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OrbitModule.lua
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local OrbitModule = {}
--CREDITS: THIS WAS MADE BY YbicG#1258 on DISCORD and NotYbicG on ROBLOX. If you use this please don't remove this line.
----------
-- MATH --
----------
local function Pythag(X)
local Y
Y = math.sqrt(X^2 - (X/2)^2)
return Y
end
----------
-- MATH --
----------
function OrbitModule:CircularOrbit(Part:Part, RotateAroundPos:Vector3, Time:number, Radius, Speed:number, OrbitDirection:string, isSpiraling:boolean, SpiralWidth:number)
--[[
-------------------------
ARGS
-------------------------
Part -> Part to be rotated.
Time -> Time until completion.
Speed -> Speed at which to rotate at.
Radius -> The size to make the cirle.
RotateAroundPos -> Position for Part to rotate around.
isSpiraling -> If true move in a spiral.
SpiralWidth -> Width between spirals.
-------------------------
-------------------------
]]
local XOffset
local YOffset
local ZOffset
if not RotateAroundPos then
local XOffset = 0
local YOffset = 0
local ZOffset = 0
else
local XOffset = RotateAroundPos.X
local YOffset = RotateAroundPos.Y
local ZOffset = RotateAroundPos.Z
end
if not Part then
return
end
if not Speed then
Speed = 1
end
if not Time then
Time = 3
end
if not SpiralWidth then
SpiralWidth = 1
end
if not Radius then
Radius = 20
end
if not OrbitDirection then
OrbitDirection = "clockwise"
elseif OrbitDirection ~= "clockwise" and OrbitDirection ~= "counterclockwise" then
error("Invalid OrbitDirection \""..OrbitDirection.."\"\nValid directions are \"clockwise\" and \"counterclockwise\".")
end
----------------------------
local degree = 0
local Finish = Time + os.time()
while Finish > os.time() do
if OrbitDirection == "clockwise" then
if not RotateAroundPos then
XOffset = 0
YOffset = 0
ZOffset = 0
else
XOffset = RotateAroundPos.X
YOffset = RotateAroundPos.Y
ZOffset = RotateAroundPos.Z
end
degree += Speed
local X = Radius * math.cos(math.rad(-degree)) + XOffset
local Y = Radius * math.sin(math.rad(-degree)) + YOffset
local Z
if isSpiraling then
Z = (degree * (SpiralWidth/100)) + ZOffset
else
Z = ZOffset
end
Part.Position = Vector3.new(X, Y, Z)
task.wait()
elseif OrbitDirection == "counterclockwise" then
if not RotateAroundPos then
XOffset = 0
YOffset = 0
ZOffset = 0
else
XOffset = RotateAroundPos.X
YOffset = RotateAroundPos.Y
ZOffset = RotateAroundPos.Z
end
degree += Speed
local X = Radius * math.cos(math.rad(degree)) + XOffset
local Y = Radius * math.sin(math.rad(degree)) + YOffset
local Z
if isSpiraling then
Z = (degree * (SpiralWidth/100)) + ZOffset
else
Z = ZOffset
end
Part.Position = Vector3.new(X, Y, Z)
task.wait()
end
end
end
function OrbitModule:TriangularOrbit(Part:Part, RotateAroundPos:Vector3, Time:number, Width, Speed:number, OrbitDirection:string)
------------------
--Part -> Part to be rotated.
--Time -> Time until completion.
--Width -> Size to make the triangle.
--RotateAroundPos -> Position for Part to rotate around.
--Speed -> Speed at which to rotate.
--OrbitDirection -> Direction to rotate in. Valid Directions are "clockwise" and "counterclockwise".
------------------
if not OrbitDirection then
OrbitDirection = "clockwise"
elseif OrbitDirection ~= "clockwise" and OrbitDirection ~= "counterclockwise" then
error("Invalid OrbitDirection \""..OrbitDirection.."\"\nValid directions are \"clockwise\" and \"counterclockwise\".")
end
if not Time then
Time = 3
end
if not Speed then
Speed = 1
else
if Speed < 1 then
Speed = 1
end
end
if not Width then
Width = 20
end
local IndvisTime = Time/3 -- split up time for each tween
local IndvisTime = IndvisTime/Speed
local Finish = Time + os.time()
local Origin = RotateAroundPos - Vector3.new(Width/2, Width/3.5)
while Finish > os.time() do
if OrbitDirection == "clockwise" then
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width/2, Pythag(Width), 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width, 0, 0)})
Tween:Play()
Tween.Completed:Wait()
elseif OrbitDirection == "counterclockwise" then
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width, 0, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width/2, Pythag(Width), 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin})
Tween:Play()
Tween.Completed:Wait()
end
end
end
function OrbitModule:RectangularOrbit(Part:Part, RotateAroundPos:Vector3, Time:number, Width, Speed:number, OrbitDirection:string)
------------------
--Part -> Part to be rotated.
--Time -> Time until completion.
--Width -> Size to make the rectangle.
--RotateAroundPos -> Position for Part to rotate around.
--Speed -> Speed at which to rotate.
--OrbitDirection -> Direction to rotate in. Valid Directions are "clockwise" and "counterclockwise".
------------------
if not OrbitDirection then
OrbitDirection = "clockwise"
elseif OrbitDirection ~= "clockwise" and OrbitDirection ~= "counterclockwise" then
error("Invalid OrbitDirection \""..OrbitDirection.."\"\nValid directions are \"clockwise\" and \"counterclockwise\".")
end
if not Time then
Time = 3
end
if not Speed then
Speed = 1
else
if Speed < 1 then
Speed = 1
end
end
if not Width then
Width = 10
else
Width = Width/2
end
local IndvisTime = Time/4 -- split up time for each tween
local IndvisTime = IndvisTime/Speed
local Finish = Time + os.time()
local Origin = RotateAroundPos - Vector3.new(Width, Width/2, 0)
while Finish > os.time() do
if OrbitDirection == "clockwise" then
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(0, Width, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width * 2, Width, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width * 2, 0, 0)})
Tween:Play()
Tween.Completed:Wait()
elseif OrbitDirection == "counterclockwise" then
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width * 2, 0, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width * 2, Width, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(0, Width, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin})
Tween:Play()
Tween.Completed:Wait()
end
end
end
function OrbitModule:SquareOrbit(Part:Part, RotateAroundPos:Vector3, Time:number, Width, Speed:number, OrbitDirection:string)
------------------
--Part -> Part to be rotated.
--Time -> Time until completion.
--Width -> Size to make the square.
--RotateAroundPos -> Position for Part to rotate around.
--Speed -> Speed at which to rotate.
--OrbitDirection -> Direction to rotate in. Valid Directions are "clockwise" and "counterclockwise".
------------------
if not OrbitDirection then
OrbitDirection = "clockwise"
elseif OrbitDirection ~= "clockwise" and OrbitDirection ~= "counterclockwise" then
error("Invalid OrbitDirection \""..OrbitDirection.."\"\nValid directions are \"clockwise\" and \"counterclockwise\".")
end
if not Time then
Time = 3
end
if not Speed then
Speed = 1
else
if Speed < 1 then
Speed = 1
end
end
if not Width then
Width = 10
else
Width = Width/2
end
local IndvisTime = Time/4 -- split up time for each tween
local IndvisTime = IndvisTime/Speed
local Finish = Time + os.time()
local Origin = RotateAroundPos - Vector3.new(Width/2, Width/2, 0)
while Finish > os.time() do
if OrbitDirection == "clockwise" then
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(0, Width, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width , Width, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width, 0, 0)})
Tween:Play()
Tween.Completed:Wait()
elseif OrbitDirection == "counterclockwise" then
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width, 0, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(Width, Width, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin + Vector3.new(0, Width, 0)})
Tween:Play()
Tween.Completed:Wait()
local Tween = game.TweenService:Create(Part, TweenInfo.new(IndvisTime, Enum.EasingStyle.Linear), {["Position"] = Origin})
Tween:Play()
Tween.Completed:Wait()
end
end
end
return OrbitModule