--[[ Invisicam Modified 5.16.2017 by AllYourBlox to consider combined transparency when looking through multiple parts, and to add a mode that takes advantage of the reduced cost of ray casts from re-implementing GetPartsObscuringTarget on the C++ side to be O(N) for N parts hit, rather than O(N^2), and to have optimizations specifically improving performance of closely bundled rays. Fading is also removed, since it is a frame rate killer with high-poly models, and on mobile. Based on Invisicam Version 2.5 by OnlyTwentyCharacters --]] local Invisicam = {} --------------- -- Constants -- --------------- local USE_STACKING_TRANSPARENCY = true -- Multiple items between the subject and camera get transparency values that add up to TARGET_TRANSPARENCY local TARGET_TRANSPARENCY = 0.75 -- Classic Invisicam's Value, also used by new invisicam for parts hit by head and torso rays local TARGET_TRANSPARENCY_PERIPHERAL = 0.5 -- Used by new SMART_CIRCLE mode for items not hit by head and torso rays local MODE = { CUSTOM = 1, -- Whatever you want! LIMBS = 2, -- Track limbs MOVEMENT = 3, -- Track movement CORNERS = 4, -- Char model corners CIRCLE1 = 5, -- Circle of casts around character CIRCLE2 = 6, -- Circle of casts around character, camera relative LIMBMOVE = 7, -- LIMBS mode + MOVEMENT mode SMART_CIRCLE = 8, -- More sample points on and around character CHAR_OUTLINE = 9, } Invisicam.MODE = MODE local STARTING_MODE = MODE.SMART_CIRCLE local LIMB_TRACKING_SET = { -- Common to R6, R15 ['Head'] = true, -- R6 Only ['Left Arm'] = true, ['Right Arm'] = true, ['Left Leg'] = true, ['Right Leg'] = true, -- R15 Only ['LeftLowerArm'] = true, ['RightLowerArm'] = true, ['LeftUpperLeg'] = true, ['RightUpperLeg'] = true } local CORNER_FACTORS = { Vector3.new(1,1,-1), Vector3.new(1,-1,-1), Vector3.new(-1,-1,-1), Vector3.new(-1,1,-1) } local CIRCLE_CASTS = 10 local MOVE_CASTS = 3 local SMART_CIRCLE_CASTS = 24 local SMART_CIRCLE_INCREMENT = 2.0 * math.pi / SMART_CIRCLE_CASTS local CHAR_OUTLINE_CASTS = 24 --------------- -- Variables -- --------------- local RunService = game:GetService('RunService') local PlayersService = game:GetService('Players') local Player = PlayersService.LocalPlayer local Camera = nil local Character = nil local HumanoidRootPart = nil local TorsoPart = nil local HeadPart = nil local Mode = nil local BehaviorFunction = nil local childAddedConn = nil local childRemovedConn = nil local Behaviors = {} -- Map of modes to behavior fns local SavedHits = {} -- Objects currently being faded in/out local TrackedLimbs = {} -- Used in limb-tracking casting modes --------------- --| Utility |-- --------------- local math_min = math.min local math_max = math.max local math_cos = math.cos local math_sin = math.sin local math_pi = math.pi local Vector3_new = Vector3.new local ZERO_VECTOR3 = Vector3_new(0,0,0) local function AssertTypes(param, ...) local allowedTypes = {} local typeString = '' for _, typeName in pairs({...}) do allowedTypes[typeName] = true typeString = typeString .. (typeString == '' and '' or ' or ') .. typeName end local theType = type(param) assert(allowedTypes[theType], typeString .. " type expected, got: " .. theType) end ----------------------- --| Local Functions |-- ----------------------- local function LimbBehavior(castPoints) for limb, _ in pairs(TrackedLimbs) do castPoints[#castPoints + 1] = limb.Position end end local function MoveBehavior(castPoints) for i = 1, MOVE_CASTS do local position, velocity = HumanoidRootPart.Position, HumanoidRootPart.Velocity local horizontalSpeed = Vector3_new(velocity.X, 0, velocity.Z).Magnitude / 2 local offsetVector = (i - 1) * HumanoidRootPart.CFrame.lookVector * horizontalSpeed castPoints[#castPoints + 1] = position + offsetVector end end local function CornerBehavior(castPoints) local cframe = HumanoidRootPart.CFrame local centerPoint = cframe.p local rotation = cframe - centerPoint local halfSize = Character:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations castPoints[#castPoints + 1] = centerPoint for i = 1, #CORNER_FACTORS do castPoints[#castPoints + 1] = centerPoint + (rotation * (halfSize * CORNER_FACTORS[i])) end end local function CircleBehavior(castPoints) local cframe = nil if Mode == MODE.CIRCLE1 then cframe = HumanoidRootPart.CFrame else local camCFrame = Camera.CoordinateFrame cframe = camCFrame - camCFrame.p + HumanoidRootPart.Position end castPoints[#castPoints + 1] = cframe.p for i = 0, CIRCLE_CASTS - 1 do local angle = (2 * math_pi / CIRCLE_CASTS) * i local offset = 3 * Vector3_new(math_cos(angle), math_sin(angle), 0) castPoints[#castPoints + 1] = cframe * offset end end local function LimbMoveBehavior(castPoints) LimbBehavior(castPoints) MoveBehavior(castPoints) end local function CharacterOutlineBehavior(castPoints) local torsoUp = TorsoPart.CFrame.upVector.unit local torsoRight = TorsoPart.CFrame.rightVector.unit -- Torso cross of points for interior coverage castPoints[#castPoints + 1] = TorsoPart.CFrame.p castPoints[#castPoints + 1] = TorsoPart.CFrame.p + torsoUp castPoints[#castPoints + 1] = TorsoPart.CFrame.p - torsoUp castPoints[#castPoints + 1] = TorsoPart.CFrame.p + torsoRight castPoints[#castPoints + 1] = TorsoPart.CFrame.p - torsoRight if HeadPart then castPoints[#castPoints + 1] = HeadPart.CFrame.p end local cframe = CFrame.new(ZERO_VECTOR3,Vector3_new(Camera.CoordinateFrame.lookVector.X,0,Camera.CoordinateFrame.lookVector.Z)) local centerPoint = (TorsoPart and TorsoPart.Position or HumanoidRootPart.Position) local partsWhitelist = {TorsoPart} if HeadPart then partsWhitelist[#partsWhitelist + 1] = HeadPart end for i = 1, CHAR_OUTLINE_CASTS do local angle = (2 * math_pi * i / CHAR_OUTLINE_CASTS) local offset = cframe * (3 * Vector3_new(math_cos(angle), math_sin(angle), 0)) offset = Vector3_new(offset.X, math_max(offset.Y, -2.25), offset.Z) local ray = Ray.new(centerPoint + offset, -3 * offset) local hit, hitPoint = game.Workspace:FindPartOnRayWithWhitelist(ray, partsWhitelist, false, false) if hit then -- Use hit point as the cast point, but nudge it slightly inside the character so that bumping up against -- walls is less likely to cause a transparency glitch castPoints[#castPoints + 1] = hitPoint + 0.2 * (centerPoint - hitPoint).unit end end end -- Helper function for Determinant of 3x3 local function Det3x3(a,b,c,d,e,f,g,h,i) return (a*(e*i-f*h)-b*(d*i-f*g)+c*(d*h-e*g)) end -- Smart Circle mode needs the intersection of 2 rays that are known to be in the same plane -- because they are generated from cross products with a common vector. This function is computing -- that intersection, but it's actually the general solution for the point halfway between where -- two skew lines come nearest to each other, which is more forgiving. local function RayIntersection(p0, v0, p1, v1) local v2 = v0:Cross(v1) local d1 = p1.x - p0.x local d2 = p1.y - p0.y local d3 = p1.z - p0.z local denom = Det3x3(v0.x,-v1.x,v2.x,v0.y,-v1.y,v2.y,v0.z,-v1.z,v2.z) if (denom == 0) then return ZERO_VECTOR3 -- No solution (rays are parallel) end local t0 = Det3x3(d1,-v1.x,v2.x,d2,-v1.y,v2.y,d3,-v1.z,v2.z) / denom local t1 = Det3x3(v0.x,d1,v2.x,v0.y,d2,v2.y,v0.z,d3,v2.z) / denom local s0 = p0 + t0 * v0 local s1 = p1 + t1 * v1 local s = s0 + 0.5 * ( s1 - s0 ) -- 0.25 studs is a threshold for deciding if the rays are -- close enough to be considered intersecting, found through testing if (s1-s0).Magnitude < 0.25 then return s else return ZERO_VECTOR3 end end local function SmartCircleBehavior(castPoints) local torsoUp = TorsoPart.CFrame.upVector.unit local torsoRight = TorsoPart.CFrame.rightVector.unit -- SMART_CIRCLE mode includes rays to head and 5 to the torso. -- Hands, arms, legs and feet are not included since they -- are not canCollide and can therefore go inside of parts castPoints[#castPoints + 1] = TorsoPart.CFrame.p castPoints[#castPoints + 1] = TorsoPart.CFrame.p + torsoUp castPoints[#castPoints + 1] = TorsoPart.CFrame.p - torsoUp castPoints[#castPoints + 1] = TorsoPart.CFrame.p + torsoRight castPoints[#castPoints + 1] = TorsoPart.CFrame.p - torsoRight if HeadPart then castPoints[#castPoints + 1] = HeadPart.CFrame.p end local cameraOrientation = Camera.CFrame - Camera.CFrame.p local torsoPoint = Vector3_new(0,0.5,0) + (TorsoPart and TorsoPart.Position or HumanoidRootPart.Position) local radius = 2.5 -- This loop first calculates points in a circle of radius 2.5 around the torso of the character, in the -- plane orthogonal to the camera's lookVector. Each point is then raycast to, to determine if it is within -- the free space surrounding the player (not inside anything). Two iterations are done to adjust points that -- are inside parts, to try to move them to valid locations that are still on their camera ray, so that the -- circle remains circular from the camera's perspective, but does not cast rays into walls or parts that are -- behind, below or beside the character and not really obstructing view of the character. This minimizes -- the undesirable situation where the character walks up to an exterior wall and it is made invisible even -- though it is behind the character. for i = 1, SMART_CIRCLE_CASTS do local angle = SMART_CIRCLE_INCREMENT * i - 0.5 * math.pi local offset = radius * Vector3_new(math_cos(angle), math_sin(angle), 0) local circlePoint = torsoPoint + cameraOrientation * offset -- Vector from camera to point on the circle being tested local vp = circlePoint - Camera.CFrame.p local ray = Ray.new(torsoPoint, circlePoint - torsoPoint) local hit, hp, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {Character}, false, false ) local castPoint = circlePoint if hit then local hprime = hp + 0.1 * hitNormal.unit -- Slightly offset hit point from the hit surface local v0 = hprime - torsoPoint -- Vector from torso to offset hit point local d0 = v0.magnitude local perp = (v0:Cross(vp)).unit -- Vector from the offset hit point, along the hit surface local v1 = (perp:Cross(hitNormal)).unit -- Vector from camera to offset hit local vprime = (hprime - Camera.CFrame.p).unit -- This dot product checks to see if the vector along the hit surface would hit the correct -- side of the invisicam cone, or if it would cross the camera look vector and hit the wrong side if ( v0.unit:Dot(-v1) < v0.unit:Dot(vprime)) then castPoint = RayIntersection(hprime, v1, circlePoint, vp) if castPoint.Magnitude > 0 then local ray = Ray.new(hprime, castPoint - hprime) local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {Character}, false, false ) if hit then local hprime2 = hitPoint + 0.1 * hitNormal.unit castPoint = hprime2 end else castPoint = hprime end else castPoint = hprime end local ray = Ray.new(torsoPoint, (castPoint - torsoPoint)) local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {Character}, false, false ) if hit then local castPoint2 = hitPoint - 0.1 * (castPoint - torsoPoint).unit castPoint = castPoint2 end end castPoints[#castPoints + 1] = castPoint end end local function CheckTorsoReference() if Character then TorsoPart = Character:FindFirstChild("Torso") if not TorsoPart then TorsoPart = Character:FindFirstChild("UpperTorso") if not TorsoPart then TorsoPart = Character:FindFirstChild("HumanoidRootPart") end end HeadPart = Character:FindFirstChild("Head") end end local function OnCharacterAdded(character) if childAddedConn then childAddedConn:disconnect() childAddedConn = nil end if childRemovedConn then childRemovedConn:disconnect() childRemovedConn = nil end Character = character TrackedLimbs = {} local function childAdded(child) if child:IsA('BasePart') then if LIMB_TRACKING_SET[child.Name] then TrackedLimbs[child] = true end if (child.Name == 'Torso' or child.Name == 'UpperTorso') then TorsoPart = child end if (child.Name == 'Head') then HeadPart = child end end end local function childRemoved(child) TrackedLimbs[child] = nil -- If removed/replaced part is 'Torso' or 'UpperTorso' double check that we still have a TorsoPart to use CheckTorsoReference() end childAddedConn = character.ChildAdded:connect(childAdded) childRemovedConn = character.ChildRemoved:connect(childRemoved) for _, child in pairs(Character:GetChildren()) do childAdded(child) end end local function OnCurrentCameraChanged() local newCamera = workspace.CurrentCamera if newCamera then Camera = newCamera end end ----------------------- -- Exposed Functions -- ----------------------- -- Update. Called every frame after the camera movement step function Invisicam:Update() -- Bail if there is no Character if not Character then return end -- Make sure we still have a HumanoidRootPart if not HumanoidRootPart then local humanoid = Character:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.Torso then HumanoidRootPart = humanoid.Torso else -- Not set up with Humanoid? Try and see if there's one in the Character at all: HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart") if not HumanoidRootPart then -- Bail out, since we're relying on HumanoidRootPart existing return end end local ancestryChangedConn; ancestryChangedConn = HumanoidRootPart.AncestryChanged:connect(function(child, parent) if child == HumanoidRootPart and not parent then HumanoidRootPart = nil if ancestryChangedConn and ancestryChangedConn.Connected then ancestryChangedConn:Disconnect() ancestryChangedConn = nil end end end) end if not TorsoPart then CheckTorsoReference() if not TorsoPart then -- Bail out, since we're relying on Torso existing, should never happen since we fall back to using HumanoidRootPart as torso return end end -- Make a list of world points to raycast to local castPoints = {} BehaviorFunction(castPoints) -- Cast to get a list of objects between the camera and the cast points local currentHits = {} local ignoreList = {Character} local function add(hit) currentHits[hit] = true if not SavedHits[hit] then SavedHits[hit] = hit.LocalTransparencyModifier end end local hitParts local hitPartCount = 0 -- Hash table to treat head-ray-hit parts differently than the rest of the hit parts hit by other rays -- head/torso ray hit parts will be more transparent than peripheral parts when USE_STACKING_TRANSPARENCY is enabled local headTorsoRayHitParts = {} local partIsTouchingCamera = {} local perPartTransparencyHeadTorsoHits = TARGET_TRANSPARENCY local perPartTransparencyOtherHits = TARGET_TRANSPARENCY if USE_STACKING_TRANSPARENCY then -- This first call uses head and torso rays to find out how many parts are stacked up -- for the purpose of calculating required per-part transparency local headPoint = HeadPart and HeadPart.CFrame.p or castPoints[1] local torsoPoint = TorsoPart and TorsoPart.CFrame.p or castPoints[2] hitParts = Camera:GetPartsObscuringTarget({headPoint, torsoPoint}, ignoreList) -- Count how many things the sample rays passed through, including decals. This should only -- count decals facing the camera, but GetPartsObscuringTarget does not return surface normals, -- so my compromise for now is to just let any decal increase the part count by 1. Only one -- decal per part will be considered. for i = 1, #hitParts do local hitPart = hitParts[i] hitPartCount = hitPartCount + 1 -- count the part itself headTorsoRayHitParts[hitPart] = true for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then hitPartCount = hitPartCount + 1 -- count first decal hit, then break break end end end if (hitPartCount > 0) then perPartTransparencyHeadTorsoHits = math.pow( ((0.5 * TARGET_TRANSPARENCY) + (0.5 * TARGET_TRANSPARENCY / hitPartCount)), 1 / hitPartCount ) perPartTransparencyOtherHits = math.pow( ((0.5 * TARGET_TRANSPARENCY_PERIPHERAL) + (0.5 * TARGET_TRANSPARENCY_PERIPHERAL / hitPartCount)), 1 / hitPartCount ) end end -- Now get all the parts hit by all the rays hitParts = Camera:GetPartsObscuringTarget(castPoints, ignoreList) local partTargetTransparency = {} -- Include decals and textures for i = 1, #hitParts do local hitPart = hitParts[i] partTargetTransparency[hitPart] =headTorsoRayHitParts[hitPart] and perPartTransparencyHeadTorsoHits or perPartTransparencyOtherHits -- If the part is not already as transparent or more transparent than what invisicam requires, add it to the list of -- parts to be modified by invisicam if hitPart.Transparency < partTargetTransparency[hitPart] then add(hitPart) end -- Check all decals and textures on the part for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then if (child.Transparency < partTargetTransparency[hitPart]) then partTargetTransparency[child] = partTargetTransparency[hitPart] add(child) end end end end -- Invisibilize objects that are in the way, restore those that aren't anymore for hitPart, originalLTM in pairs(SavedHits) do if currentHits[hitPart] then -- LocalTransparencyModifier gets whatever value is required to print the part's total transparency to equal perPartTransparency hitPart.LocalTransparencyModifier = (hitPart.Transparency < 1) and ((partTargetTransparency[hitPart] - hitPart.Transparency) / (1.0 - hitPart.Transparency)) or 0 else -- Restore original pre-invisicam value of LTM hitPart.LocalTransparencyModifier = originalLTM SavedHits[hitPart] = nil end end end function Invisicam:SetMode(newMode) AssertTypes(newMode, 'number') for modeName, modeNum in pairs(MODE) do if modeNum == newMode then Mode = newMode BehaviorFunction = Behaviors[Mode] return end end error("Invalid mode number") end function Invisicam:SetCustomBehavior(func) AssertTypes(func, 'function') Behaviors[MODE.CUSTOM] = func if Mode == MODE.CUSTOM then BehaviorFunction = func end end function Invisicam:GetObscuredParts() return SavedHits end -- Want to turn off Invisicam? Be sure to call this after. function Invisicam:Cleanup() for hit, originalFade in pairs(SavedHits) do hit.LocalTransparencyModifier = originalFade end end --------------------- --| Running Logic |-- --------------------- -- Connect to the current and all future cameras workspace:GetPropertyChangedSignal("CurrentCamera"):connect(OnCurrentCameraChanged) OnCurrentCameraChanged() Player.CharacterAdded:connect(OnCharacterAdded) if Player.Character then OnCharacterAdded(Player.Character) end Behaviors[MODE.CUSTOM] = function() end -- (Does nothing until SetCustomBehavior) Behaviors[MODE.LIMBS] = LimbBehavior Behaviors[MODE.MOVEMENT] = MoveBehavior Behaviors[MODE.CORNERS] = CornerBehavior Behaviors[MODE.CIRCLE1] = CircleBehavior Behaviors[MODE.CIRCLE2] = CircleBehavior Behaviors[MODE.LIMBMOVE] = LimbMoveBehavior Behaviors[MODE.SMART_CIRCLE] = SmartCircleBehavior Behaviors[MODE.CHAR_OUTLINE] = CharacterOutlineBehavior Invisicam:SetMode(STARTING_MODE) return Invisicam