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100
leenkx/Sources/leenkx/logicnode/AddRigidBodyNode.hx
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100
leenkx/Sources/leenkx/logicnode/AddRigidBodyNode.hx
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package leenkx.logicnode;
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import iron.object.Object;
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#if lnx_physics
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import leenkx.trait.physics.RigidBody;
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import leenkx.trait.physics.bullet.RigidBody.Shape;
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#end
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class AddRigidBodyNode extends LogicNode {
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public var property0: String; //Shape
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public var property1: Bool; //Advanced
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public var object: Object;
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public function new(tree: LogicTree) {
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super(tree);
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}
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override function run(from: Int) {
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object = inputs[1].get();
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if (object == null) return;
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#if lnx_physics
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var mass: Float = inputs[2].get();
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var active: Bool = inputs[3].get();
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var animated: Bool = inputs[4].get();
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var trigger: Bool = inputs[5].get();
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var friction: Float = inputs[6].get();
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var bounciness: Float = inputs[7].get();
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var ccd: Bool = inputs[8].get();
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var margin: Bool = false;
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var marginLen: Float = 0.0;
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var linDamp: Float = 0.0;
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var angDamp: Float = 0.0;
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var angFriction: Float = 0.0;
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var useDeactiv: Bool = false;
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var linearVelThreshold: Float = 0.0;
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var angVelThreshold: Float = 0.0;
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var group: Int = 1;
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var mask: Int = 1;
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var shape: Shape = 1;
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if (property1) {
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margin = inputs[9].get();
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marginLen = inputs[10].get();
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linDamp = inputs[11].get();
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angDamp = inputs[12].get();
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angFriction = inputs[13].get();
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useDeactiv = inputs[14].get();
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linearVelThreshold = inputs[15].get();
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angVelThreshold = inputs[16].get();
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group = inputs[17].get();
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mask = inputs[18].get();
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}
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var rb: RigidBody = object.getTrait(RigidBody);
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if ((group < 0) || (group > 32)) group = 1; //Limiting max groups to 32
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if ((mask < 0) || (mask > 32)) mask = 1; //Limiting max masks to 32
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if (rb == null) {
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switch (property0) {
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case "Box": shape = Box;
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case "Sphere": shape = Sphere;
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case "Capsule": shape = Capsule;
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case "Cone": shape = Cone;
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case "Cylinder": shape = Cylinder;
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case "Convex Hull": shape = ConvexHull;
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case "Mesh": shape = Mesh;
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}
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rb = new RigidBody(shape, mass, friction, bounciness, group, mask);
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rb.animated = animated;
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rb.staticObj = !active;
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rb.isTriggerObject(trigger);
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if (property1) {
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rb.linearDamping = linDamp;
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rb.angularDamping = angDamp;
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rb.angularFriction = angFriction;
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if (margin) rb.collisionMargin = marginLen;
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if (useDeactiv) {
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rb.setUpDeactivation(true, linearVelThreshold, angVelThreshold, 0.0);
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}
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}
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object.addTrait(rb);
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}
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#end
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runOutput(0);
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}
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override function get(from: Int): Object {
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return object;
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}
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}
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