SyntaxGameServer/RCCService2021/ExtraContent/scripts/PlayerScripts/StarterPlayerScripts/CameraScript/Invisicam.lua

585 lines
19 KiB
Lua

--[[
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