + " has that slot";
if (!content_cache::catalogs().available) return "the paid items are not known yet; try again in a moment";
if (profile_runtime::reserved_cosmetic(item)) return "that is a paid store item";
+3 -2
View File
@@ -9,8 +9,9 @@
// owner puts an item in a slot of the skater's recipe (by the slot's name: "tattoo_legl", "moles",
// "eyewear"); the skater wears them over the outfit through the game's own recipe copy, and is given
// back to the game while one of its menus is up (the menus change the outfit), when nothing is worn,
// and when a plugin stops. Only the face and skin layers (tattoos, moles) and eyewear, and never a
// paid store item. Others see what the skater wears. Client thread throughout.
// and when a plugin stops. Only the face and skin layers (tattoos, moles), eyewear and hand wear (the
// game has no menu for it: a camera in the hand), and never a paid store item. Others see what the
// skater wears. Client thread throughout.
namespace dingosdk::outfit_overlay {
// The slots items may go in: a slot's name holds one of these.
bool allowed_slot(std::string_view slot) noexcept;
+123 -36
View File
@@ -10,6 +10,7 @@
#include <cmath>
#include <cstring>
#include <format>
#include <map>
#include <mutex>
// The pose paths of Animation Studio (PR 297, anim_studio.cpp: on_animation, on_render,
@@ -62,6 +63,8 @@ double now_seconds() noexcept {
}
// ---- transforms ------------------------------------------------------------------------------------
// The smallest scale a posed joint is given: as small as hiding the skater makes its placement joint.
constexpr float smallest_scale = 0.001f;
// One transform after another (parent, then child in the parent's frame); uniform scale.
Joint compose(const Joint& parent, const Joint& child) noexcept {
const float k = (parent.scale[0] + parent.scale[1] + parent.scale[2]) / 3.0f;
@@ -265,10 +268,16 @@ struct Plan {
std::uint64_t record_serial{};
std::optional<arm_reach::Goal> reach;
double reach_until{}, joints_until{}; // now_seconds() until which the reach holds, and the joints are read
Shown reach_shown{};
std::optional<carry::Goal> carry; // carry(), until carry_until
double carry_until{};
bool carry_push{};
Shown carry_shown{};
std::vector<std::uint16_t> joints_read; // joint(): the joints asked for, in order
std::vector<PoseOffset> offsets; // pose(), until offsets_until
float offsets_weight{1};
double offsets_until{};
Shown offsets_shown{};
};
// The game menu's character room (PR 297's studio room): the spot of the menu's skater, how far from
// it a rig counts as in the room, and the room's floor (measured 2026-10-10 on Stadium 1 and San
@@ -310,6 +319,15 @@ struct Live {
std::atomic<std::uintptr_t> base{}, component{}, board_holder{};
std::vector<NativeBone> bones;
std::vector<Joint> pose, custom, scratch;
std::vector<Joint> sent; // the pose the others are sent, when it is not the one drawn (Shown)
float carry_push{}; // how much a foot is down pushing, eased (carry's push_straightens)
// The game's own scale of each joint a pose() scaled in the pose drawn. The game never sets a joint's
// scale again, so the scale the last render wrote is still in the buffer at the next update: pose()
// scaled it again on top (a forearm at 0.001 was at 1e-6 the next frame, and on to 0), and it stayed
// when the pose ended (Filmer's own-view forearm, 2026-10-22: the arms gone after Filmer stopped,
// and on foot the body physics, which read the buffer, lost the skater). Put back at every update.
std::map<std::uint16_t, std::array<float, 3>> own_scale;
std::uintptr_t own_scale_buffer{};
// In the room: the placement written for the last render, and the game's own one before it.
Joint room_written, game_placement;
bool room_written_valid{}, game_placement_valid{};
@@ -544,8 +562,10 @@ void on_animation(std::uintptr_t component) noexcept {
const bool reaching = snap->reach && now < snap->reach_until;
const bool joints_wanted = now < snap->joints_until && !snap->joints_read.empty();
const bool posing = !snap->offsets.empty() && now < snap->offsets_until;
const bool carrying = snap->carry && now < snap->carry_until;
const bool in_room = room_shown.load(std::memory_order_acquire);
if (!busy && !reaching && !joints_wanted && !posing && !in_room && (!snap->allowed || (!snap->play && snap->replacements.empty()))) {
if (!busy && !reaching && !carrying && !joints_wanted && !posing && !in_room && l.own_scale.empty() &&
(!snap->allowed || (!snap->play && snap->replacements.empty()))) {
std::lock_guard lock(pending().mutex);
pending().bones.clear();
SetLastError(error);
@@ -584,6 +604,18 @@ void on_animation(std::uintptr_t component) noexcept {
l.game_placement_valid = true;
}
if (!room_shown.load(std::memory_order_acquire)) l.room_written_valid = false;
// Scaled joints get the game's own scale back first, in the buffer too (the body physics read it
// after this update; only the render gets the posed scale), and are posed again from it.
if (l.own_scale_buffer != layout.buffer) {
l.own_scale.clear(); // another skater's buffer: the game's scales
l.own_scale_buffer = layout.buffer;
}
for (const auto& [i, scale] : l.own_scale) {
auto& b = l.bones[i];
if (std::memcmp(b.scale.data(), scale.data(), sizeof(scale)) == 0) continue;
std::memcpy(b.scale.data(), scale.data(), sizeof(scale));
(void)poke(layout.buffer + i * sizeof(NativeBone), b.scale.data(), sizeof(scale));
}
l.pose.resize(layout.count);
for (std::size_t i = 0; i < layout.count; ++i) l.pose[i] = joint_of(l.bones[i]);
if (snap->play) {
@@ -724,39 +756,78 @@ void on_animation(std::uintptr_t component) noexcept {
first = 2;
last = layout.count;
}
// Joints turned and scaled, after the clip and before any reach: they join what is written.
if (posing) {
// [first, last) of a pose grown to take in [from, to).
const auto widen = [](std::size_t& first, std::size_t& last, std::size_t from, std::size_t to) {
if (last > first) {
first = std::min(first, from);
last = std::max(last, to);
} else {
first = from;
last = to;
}
};
// Joints turned and scaled, after the clip; then something carried; then an arm reaching. Each
// goes into the pose drawn, the pose sent, or both (Shown), and its joints join what is written.
std::vector<std::uint16_t> scaled_now; // joints scaled in the pose drawn this update
const auto pose_joints = [&](std::vector<Joint>& pose, std::size_t& first, std::size_t& last) {
const float w = std::clamp(snap->offsets_weight, 0.0f, 1.0f);
for (const auto& o : snap->offsets) {
if (o.joint < 2 || o.joint >= layout.count) continue;
auto& j = l.pose[o.joint];
auto& j = pose[o.joint];
j.rotation = normalised(multiply(j.rotation, slerp(Quat{0, 0, 0, 1}, o.rotation, w)));
const float s = 1.0f + (o.scale - 1.0f) * w;
// Never quite 0: a joint at scale 0 has no inverse. This small, it is as good as gone.
const float s = std::max(1.0f + (o.scale - 1.0f) * w, smallest_scale);
if (s != 1.0f && &pose == &l.pose) {
l.own_scale.try_emplace(o.joint, j.scale);
scaled_now.push_back(o.joint);
}
for (auto& k : j.scale) k *= s;
for (std::size_t a = 0; a < 3; ++a) j.position[a] += o.offset[a] * w;
if (last > first) {
first = std::min<std::size_t>(first, o.joint);
last = std::max<std::size_t>(last, o.joint + 1u);
} else {
first = o.joint;
last = o.joint + 1u;
}
widen(first, last, o.joint, o.joint + 1u);
}
};
if (carrying && snap->carry_push) {
// Pushing on the board: the knees mostly straighten while the foot is down (eased, from the
// pose as the animation left it).
const float pushing = carry::pushing(std::span<const Joint>(l.pose.data(), l.pose.size()));
l.carry_push += (pushing - l.carry_push) * 0.256f;
} else {
l.carry_push = 0.0f;
}
// An arm reaching, after the clip: its joints join what is written.
if (reaching) {
const auto carry_item = [&](std::vector<Joint>& pose, std::size_t& first, std::size_t& last) {
auto goal = *snap->carry;
goal.crouch *= 1.0f - 0.65f * l.carry_push;
if (carry::carry(std::span<Joint>(pose.data(), pose.size()), goal).valid)
widen(first, last, carry::written.front(), carry::written.back() + 1u);
};
const auto reach_arm = [&](std::vector<Joint>& pose, std::size_t& first, std::size_t& last) {
const auto& goal = *snap->reach;
if (arm_reach::reach(std::span<Joint>(l.pose.data(), l.pose.size()), goal).valid) {
const std::size_t from = arm_reach::first_written(goal.hand), to = arm_reach::last_written(goal.hand) + 1u;
if (last > first) {
first = std::min(first, from);
last = std::max(last, to);
} else {
first = from;
last = to;
}
if (arm_reach::reach(std::span<Joint>(pose.data(), pose.size()), goal).valid)
widen(first, last, arm_reach::first_written(goal.hand), arm_reach::last_written(goal.hand) + 1u);
};
const auto for_everyone = [](bool on, Shown shown) { return on && shown == Shown::everyone; };
if (for_everyone(posing, snap->offsets_shown)) pose_joints(l.pose, first, last);
if (for_everyone(carrying, snap->carry_shown)) carry_item(l.pose, first, last);
if (for_everyone(reaching, snap->reach_shown)) reach_arm(l.pose, first, last);
// What only the others see goes on a copy that is sent; what only you see, on the pose drawn.
const bool split = (posing && snap->offsets_shown != Shown::everyone) || (carrying && snap->carry_shown != Shown::everyone) ||
(reaching && snap->reach_shown != Shown::everyone);
std::size_t sent_from = first, sent_to = last;
if (split) {
l.sent = l.pose;
const auto apply = [&](Shown who, bool on, Shown shown, const auto& step) {
if (!on || shown != who) return;
if (who == Shown::others) step(l.sent, sent_from, sent_to);
else step(l.pose, first, last);
};
for (const auto who : {Shown::others, Shown::me}) {
apply(who, posing, snap->offsets_shown, pose_joints);
apply(who, carrying, snap->carry_shown, carry_item);
apply(who, reaching, snap->reach_shown, reach_arm);
}
}
// A joint no longer scaled has had its own scale back since the top of this update: forgotten.
std::erase_if(l.own_scale, [&](const auto& entry) { return std::ranges::find(scaled_now, entry.first) == scaled_now.end(); });
if (joints_wanted) {
const std::span<const Joint> pose(l.pose.data(), l.pose.size());
thread_local std::vector<std::pair<std::uint16_t, Joint>> placed;
@@ -821,21 +892,27 @@ void on_animation(std::uintptr_t component) noexcept {
pr.last_size = size;
Probe::step(l.pose, pr.last_out, pr.out_turn, pr.out_move);
}
// Other players are never sent the room: from joint 2 on only.
const std::size_t sent_first = std::max<std::size_t>(first, 2);
auto& sp = sent_pose();
std::lock_guard sent_lock(sp.mutex);
sp.component = component;
sp.first = static_cast<std::uint32_t>(sent_first);
sp.last = static_cast<std::uint32_t>(std::max(last, sent_first));
sp.joints.assign(l.pose.begin() + static_cast<std::ptrdiff_t>(sent_first),
l.pose.begin() + static_cast<std::ptrdiff_t>(std::max(last, sent_first)));
sp.at = at;
} else {
auto& p = pending();
std::lock_guard lock(p.mutex);
p.bones.clear();
}
// What the others are sent: the pose drawn, or its own copy (Shown). Other players are never
// sent the room: from joint 2 on only.
const auto& sent = split ? l.sent : l.pose;
if (!split) sent_from = first, sent_to = last;
if (sent_to > sent_from) {
for (std::size_t i = sent_from; i < sent_to; ++i)
if (!finite(sent[i])) throw std::runtime_error("a pose for the others was broken; nothing was sent");
const std::size_t sent_first = std::max<std::size_t>(sent_from, 2);
auto& sp = sent_pose();
std::lock_guard sent_lock(sp.mutex);
sp.component = component;
sp.first = static_cast<std::uint32_t>(sent_first);
sp.last = static_cast<std::uint32_t>(std::max(sent_to, sent_first));
sp.joints.assign(sent.begin() + static_cast<std::ptrdiff_t>(sent_first), sent.begin() + static_cast<std::ptrdiff_t>(std::max(sent_to, sent_first)));
sp.at = at;
}
auto& pb = pending_board();
std::lock_guard lock(pb.mutex);
pb.weight = board_weight > 0 && finite(board_target) ? board_weight : 0;
@@ -1074,17 +1151,26 @@ void pause(bool paused) {
bool playing() noexcept {
return plan_draft.play.has_value() && finished_serial.load(std::memory_order_acquire) != plan_draft.serial;
}
void pose(std::vector<PoseOffset> offsets, float weight) {
void pose(std::vector<PoseOffset> offsets, float weight, Shown shown) {
plan_draft.offsets = std::move(offsets);
plan_draft.offsets_weight = weight;
plan_draft.offsets_shown = shown;
plan_draft.offsets_until = plan_draft.offsets.empty() ? 0 : now_seconds() + 0.3;
publish();
}
void reach(std::optional<arm_reach::Goal> goal) {
void reach(std::optional<arm_reach::Goal> goal, Shown shown) {
plan_draft.reach = std::move(goal);
plan_draft.reach_shown = shown;
plan_draft.reach_until = plan_draft.reach ? now_seconds() + 0.3 : 0;
publish();
}
void carry(std::optional<carry::Goal> goal, bool push_straightens, Shown shown) {
plan_draft.carry = std::move(goal);
plan_draft.carry_push = push_straightens;
plan_draft.carry_shown = shown;
plan_draft.carry_until = plan_draft.carry ? now_seconds() + 0.3 : 0;
publish();
}
std::optional<Joint> joint(std::uint16_t index) {
if (index >= 395) return std::nullopt;
const double now = now_seconds();
@@ -1181,7 +1267,8 @@ void tick(std::uintptr_t base, std::uintptr_t component, bool allowed) {
}
const double now = now_seconds();
const bool wanted = plan_draft.play || !plan_draft.replacements.empty() || recording() ||
(plan_draft.reach && now < plan_draft.reach_until) || now < plan_draft.joints_until ||
(plan_draft.reach && now < plan_draft.reach_until) || (plan_draft.carry && now < plan_draft.carry_until) ||
now < plan_draft.joints_until ||
(!plan_draft.offsets.empty() && now < plan_draft.offsets_until) || room_watch.load(std::memory_order_acquire) ||
room_shown.load(std::memory_order_acquire) || now < room_restore_until.load(std::memory_order_acquire);
if (wanted && !hooked && base) {
+14 -6
View File
@@ -1,6 +1,7 @@
#pragma once
#include "Extension/AnimationStudio/anim_core.h"
#include "Extension/Skater/arm_reach.h"
#include "Extension/Skater/carry.h"
#include <cstdint>
#include <memory>
#include <optional>
@@ -55,19 +56,26 @@ void set_replacements(std::vector<Replacement> list);
bool record(float seconds);
bool recording() noexcept;
std::shared_ptr<const Clip> take_recording();
// An arm reaching (arm_reach.h), after any clip, in the pose drawn and sent to the other players;
// none ends it. It holds for 0.3 s: set it every tick. Unlike clips it is allowed in a throwdown.
void reach(std::optional<arm_reach::Goal> goal);
// Who sees a pose, a carry or a reach: everyone (the pose drawn here and sent), only the other players
// (sent, not drawn: you look through a camera your skater is seen holding), or only you (drawn, not sent).
enum class Shown : std::uint8_t { everyone, others, me };
// An arm reaching (arm_reach.h), after any clip and carry; none ends it. It holds for 0.3 s: set it
// every tick. Unlike clips it is allowed in a throwdown.
void reach(std::optional<arm_reach::Goal> goal, Shown shown = Shown::everyone);
// Something held out in the hands (carry.h), after any pose and before any reach; none ends it. It
// holds for 0.3 s: set it every tick. `push_straightens`: riding, the knees straighten (most of the
// crouch let go) while a foot is down pushing.
void carry(std::optional<carry::Goal> goal, bool push_straightens = false, Shown shown = Shown::everyone);
// Joints turned (in their own frame) and scaled on top of the animation and any clip, before any
// reach, in the pose drawn and sent; `weight` 0..1 of the way. Joints 0 and 1 (the skater's world
// placement) are left alone. It holds for 0.3 s: set it every tick; empty ends it.
// carry and reach; `weight` 0..1 of the way. Joints 0 and 1 (the skater's world placement) are left
// alone. It holds for 0.3 s: set it every tick; empty ends it.
struct PoseOffset {
std::uint16_t joint{};
anim_studio::Quat rotation{0, 0, 0, 1};
float scale{1};
anim_studio::Vec3 offset{}; // added to its position, in its parent's frame
};
void pose(std::vector<PoseOffset> offsets, float weight);
void pose(std::vector<PoseOffset> offsets, float weight, Shown shown = Shown::everyone);
// Where a joint (of the 395) was in the world in the last pose evaluated, after any clip and reach;
// empty without a skater. Asking keeps that joint read for two seconds, so the first ask comes back
// empty; at most 32 joints are read at once.
+1
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@@ -151,6 +151,7 @@ add_library(dingosdk_runtime SHARED
Extension/Skater/pad_hide.cpp
Extension/Skater/trick_rewrite.cpp
Extension/Skater/arm_reach.cpp
Extension/Skater/carry.cpp
Extension/UI/hud_corner.cpp
Extension/Assets/morph_memory_pool.cpp
Extension/Assets/native_render_resource_pool.cpp