Compare commits
193 Commits
6972d9abc4
...
main
| Author | SHA1 | Date | |
|---|---|---|---|
| 3bee97a560 | |||
| 4f4f28d62f | |||
| 7076fb6b7e | |||
| b72a22b5e9 | |||
| b265ab863c | |||
| 48f5575e4e | |||
| f2c4be6336 | |||
| 2ddc938db8 | |||
| 5eb735ada2 | |||
| 9894cc20f2 | |||
| dbe6d0829a | |||
| 6f383e2ab2 | |||
| 5c2d29d7ce | |||
| 28579e14d7 | |||
| 2ec6f43cc5 | |||
| 027021815a | |||
| b9b387803f | |||
| e05d9d0237 | |||
| c908e6cad2 | |||
| 506a0a0245 | |||
| 5cf33724e4 | |||
| ac5aa3d19c | |||
| 0c534ee632 | |||
| e3e7855d26 | |||
| f7917974f8 | |||
| fa2d8f05d5 | |||
| 73fcb55acc | |||
| c24baa3364 | |||
| 4517c4863f | |||
| 1299306e09 | |||
| f97d8fd846 | |||
| 8f8d4b1376 | |||
| a926fa8dbb | |||
| 6c3efa6c83 | |||
| 21afad6d09 | |||
| 04c6983a09 | |||
| 45966ef0bb | |||
| a72edc6203 | |||
| 6af1ef2df1 | |||
| 46e3047877 | |||
| de74af215a | |||
| b6e96553c2 | |||
| 58e009f709 | |||
| e88f101ca6 | |||
| d28d59b9e6 | |||
| a4398c7279 | |||
| abedfd799e | |||
| 4520422f6b | |||
| 88418c06c3 | |||
| aedc2783ab | |||
| 1505414c4c | |||
| fa818602c4 | |||
| 79dc458671 | |||
| 8e635fb1e9 | |||
| 4c2e6ab26a | |||
| 2371e3777e | |||
| b458b77e5c | |||
| 9b76f8cca9 | |||
| 5f2acb209e | |||
| 6fc446e7a9 | |||
| 71e57026e1 | |||
| 5288a98440 | |||
| 35e346be39 | |||
| 843ef0b058 | |||
| 177890bf39 | |||
| 9ac37e6dc7 | |||
| e697437778 | |||
| c94fc0fd97 | |||
| cd0a6f6788 | |||
| 4400e0e9c8 | |||
| 20cf07cfc3 | |||
| 1939f19c05 | |||
| 0d2b152ccb | |||
| 7f58e0fc85 | |||
| 0e4a6575c7 | |||
| 024676f43a | |||
| 8fe758862c | |||
| 1f3d1b47ae | |||
| f659a3c2be | |||
| 6eeb9017d4 | |||
| afe89c3834 | |||
| 8b695f72bb | |||
| 3d99fa60c0 | |||
| 43be7729ba | |||
| de0b1075c2 | |||
| c7aba23fa4 | |||
| 881f3267cc | |||
| 19b79d61c7 | |||
| fcbab54a0c | |||
| 8fd05d5514 | |||
| ad4013ed75 | |||
| 8ac567b57b | |||
| 43b7ae7060 | |||
| 29e9e71a6a | |||
| bfb85b0a3b | |||
| ef99b800e0 | |||
| 7cca955fc5 | |||
| 7e7bbd5eae | |||
| c31b2a18ad | |||
| fb47bf2564 | |||
| 7ae6750620 | |||
| 5b87010f76 | |||
| 97e952fc15 | |||
| b440539d65 | |||
| 60a9db6459 | |||
| 3b5a93c92a | |||
| 4af990796e | |||
| 9fb4916c3c | |||
| f61d5833bb | |||
| 40b52be713 | |||
| 07d8422f22 | |||
| 7179d42b27 | |||
| 99a5d7d445 | |||
| 5e0acd3d5d | |||
| f4077e461b | |||
| 28943f1522 | |||
| df4feac132 | |||
| 82412dbf81 | |||
| 6afc209db7 | |||
| e9aae53be9 | |||
| a65675ef75 | |||
| 8f073c5ae1 | |||
| 08d08e42d9 | |||
| a1ee335c68 | |||
| de6bf8a08a | |||
| b9848cd2dc | |||
| e922cc38e6 | |||
| 57f0e937d0 | |||
| e234c8615c | |||
| e594518e57 | |||
| a41be0f436 | |||
| 1306033b36 | |||
| eee0011cdd | |||
| 315ac0bd16 | |||
| f289e6f89c | |||
| 700d236bf1 | |||
| f228eab8d3 | |||
| 863d884b76 | |||
| 34e0f5a282 | |||
| 45e2e52008 | |||
| 444a215e63 | |||
| fb2d2a1a7c | |||
| f88c04abea | |||
| 6fdd4b3f70 | |||
| a389c27d75 | |||
| 1909c3da9f | |||
| 5824bd91aa | |||
| 43fe559eef | |||
| 12c09545ce | |||
| 0e60951ec9 | |||
| ccb8b358d3 | |||
| 1a8586777b | |||
| 3721c774a1 | |||
| a58fba408d | |||
| 268fba6cd5 | |||
| 4ab14ce6c8 | |||
| 9023e8d1da | |||
| b58c7a9632 | |||
| 99b70622f5 | |||
| 647b73b746 | |||
| 935c30ec08 | |||
| 0b0d597f89 | |||
| d5878afb30 | |||
| 96b55a1a56 | |||
| 91b3072305 | |||
| 1d0b338d92 | |||
| 8e83c0d0d0 | |||
| 927baec4df | |||
| f5c9e70d1a | |||
| 0423a735fc | |||
| bd413917fc | |||
| 852377f60d | |||
| e17e9a8e35 | |||
| 4055c979a1 | |||
| 06b003ecdb | |||
| fd7f215bb2 | |||
| 6a1df9ec46 | |||
| deccac3c46 | |||
| 432b0210b2 | |||
| 14cf5cebed | |||
| 2307e1504f | |||
| 1ebfecb644 | |||
| 175b575b23 | |||
| 63943a9cbf | |||
| 224d9be76f | |||
| 62d3c8757b | |||
| 3785f93573 | |||
| ffb276745f | |||
| d1c9258da5 | |||
| 3e0cd2be35 | |||
| 1fd1973470 | |||
| a01c72ef76 | |||
| 4b01a562c9 |
2
.gitattributes
vendored
Normal file
2
.gitattributes
vendored
Normal file
@ -0,0 +1,2 @@
|
||||
*.hdr binary
|
||||
blender/lnx/props.py ident
|
||||
3
.gitignore
vendored
Normal file
3
.gitignore
vendored
Normal file
@ -0,0 +1,3 @@
|
||||
__pycache__/
|
||||
*.pyc
|
||||
*.DS_Store
|
||||
@ -2,10 +2,12 @@
|
||||
-cp ../Kha/Backends/Krom
|
||||
-cp ../leenkx/Sources
|
||||
-cp ../iron/Sources
|
||||
-cp ../lib/aura/Sources
|
||||
-cp ../lib/haxebullet/Sources
|
||||
-cp ../lib/haxerecast/Sources
|
||||
-cp ../lib/zui/Sources
|
||||
--macro include('iron', true, null, ['../iron/Sources'])
|
||||
--macro include('aura', true, null, ['../lib/aura/Sources'])
|
||||
--macro include('haxebullet', true, null, ['../lib/haxebullet/Sources'])
|
||||
--macro include('haxerecast', true, null, ['../lib/haxerecast/Sources'])
|
||||
--macro include('leenkx', true, ['leenkx.network'], ['../leenkx/Sources','../iron/Sources'])
|
||||
|
||||
26
leenkx.py
26
leenkx.py
@ -24,7 +24,7 @@ import textwrap
|
||||
import threading
|
||||
import traceback
|
||||
import typing
|
||||
from typing import Callable, Optional
|
||||
from typing import Callable, Optional, List
|
||||
import webbrowser
|
||||
|
||||
import bpy
|
||||
@ -33,6 +33,12 @@ from bpy.props import *
|
||||
from bpy.types import Operator, AddonPreferences
|
||||
|
||||
|
||||
if bpy.app.version < (2, 90, 0):
|
||||
ListType = List
|
||||
else:
|
||||
ListType = list
|
||||
|
||||
|
||||
class SDKSource(IntEnum):
|
||||
PREFS = 0
|
||||
LOCAL = 1
|
||||
@ -73,9 +79,10 @@ def detect_sdk_path():
|
||||
area = win.screen.areas[0]
|
||||
area_type = area.type
|
||||
area.type = "INFO"
|
||||
with bpy.context.temp_override(window=win, screen=win.screen, area=area):
|
||||
bpy.ops.info.select_all(action='SELECT')
|
||||
bpy.ops.info.report_copy()
|
||||
if bpy.app.version >= (2, 92, 0):
|
||||
with bpy.context.temp_override(window=win, screen=win.screen, area=area):
|
||||
bpy.ops.info.select_all(action='SELECT')
|
||||
bpy.ops.info.report_copy()
|
||||
area.type = area_type
|
||||
clipboard = bpy.context.window_manager.clipboard
|
||||
|
||||
@ -85,6 +92,7 @@ def detect_sdk_path():
|
||||
if match:
|
||||
addon_prefs.sdk_path = os.path.dirname(match[-1])
|
||||
|
||||
|
||||
def get_link_web_server(self):
|
||||
return self.get('link_web_server', 'http://localhost/')
|
||||
|
||||
@ -558,7 +566,7 @@ def remove_readonly(func, path, excinfo):
|
||||
func(path)
|
||||
|
||||
|
||||
def run_proc(cmd: list[str], done: Optional[Callable[[bool], None]] = None):
|
||||
def run_proc(cmd: ListType[str], done: Optional[Callable[[bool], None]] = None):
|
||||
def fn(p, done):
|
||||
p.wait()
|
||||
if done is not None:
|
||||
@ -840,7 +848,13 @@ def update_leenkx_py(sdk_path: str, force_relink=False):
|
||||
else:
|
||||
raise err
|
||||
else:
|
||||
lnx_module_file.unlink(missing_ok=True)
|
||||
if bpy.app.version < (2, 92, 0):
|
||||
try:
|
||||
lnx_module_file.unlink()
|
||||
except FileNotFoundError:
|
||||
pass
|
||||
else:
|
||||
lnx_module_file.unlink(missing_ok=True)
|
||||
shutil.copy(Path(sdk_path) / 'leenkx.py', lnx_module_file)
|
||||
|
||||
|
||||
|
||||
@ -97,9 +97,9 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
vec3 face_offset = vec3(
|
||||
aniso_direction.x > 0.0 ? 0 : 1,
|
||||
aniso_direction.y > 0.0 ? 2 : 3,
|
||||
aniso_direction.z > 0.0 ? 4 : 5
|
||||
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||
) / (6 + DIFFUSE_CONE_COUNT);
|
||||
vec3 direction_weight = abs(dir);
|
||||
|
||||
@ -201,9 +201,9 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
vec3 face_offset = vec3(
|
||||
aniso_direction.x > 0.0 ? 0 : 1,
|
||||
aniso_direction.y > 0.0 ? 2 : 3,
|
||||
aniso_direction.z > 0.0 ? 4 : 5
|
||||
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||
) / (6 + DIFFUSE_CONE_COUNT);
|
||||
vec3 direction_weight = abs(dir);
|
||||
|
||||
@ -272,9 +272,9 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
||||
|
||||
vec3 aniso_direction = -dir;
|
||||
vec3 face_offset = vec3(
|
||||
aniso_direction.x > 0.0 ? 0 : 1,
|
||||
aniso_direction.y > 0.0 ? 2 : 3,
|
||||
aniso_direction.z > 0.0 ? 4 : 5
|
||||
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||
) / (6 + DIFFUSE_CONE_COUNT);
|
||||
vec3 direction_weight = abs(dir);
|
||||
float coneCoefficient = 2.0 * tan(aperture * 0.5);
|
||||
|
||||
@ -54,6 +54,22 @@ class App {
|
||||
if (Scene.active == null || !Scene.active.ready) return;
|
||||
|
||||
iron.system.Time.update();
|
||||
|
||||
if (lastw == -1) {
|
||||
lastw = App.w();
|
||||
lasth = App.h();
|
||||
}
|
||||
if (lastw != App.w() || lasth != App.h()) {
|
||||
if (onResize != null) onResize();
|
||||
else {
|
||||
if (Scene.active != null && Scene.active.camera != null) {
|
||||
Scene.active.camera.buildProjection();
|
||||
}
|
||||
}
|
||||
}
|
||||
lastw = App.w();
|
||||
lasth = App.h();
|
||||
|
||||
if (pauseUpdates) return;
|
||||
|
||||
#if lnx_debug
|
||||
@ -98,22 +114,6 @@ class App {
|
||||
for (cb in endFrameCallbacks) cb();
|
||||
updateTime = kha.Scheduler.realTime() - startTime;
|
||||
#end
|
||||
|
||||
// Rebuild projection on window resize
|
||||
if (lastw == -1) {
|
||||
lastw = App.w();
|
||||
lasth = App.h();
|
||||
}
|
||||
if (lastw != App.w() || lasth != App.h()) {
|
||||
if (onResize != null) onResize();
|
||||
else {
|
||||
if (Scene.active != null && Scene.active.camera != null) {
|
||||
Scene.active.camera.buildProjection();
|
||||
}
|
||||
}
|
||||
}
|
||||
lastw = App.w();
|
||||
lasth = App.h();
|
||||
}
|
||||
|
||||
static function render(frames: Array<kha.Framebuffer>) {
|
||||
|
||||
@ -331,15 +331,18 @@ class RenderPath {
|
||||
});
|
||||
}
|
||||
|
||||
public static function sortMeshesShader(meshes: Array<MeshObject>) {
|
||||
public static function sortMeshesIndex(meshes: Array<MeshObject>) {
|
||||
meshes.sort(function(a, b): Int {
|
||||
#if rp_depth_texture
|
||||
var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
|
||||
if (depthDiff != 0) return depthDiff;
|
||||
#end
|
||||
|
||||
return a.materials[0].name >= b.materials[0].name ? 1 : -1;
|
||||
});
|
||||
if (a.data.sortingIndex != b.data.sortingIndex) {
|
||||
return a.data.sortingIndex > b.data.sortingIndex ? 1 : -1;
|
||||
}
|
||||
|
||||
return a.data.name >= b.data.name ? 1 : -1; });
|
||||
}
|
||||
|
||||
public function drawMeshes(context: String) {
|
||||
@ -399,7 +402,7 @@ class RenderPath {
|
||||
#if lnx_batch
|
||||
sortMeshesDistance(Scene.active.meshBatch.nonBatched);
|
||||
#else
|
||||
drawOrder == DrawOrder.Shader ? sortMeshesShader(meshes) : sortMeshesDistance(meshes);
|
||||
drawOrder == DrawOrder.Index ? sortMeshesIndex(meshes) : sortMeshesDistance(meshes);
|
||||
#end
|
||||
meshesSorted = true;
|
||||
}
|
||||
@ -518,12 +521,44 @@ class RenderPath {
|
||||
return Reflect.field(kha.Shaders, handle + "_comp");
|
||||
}
|
||||
|
||||
#if (kha_krom && lnx_vr)
|
||||
public function drawStereo(drawMeshes: Int->Void) {
|
||||
for (eye in 0...2) {
|
||||
Krom.vrBeginRender(eye);
|
||||
drawMeshes(eye);
|
||||
Krom.vrEndRender(eye);
|
||||
#if lnx_vr
|
||||
public function drawStereo(drawMeshes: Void->Void) {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
var appw = iron.App.w();
|
||||
var apph = iron.App.h();
|
||||
var halfw = Std.int(appw / 2);
|
||||
var g = currentG;
|
||||
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
// Left eye
|
||||
Scene.active.camera.V.setFrom(Scene.active.camera.leftV);
|
||||
Scene.active.camera.P.self = vr.GetProjectionMatrix(0);
|
||||
g.viewport(0, 0, halfw, apph);
|
||||
drawMeshes();
|
||||
|
||||
// Right eye
|
||||
begin(g, additionalTargets);
|
||||
Scene.active.camera.V.setFrom(Scene.active.camera.rightV);
|
||||
Scene.active.camera.P.self = vr.GetProjectionMatrix(1);
|
||||
g.viewport(halfw, 0, halfw, apph);
|
||||
drawMeshes();
|
||||
}
|
||||
else { // Simulate
|
||||
Scene.active.camera.buildProjection(halfw / apph);
|
||||
|
||||
// Left eye
|
||||
g.viewport(0, 0, halfw, apph);
|
||||
drawMeshes();
|
||||
|
||||
// Right eye
|
||||
begin(g, additionalTargets);
|
||||
Scene.active.camera.transform.move(Scene.active.camera.right(), 0.032);
|
||||
Scene.active.camera.buildMatrix();
|
||||
g.viewport(halfw, 0, halfw, apph);
|
||||
drawMeshes();
|
||||
|
||||
Scene.active.camera.transform.move(Scene.active.camera.right(), -0.032);
|
||||
Scene.active.camera.buildMatrix();
|
||||
}
|
||||
}
|
||||
#end
|
||||
@ -882,6 +917,6 @@ class CachedShaderContext {
|
||||
|
||||
@:enum abstract DrawOrder(Int) from Int {
|
||||
var Distance = 0; // Early-z
|
||||
var Shader = 1; // Less state changes
|
||||
var Index = 1; // Less state changes
|
||||
// var Mix = 2; // Distance buckets sorted by shader
|
||||
}
|
||||
|
||||
@ -887,8 +887,12 @@ class Scene {
|
||||
var ptype: String = t.props[i * 3 + 1];
|
||||
var pval: Dynamic = t.props[i * 3 + 2];
|
||||
|
||||
if (StringTools.endsWith(ptype, "Object") && pval != "") {
|
||||
if (StringTools.endsWith(ptype, "Object") && pval != "" && pval != null) {
|
||||
Reflect.setProperty(traitInst, pname, Scene.active.getChild(pval));
|
||||
} else if (ptype == "TSceneFormat" && pval != "") {
|
||||
Data.getSceneRaw(pval, function (r: TSceneFormat) {
|
||||
Reflect.setProperty(traitInst, pname, r);
|
||||
});
|
||||
}
|
||||
else {
|
||||
switch (ptype) {
|
||||
|
||||
@ -9,6 +9,7 @@ import iron.data.SceneFormat;
|
||||
class MeshData {
|
||||
|
||||
public var name: String;
|
||||
public var sortingIndex: Int;
|
||||
public var raw: TMeshData;
|
||||
public var format: TSceneFormat;
|
||||
public var geom: Geometry;
|
||||
@ -23,6 +24,7 @@ class MeshData {
|
||||
public function new(raw: TMeshData, done: MeshData->Void) {
|
||||
this.raw = raw;
|
||||
this.name = raw.name;
|
||||
this.sortingIndex = raw.sorting_index;
|
||||
|
||||
if (raw.scale_pos != null) scalePos = raw.scale_pos;
|
||||
if (raw.scale_tex != null) scaleTex = raw.scale_tex;
|
||||
|
||||
@ -49,6 +49,7 @@ typedef TMeshData = {
|
||||
@:structInit class TMeshData {
|
||||
#end
|
||||
public var name: String;
|
||||
public var sorting_index: Int;
|
||||
public var vertex_arrays: Array<TVertexArray>;
|
||||
public var index_arrays: Array<TIndexArray>;
|
||||
@:optional public var dynamic_usage: Null<Bool>;
|
||||
@ -222,6 +223,7 @@ typedef TShaderData = {
|
||||
@:structInit class TShaderData {
|
||||
#end
|
||||
public var name: String;
|
||||
public var next_pass: String;
|
||||
public var contexts: Array<TShaderContext>;
|
||||
}
|
||||
|
||||
@ -393,6 +395,7 @@ typedef TParticleData = {
|
||||
public var name: String;
|
||||
public var type: Int; // 0 - Emitter, Hair
|
||||
public var auto_start: Bool;
|
||||
public var dynamic_emitter: Bool;
|
||||
public var is_unique: Bool;
|
||||
public var loop: Bool;
|
||||
public var count: Int;
|
||||
|
||||
@ -22,6 +22,7 @@ using StringTools;
|
||||
class ShaderData {
|
||||
|
||||
public var name: String;
|
||||
public var nextPass: String;
|
||||
public var raw: TShaderData;
|
||||
public var contexts: Array<ShaderContext> = [];
|
||||
|
||||
@ -33,6 +34,7 @@ class ShaderData {
|
||||
public function new(raw: TShaderData, done: ShaderData->Void, overrideContext: TShaderOverride = null) {
|
||||
this.raw = raw;
|
||||
this.name = raw.name;
|
||||
this.nextPass = raw.next_pass;
|
||||
|
||||
for (c in raw.contexts) contexts.push(null);
|
||||
var contextsLoaded = 0;
|
||||
|
||||
@ -31,11 +31,21 @@ class CameraObject extends Object {
|
||||
static var vcenter = new Vec4();
|
||||
static var vup = new Vec4();
|
||||
|
||||
#if lnx_vr
|
||||
var helpMat = Mat4.identity();
|
||||
public var leftV = Mat4.identity();
|
||||
public var rightV = Mat4.identity();
|
||||
#end
|
||||
|
||||
public function new(data: CameraData) {
|
||||
super();
|
||||
|
||||
this.data = data;
|
||||
|
||||
#if lnx_vr
|
||||
iron.system.VR.initButton();
|
||||
#end
|
||||
|
||||
buildProjection();
|
||||
|
||||
V = Mat4.identity();
|
||||
@ -117,6 +127,26 @@ class CameraObject extends Object {
|
||||
V.getInverse(transform.world);
|
||||
VP.multmats(P, V);
|
||||
|
||||
|
||||
#if lnx_vr
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr != null && vr.IsPresenting()) {
|
||||
leftV.setFrom(V);
|
||||
helpMat.self = vr.GetViewMatrix(0);
|
||||
leftV.multmat(helpMat);
|
||||
|
||||
rightV.setFrom(V);
|
||||
helpMat.self = vr.GetViewMatrix(1);
|
||||
rightV.multmat(helpMat);
|
||||
}
|
||||
else {
|
||||
leftV.setFrom(V);
|
||||
}
|
||||
VP.multmats(P, leftV);
|
||||
#else
|
||||
VP.multmats(P, V);
|
||||
#end
|
||||
|
||||
if (data.raw.frustum_culling) {
|
||||
buildViewFrustum(VP, frustumPlanes);
|
||||
}
|
||||
|
||||
@ -155,7 +155,12 @@ class LightObject extends Object {
|
||||
}
|
||||
|
||||
public function setCascade(camera: CameraObject, cascade: Int) {
|
||||
|
||||
#if lnx_vr
|
||||
m.setFrom(camera.leftV);
|
||||
#else
|
||||
m.setFrom(camera.V);
|
||||
#end
|
||||
|
||||
#if lnx_csm
|
||||
if (camSlicedP == null) {
|
||||
|
||||
@ -302,6 +302,10 @@ class MeshObject extends Object {
|
||||
|
||||
// Render mesh
|
||||
var ldata = lod.data;
|
||||
|
||||
// Next pass rendering first (inverse order)
|
||||
renderNextPass(g, context, bindParams, lod);
|
||||
|
||||
for (i in 0...ldata.geom.indexBuffers.length) {
|
||||
|
||||
var mi = ldata.geom.materialIndices[i];
|
||||
@ -405,4 +409,85 @@ class MeshObject extends Object {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function renderNextPass(g: Graphics, context: String, bindParams: Array<String>, lod: MeshObject) {
|
||||
var ldata = lod.data;
|
||||
for (i in 0...ldata.geom.indexBuffers.length) {
|
||||
var mi = ldata.geom.materialIndices[i];
|
||||
if (mi >= materials.length) continue;
|
||||
|
||||
var currentMaterial: MaterialData = materials[mi];
|
||||
if (currentMaterial == null || currentMaterial.shader == null) continue;
|
||||
|
||||
var nextPassName: String = currentMaterial.shader.nextPass;
|
||||
if (nextPassName == null || nextPassName == "") continue;
|
||||
|
||||
var nextMaterial: MaterialData = null;
|
||||
for (mat in materials) {
|
||||
// First try exact match
|
||||
if (mat.name == nextPassName) {
|
||||
nextMaterial = mat;
|
||||
break;
|
||||
}
|
||||
// If no exact match, try to match base name for linked materials
|
||||
if (mat.name.indexOf("_") > 0 && mat.name.substr(mat.name.length - 6) == ".blend") {
|
||||
var baseName = mat.name.substring(0, mat.name.indexOf("_"));
|
||||
if (baseName == nextPassName) {
|
||||
nextMaterial = mat;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (nextMaterial == null) continue;
|
||||
|
||||
var nextMaterialContext: MaterialContext = null;
|
||||
var nextShaderContext: ShaderContext = null;
|
||||
|
||||
for (j in 0...nextMaterial.raw.contexts.length) {
|
||||
if (nextMaterial.raw.contexts[j].name.substr(0, context.length) == context) {
|
||||
nextMaterialContext = nextMaterial.contexts[j];
|
||||
nextShaderContext = nextMaterial.shader.getContext(context);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (nextShaderContext == null) continue;
|
||||
if (skipContext(context, nextMaterial)) continue;
|
||||
|
||||
var elems = nextShaderContext.raw.vertex_elements;
|
||||
|
||||
// Uniforms
|
||||
if (nextShaderContext.pipeState != lastPipeline) {
|
||||
g.setPipeline(nextShaderContext.pipeState);
|
||||
lastPipeline = nextShaderContext.pipeState;
|
||||
}
|
||||
Uniforms.setContextConstants(g, nextShaderContext, bindParams);
|
||||
Uniforms.setObjectConstants(g, nextShaderContext, this);
|
||||
Uniforms.setMaterialConstants(g, nextShaderContext, nextMaterialContext);
|
||||
|
||||
// VB / IB
|
||||
#if lnx_deinterleaved
|
||||
g.setVertexBuffers(ldata.geom.get(elems));
|
||||
#else
|
||||
if (ldata.geom.instancedVB != null) {
|
||||
g.setVertexBuffers([ldata.geom.get(elems), ldata.geom.instancedVB]);
|
||||
}
|
||||
else {
|
||||
g.setVertexBuffer(ldata.geom.get(elems));
|
||||
}
|
||||
#end
|
||||
|
||||
g.setIndexBuffer(ldata.geom.indexBuffers[i]);
|
||||
|
||||
// Draw next pass for this specific geometry section
|
||||
if (ldata.geom.instanced) {
|
||||
g.drawIndexedVerticesInstanced(ldata.geom.instanceCount, ldata.geom.start, ldata.geom.count);
|
||||
}
|
||||
else {
|
||||
g.drawIndexedVertices(ldata.geom.start, ldata.geom.count);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -24,6 +24,9 @@ class ObjectAnimation extends Animation {
|
||||
|
||||
public var transformMap: Map<String, FastFloat>;
|
||||
|
||||
var defaultSampler: ActionSampler = null;
|
||||
static inline var DEFAULT_SAMPLER_ID = "__object_default_action__";
|
||||
|
||||
public static var trackNames: Array<String> = [ "xloc", "yloc", "zloc",
|
||||
"xrot", "yrot", "zrot",
|
||||
"qwrot", "qxrot", "qyrot", "qzrot",
|
||||
@ -39,7 +42,6 @@ class ObjectAnimation extends Animation {
|
||||
isSkinned = false;
|
||||
super();
|
||||
}
|
||||
|
||||
function getAction(action: String): TObj {
|
||||
for (a in oactions) if (a != null && a.objects[0].name == action) return a.objects[0];
|
||||
return null;
|
||||
@ -47,10 +49,29 @@ class ObjectAnimation extends Animation {
|
||||
|
||||
override public function play(action = "", onComplete: Void->Void = null, blendTime = 0.0, speed = 1.0, loop = true) {
|
||||
super.play(action, onComplete, blendTime, speed, loop);
|
||||
if (this.action == "" && oactions[0] != null) this.action = oactions[0].objects[0].name;
|
||||
if (this.action == "" && oactions != null && oactions[0] != null){
|
||||
this.action = oactions[0].objects[0].name;
|
||||
}
|
||||
oaction = getAction(this.action);
|
||||
if (oaction != null) {
|
||||
isSampled = oaction.sampled != null && oaction.sampled;
|
||||
if (defaultSampler != null) {
|
||||
deRegisterAction(DEFAULT_SAMPLER_ID);
|
||||
}
|
||||
var callbacks = onComplete != null ? [onComplete] : null;
|
||||
defaultSampler = new ActionSampler(this.action, speed, loop, false, callbacks);
|
||||
registerAction(DEFAULT_SAMPLER_ID, defaultSampler);
|
||||
if (paused) defaultSampler.paused = true;
|
||||
updateAnimation = function(map: Map<String, FastFloat>) {
|
||||
sampleAction(defaultSampler, map);
|
||||
};
|
||||
}
|
||||
else {
|
||||
if (defaultSampler != null) {
|
||||
deRegisterAction(DEFAULT_SAMPLER_ID);
|
||||
defaultSampler = null;
|
||||
}
|
||||
updateAnimation = null;
|
||||
}
|
||||
}
|
||||
|
||||
@ -61,12 +82,13 @@ class ObjectAnimation extends Animation {
|
||||
Animation.beginProfile();
|
||||
#end
|
||||
|
||||
if(transformMap == null) transformMap = new Map();
|
||||
if (transformMap == null) transformMap = new Map();
|
||||
transformMap = initTransformMap();
|
||||
|
||||
super.update(delta);
|
||||
if (defaultSampler != null) defaultSampler.paused = paused;
|
||||
if (paused) return;
|
||||
if(updateAnimation == null) return;
|
||||
if (updateAnimation == null) return;
|
||||
if (!isSkinned) updateObjectAnimation();
|
||||
|
||||
#if lnx_debug
|
||||
|
||||
@ -8,6 +8,8 @@ import kha.arrays.Float32Array;
|
||||
import iron.data.Data;
|
||||
import iron.data.ParticleData;
|
||||
import iron.data.SceneFormat;
|
||||
import iron.data.Geometry;
|
||||
import iron.data.MeshData;
|
||||
import iron.system.Time;
|
||||
import iron.math.Mat4;
|
||||
import iron.math.Quat;
|
||||
@ -17,6 +19,7 @@ import iron.math.Vec4;
|
||||
class ParticleSystem {
|
||||
public var data: ParticleData;
|
||||
public var speed = 1.0;
|
||||
public var dynamicEmitter: Bool = true;
|
||||
var currentSpeed = 0.0;
|
||||
var particles: Array<Particle>;
|
||||
var ready: Bool;
|
||||
@ -52,6 +55,12 @@ class ParticleSystem {
|
||||
|
||||
var random = 0.0;
|
||||
|
||||
var tmpV4 = new Vec4();
|
||||
|
||||
var instancedData: Float32Array = null;
|
||||
var lastSpawnedCount: Int = 0;
|
||||
var hasUniqueGeom: Bool = false;
|
||||
|
||||
public function new(sceneName: String, pref: TParticleReference) {
|
||||
seed = pref.seed;
|
||||
currentSpeed = speed;
|
||||
@ -62,6 +71,12 @@ class ParticleSystem {
|
||||
Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
|
||||
data = b;
|
||||
r = data.raw;
|
||||
var dyn: Null<Bool> = r.dynamic_emitter;
|
||||
var dynValue: Bool = true;
|
||||
if (dyn != null) {
|
||||
dynValue = dyn;
|
||||
}
|
||||
dynamicEmitter = dynValue;
|
||||
if (Scene.active.raw.gravity != null) {
|
||||
gx = Scene.active.raw.gravity[0] * r.weight_gravity;
|
||||
gy = Scene.active.raw.gravity[1] * r.weight_gravity;
|
||||
@ -98,6 +113,8 @@ class ParticleSystem {
|
||||
lap = 0;
|
||||
lapTime = 0;
|
||||
speed = currentSpeed;
|
||||
lastSpawnedCount = 0;
|
||||
instancedData = null;
|
||||
}
|
||||
|
||||
public function pause() {
|
||||
@ -130,8 +147,13 @@ class ParticleSystem {
|
||||
|
||||
// Copy owner world transform but discard scale
|
||||
owner.transform.world.decompose(ownerLoc, ownerRot, ownerScl);
|
||||
object.transform.loc = ownerLoc;
|
||||
object.transform.rot = ownerRot;
|
||||
if (dynamicEmitter) {
|
||||
object.transform.loc.x = 0; object.transform.loc.y = 0; object.transform.loc.z = 0;
|
||||
object.transform.rot = new Quat();
|
||||
} else {
|
||||
object.transform.loc = ownerLoc;
|
||||
object.transform.rot = ownerRot;
|
||||
}
|
||||
|
||||
// Set particle size per particle system
|
||||
object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1);
|
||||
@ -159,12 +181,17 @@ class ParticleSystem {
|
||||
end();
|
||||
}
|
||||
|
||||
if (lap > prevLap && r.loop) {
|
||||
lastSpawnedCount = 0;
|
||||
}
|
||||
|
||||
updateGpu(object, owner);
|
||||
}
|
||||
|
||||
public function getData(): Mat4 {
|
||||
var hair = r.type == 1;
|
||||
m._00 = animtime;
|
||||
// Store loop flag in the sign: positive -> loop, negative -> no loop
|
||||
m._00 = r.loop ? animtime : -animtime;
|
||||
m._01 = hair ? 1 / particles.length : spawnRate;
|
||||
m._02 = hair ? 1 : lifetime;
|
||||
m._03 = particles.length;
|
||||
@ -187,17 +214,26 @@ class ParticleSystem {
|
||||
return r.size_random;
|
||||
}
|
||||
|
||||
public function getRandom(): FastFloat {
|
||||
public inline function getRandom(): FastFloat {
|
||||
return random;
|
||||
}
|
||||
|
||||
public function getSize(): FastFloat {
|
||||
public inline function getSize(): FastFloat {
|
||||
return r.particle_size;
|
||||
}
|
||||
|
||||
function updateGpu(object: MeshObject, owner: MeshObject) {
|
||||
if (!object.data.geom.instanced) setupGeomGpu(object, owner);
|
||||
// GPU particles transform is attached to owner object
|
||||
if (dynamicEmitter) {
|
||||
if (!hasUniqueGeom) ensureUniqueGeom(object);
|
||||
var needSetup = instancedData == null || object.data.geom.instancedVB == null;
|
||||
if (needSetup) setupGeomGpuDynamic(object, owner);
|
||||
updateSpawnedInstances(object, owner);
|
||||
}
|
||||
else {
|
||||
if (!hasUniqueGeom) ensureUniqueGeom(object);
|
||||
if (!object.data.geom.instanced) setupGeomGpu(object, owner);
|
||||
}
|
||||
// GPU particles transform is attached to owner object in static mode
|
||||
}
|
||||
|
||||
function setupGeomGpu(object: MeshObject, owner: MeshObject) {
|
||||
@ -258,13 +294,129 @@ class ParticleSystem {
|
||||
object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage);
|
||||
}
|
||||
|
||||
function fhash(n: Int): Float {
|
||||
var s = n + 1.0;
|
||||
s *= 9301.0 % s;
|
||||
s = (s * 9301.0 + 49297.0) % 233280.0;
|
||||
return s / 233280.0;
|
||||
// allocate instanced VB once for this object
|
||||
function setupGeomGpuDynamic(object: MeshObject, owner: MeshObject) {
|
||||
if (instancedData == null) instancedData = new Float32Array(particles.length * 3);
|
||||
lastSpawnedCount = 0;
|
||||
// Create instanced VB once if missing (seed with our instancedData)
|
||||
if (object.data.geom.instancedVB == null) {
|
||||
object.data.geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
|
||||
}
|
||||
}
|
||||
|
||||
function ensureUniqueGeom(object: MeshObject) {
|
||||
if (hasUniqueGeom) return;
|
||||
var newData: MeshData = null;
|
||||
new MeshData(object.data.raw, function(dat: MeshData) {
|
||||
dat.scalePos = object.data.scalePos;
|
||||
dat.scaleTex = object.data.scaleTex;
|
||||
dat.format = object.data.format;
|
||||
newData = dat;
|
||||
});
|
||||
if (newData != null) object.setData(newData);
|
||||
hasUniqueGeom = true;
|
||||
}
|
||||
|
||||
function updateSpawnedInstances(object: MeshObject, owner: MeshObject) {
|
||||
if (instancedData == null) return;
|
||||
var targetCount = count;
|
||||
if (targetCount > particles.length) targetCount = particles.length;
|
||||
if (targetCount <= lastSpawnedCount) return;
|
||||
|
||||
var normFactor = 1 / 32767;
|
||||
var scalePosOwner = owner.data.scalePos;
|
||||
var scalePosParticle = object.data.scalePos;
|
||||
var particleSize = r.particle_size;
|
||||
var base = 1.0 / (particleSize * scalePosParticle);
|
||||
|
||||
switch (r.emit_from) {
|
||||
case 0: // Vert
|
||||
var pa = owner.data.geom.positions;
|
||||
var osx = owner.transform.scale.x;
|
||||
var osy = owner.transform.scale.y;
|
||||
var osz = owner.transform.scale.z;
|
||||
var pCount = Std.int(pa.values.length / pa.size);
|
||||
for (idx in lastSpawnedCount...targetCount) {
|
||||
var j = Std.int(fhash(idx) * pCount);
|
||||
var lx = pa.values[j * pa.size ] * normFactor * scalePosOwner * osx;
|
||||
var ly = pa.values[j * pa.size + 1] * normFactor * scalePosOwner * osy;
|
||||
var lz = pa.values[j * pa.size + 2] * normFactor * scalePosOwner * osz;
|
||||
tmpV4.x = lx; tmpV4.y = ly; tmpV4.z = lz; tmpV4.w = 1;
|
||||
tmpV4.applyQuat(ownerRot);
|
||||
var o = idx * 3;
|
||||
instancedData.set(o , (tmpV4.x + ownerLoc.x) * base);
|
||||
instancedData.set(o + 1, (tmpV4.y + ownerLoc.y) * base);
|
||||
instancedData.set(o + 2, (tmpV4.z + ownerLoc.z) * base);
|
||||
}
|
||||
|
||||
case 1: // Face
|
||||
var positions = owner.data.geom.positions.values;
|
||||
var osx1 = owner.transform.scale.x;
|
||||
var osy1 = owner.transform.scale.y;
|
||||
var osz1 = owner.transform.scale.z;
|
||||
for (idx in lastSpawnedCount...targetCount) {
|
||||
var ia = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)];
|
||||
var faceIndex = Std.random(Std.int(ia.length / 3));
|
||||
var i0 = ia[faceIndex * 3 + 0];
|
||||
var i1 = ia[faceIndex * 3 + 1];
|
||||
var i2 = ia[faceIndex * 3 + 2];
|
||||
var v0x = positions[i0 * 4 ], v0y = positions[i0 * 4 + 1], v0z = positions[i0 * 4 + 2];
|
||||
var v1x = positions[i1 * 4 ], v1y = positions[i1 * 4 + 1], v1z = positions[i1 * 4 + 2];
|
||||
var v2x = positions[i2 * 4 ], v2y = positions[i2 * 4 + 1], v2z = positions[i2 * 4 + 2];
|
||||
var rx = Math.random(); var ry = Math.random(); if (rx + ry > 1) { rx = 1 - rx; ry = 1 - ry; }
|
||||
var pxs = v0x + rx * (v1x - v0x) + ry * (v2x - v0x);
|
||||
var pys = v0y + rx * (v1y - v0y) + ry * (v2y - v0y);
|
||||
var pzs = v0z + rx * (v1z - v0z) + ry * (v2z - v0z);
|
||||
var px = pxs * normFactor * scalePosOwner * osx1;
|
||||
var py = pys * normFactor * scalePosOwner * osy1;
|
||||
var pz = pzs * normFactor * scalePosOwner * osz1;
|
||||
tmpV4.x = px; tmpV4.y = py; tmpV4.z = pz; tmpV4.w = 1;
|
||||
tmpV4.applyQuat(ownerRot);
|
||||
var o1 = idx * 3;
|
||||
instancedData.set(o1 , (tmpV4.x + ownerLoc.x) * base);
|
||||
instancedData.set(o1 + 1, (tmpV4.y + ownerLoc.y) * base);
|
||||
instancedData.set(o1 + 2, (tmpV4.z + ownerLoc.z) * base);
|
||||
}
|
||||
|
||||
case 2: // Volume
|
||||
var dim = object.transform.dim;
|
||||
for (idx in lastSpawnedCount...targetCount) {
|
||||
tmpV4.x = (Math.random() * 2.0 - 1.0) * (dim.x * 0.5);
|
||||
tmpV4.y = (Math.random() * 2.0 - 1.0) * (dim.y * 0.5);
|
||||
tmpV4.z = (Math.random() * 2.0 - 1.0) * (dim.z * 0.5);
|
||||
tmpV4.w = 1;
|
||||
tmpV4.applyQuat(ownerRot);
|
||||
var o2 = idx * 3;
|
||||
instancedData.set(o2 , (tmpV4.x + ownerLoc.x) * base);
|
||||
instancedData.set(o2 + 1, (tmpV4.y + ownerLoc.y) * base);
|
||||
instancedData.set(o2 + 2, (tmpV4.z + ownerLoc.z) * base);
|
||||
}
|
||||
}
|
||||
|
||||
// Upload full active range [0..targetCount) to this object's instanced VB
|
||||
var geom = object.data.geom;
|
||||
if (geom.instancedVB == null) {
|
||||
geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
|
||||
}
|
||||
var vb = geom.instancedVB.lock();
|
||||
var totalFloats = targetCount * 3; // xyz per instance
|
||||
var i = 0;
|
||||
while (i < totalFloats) {
|
||||
vb.setFloat32(i * 4, instancedData[i]);
|
||||
i++;
|
||||
}
|
||||
geom.instancedVB.unlock();
|
||||
geom.instanceCount = targetCount;
|
||||
lastSpawnedCount = targetCount;
|
||||
}
|
||||
|
||||
inline function fhash(n: Int): Float {
|
||||
var s = n + 1.0;
|
||||
s *= 9301.0 % s;
|
||||
s = (s * 9301.0 + 49297.0) % 233280.0;
|
||||
return s / 233280.0;
|
||||
}
|
||||
|
||||
public function remove() {}
|
||||
|
||||
/**
|
||||
|
||||
@ -14,7 +14,7 @@ class Time {
|
||||
return 1 / frequency;
|
||||
}
|
||||
|
||||
static var _fixedStep: Null<Float>;
|
||||
static var _fixedStep: Null<Float> = 1/60;
|
||||
public static var fixedStep(get, never): Float;
|
||||
static function get_fixedStep(): Float {
|
||||
return _fixedStep;
|
||||
@ -39,11 +39,11 @@ class Time {
|
||||
}
|
||||
|
||||
public static inline function time(): Float {
|
||||
return kha.Scheduler.time();
|
||||
return kha.Scheduler.time() * scale;
|
||||
}
|
||||
|
||||
public static inline function realTime(): Float {
|
||||
return kha.Scheduler.realTime();
|
||||
return kha.Scheduler.realTime() * scale;
|
||||
}
|
||||
|
||||
public static function update() {
|
||||
|
||||
@ -94,34 +94,34 @@ class Tween {
|
||||
|
||||
// Way too much Reflect trickery..
|
||||
var ps = Reflect.fields(a.props);
|
||||
for (i in 0...ps.length) {
|
||||
var p = ps[i];
|
||||
for (j in 0...ps.length) {
|
||||
var p = ps[j];
|
||||
var k = a._time / a.duration;
|
||||
if (k > 1) k = 1;
|
||||
|
||||
if (a._comps[i] == 1) {
|
||||
var fromVal: Float = a._x[i];
|
||||
if (a._comps[j] == 1) {
|
||||
var fromVal: Float = a._x[j];
|
||||
var toVal: Float = Reflect.getProperty(a.props, p);
|
||||
var val: Float = fromVal + (toVal - fromVal) * eases[a.ease](k);
|
||||
Reflect.setProperty(a.target, p, val);
|
||||
}
|
||||
else { // _comps[i] == 4
|
||||
else { // _comps[j] == 4
|
||||
var obj = Reflect.getProperty(a.props, p);
|
||||
var toX: Float = Reflect.getProperty(obj, "x");
|
||||
var toY: Float = Reflect.getProperty(obj, "y");
|
||||
var toZ: Float = Reflect.getProperty(obj, "z");
|
||||
var toW: Float = Reflect.getProperty(obj, "w");
|
||||
if (a._normalize[i]) {
|
||||
var qdot = (a._x[i] * toX) + (a._y[i] * toY) + (a._z[i] * toZ) + (a._w[i] * toW);
|
||||
if (a._normalize[j]) {
|
||||
var qdot = (a._x[j] * toX) + (a._y[j] * toY) + (a._z[j] * toZ) + (a._w[j] * toW);
|
||||
if (qdot < 0.0) {
|
||||
toX = -toX; toY = -toY; toZ = -toZ; toW = -toW;
|
||||
}
|
||||
}
|
||||
var x: Float = a._x[i] + (toX - a._x[i]) * eases[a.ease](k);
|
||||
var y: Float = a._y[i] + (toY - a._y[i]) * eases[a.ease](k);
|
||||
var z: Float = a._z[i] + (toZ - a._z[i]) * eases[a.ease](k);
|
||||
var w: Float = a._w[i] + (toW - a._w[i]) * eases[a.ease](k);
|
||||
if (a._normalize[i]) {
|
||||
var x: Float = a._x[j] + (toX - a._x[j]) * eases[a.ease](k);
|
||||
var y: Float = a._y[j] + (toY - a._y[j]) * eases[a.ease](k);
|
||||
var z: Float = a._z[j] + (toZ - a._z[j]) * eases[a.ease](k);
|
||||
var w: Float = a._w[j] + (toW - a._w[j]) * eases[a.ease](k);
|
||||
if (a._normalize[j]) {
|
||||
var l = Math.sqrt(x * x + y * y + z * z + w * w);
|
||||
if (l > 0.0) {
|
||||
l = 1.0 / l;
|
||||
|
||||
52
leenkx/Sources/iron/system/VR.hx
Normal file
52
leenkx/Sources/iron/system/VR.hx
Normal file
@ -0,0 +1,52 @@
|
||||
package iron.system;
|
||||
|
||||
import iron.math.Mat4;
|
||||
|
||||
#if lnx_vr
|
||||
class VR {
|
||||
|
||||
static var undistortionMatrix: Mat4 = null;
|
||||
|
||||
public function new() {}
|
||||
|
||||
public static function getUndistortionMatrix(): Mat4 {
|
||||
if (undistortionMatrix == null) {
|
||||
undistortionMatrix = Mat4.identity();
|
||||
}
|
||||
|
||||
return undistortionMatrix;
|
||||
}
|
||||
|
||||
public static function getMaxRadiusSq(): Float {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
public static function initButton() {
|
||||
function vrDownListener(index: Int, x: Float, y: Float) {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
|
||||
var w: Float = iron.App.w();
|
||||
var h: Float = iron.App.h();
|
||||
if (x < w - 150 || y < h - 150) return;
|
||||
vr.onVRRequestPresent();
|
||||
}
|
||||
|
||||
function vrRender2D(g: kha.graphics2.Graphics) {
|
||||
var vr = kha.vr.VrInterface.instance;
|
||||
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
|
||||
var w: Float = iron.App.w();
|
||||
var h: Float = iron.App.h();
|
||||
g.color = 0xffff0000;
|
||||
g.fillRect(w - 150, h - 150, 140, 140);
|
||||
}
|
||||
|
||||
kha.input.Mouse.get().notify(vrDownListener, null, null, null);
|
||||
iron.App.notifyOnRender2D(vrRender2D);
|
||||
|
||||
var vr = kha.vr.VrInterface.instance; // Straight to VR (Oculus Carmel)
|
||||
if (vr != null && vr.IsVrEnabled()) {
|
||||
vr.onVRRequestPresent();
|
||||
}
|
||||
}
|
||||
}
|
||||
#end
|
||||
48
leenkx/Sources/leenkx/logicnode/AnyContactNode.hx
Normal file
48
leenkx/Sources/leenkx/logicnode/AnyContactNode.hx
Normal file
@ -0,0 +1,48 @@
|
||||
package leenkx.logicnode;
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
#end
|
||||
|
||||
class AnyContactNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
var lastContact = false;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
tree.notifyOnUpdate(update);
|
||||
}
|
||||
|
||||
function update() {
|
||||
var object1: Object = inputs[0].get();
|
||||
if (object1 == null) object1 = tree.object;
|
||||
if (object1 == null) return;
|
||||
|
||||
var contact = false;
|
||||
|
||||
#if lnx_physics
|
||||
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||
if (rb1 != null) {
|
||||
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||
contact = (rbs != null && rbs.length > 0);
|
||||
}
|
||||
#end
|
||||
|
||||
var shouldTrigger = false;
|
||||
switch (property0) {
|
||||
case "begin":
|
||||
shouldTrigger = contact && !lastContact;
|
||||
case "overlap":
|
||||
shouldTrigger = contact;
|
||||
case "end":
|
||||
shouldTrigger = !contact && lastContact;
|
||||
}
|
||||
|
||||
lastContact = contact;
|
||||
|
||||
if (shouldTrigger) runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -62,7 +62,7 @@ class DrawStringNode extends LogicNode {
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
|
||||
return from == 1 ? RenderToTexture.g.font.height(RenderToTexture.g.fontSize) : RenderToTexture.g.font.width(RenderToTexture.g.fontSize, string);
|
||||
return from == 1 ? RenderToTexture.g.font.width(RenderToTexture.g.fontSize, string) : RenderToTexture.g.font.height(RenderToTexture.g.fontSize);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
17
leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx
Normal file
17
leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx
Normal file
@ -0,0 +1,17 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import aura.Aura;
|
||||
import aura.Types;
|
||||
|
||||
class GetAudioPositionNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
var audio = inputs[0].get();
|
||||
if (audio == null || audio.channel == null) return 0.0;
|
||||
return audio.channel.floatPosition / audio.channel.sampleRate;
|
||||
}
|
||||
}
|
||||
33
leenkx/Sources/leenkx/logicnode/GetPositionSpeakerNode.hx
Normal file
33
leenkx/Sources/leenkx/logicnode/GetPositionSpeakerNode.hx
Normal file
@ -0,0 +1,33 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
#if lnx_audio
|
||||
import iron.object.SpeakerObject;
|
||||
import kha.audio1.AudioChannel;
|
||||
#end
|
||||
|
||||
class GetPositionSpeakerNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
#if lnx_audio
|
||||
var object: SpeakerObject = cast(inputs[0].get(), SpeakerObject);
|
||||
if (object == null || object.sound == null) return 0.0;
|
||||
|
||||
if (object.channels.length == 0) return 0.0;
|
||||
|
||||
var channel = object.channels[0];
|
||||
|
||||
var position = 0.0;
|
||||
if (channel != null) {
|
||||
position = @:privateAccess channel.get_position();
|
||||
}
|
||||
|
||||
return position;
|
||||
#else
|
||||
return 0.0;
|
||||
#end
|
||||
}
|
||||
}
|
||||
@ -3,7 +3,7 @@ package leenkx.logicnode;
|
||||
import iron.object.Object;
|
||||
import iron.math.Vec4;
|
||||
|
||||
class GetWorldNode extends LogicNode {
|
||||
class GetWorldOrientationNode extends LogicNode {
|
||||
|
||||
public var property0: String;
|
||||
|
||||
|
||||
@ -1,7 +1,10 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
#end
|
||||
|
||||
class HasContactNode extends LogicNode {
|
||||
|
||||
@ -15,12 +18,15 @@ class HasContactNode extends LogicNode {
|
||||
|
||||
if (object1 == null || object2 == null) return false;
|
||||
|
||||
#if lnx_physics
|
||||
var physics = leenkx.trait.physics.PhysicsWorld.active;
|
||||
var rb2 = object2.getTrait(RigidBody);
|
||||
var rbs = physics.getContacts(object1.getTrait(RigidBody));
|
||||
if (rbs != null) for (rb in rbs) if (rb == rb2) return true;
|
||||
#end
|
||||
#if lnx_physics
|
||||
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||
var rb2 = PhysicsCache.getCachedRigidBody(object2);
|
||||
|
||||
if (rb1 != null && rb2 != null) {
|
||||
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||
return PhysicsCache.hasContactWith(rbs, rb2);
|
||||
}
|
||||
#end
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
233
leenkx/Sources/leenkx/logicnode/MouseLookNode.hx
Normal file
233
leenkx/Sources/leenkx/logicnode/MouseLookNode.hx
Normal file
@ -0,0 +1,233 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
import iron.system.Input;
|
||||
import iron.object.Object;
|
||||
import kha.System;
|
||||
import kha.FastFloat;
|
||||
|
||||
/**
|
||||
* MouseLookNode - FPS-style mouse look camera controller
|
||||
*
|
||||
* This node provides smooth, resolution-independent mouse look functionality for
|
||||
* first-person perspective controls. It supports separate body and head objects,
|
||||
* allowing for realistic FPS camera movement where the body rotates horizontally
|
||||
* and the head/camera rotates vertically.
|
||||
*
|
||||
* Key Features:
|
||||
* - Resolution-adaptive scaling for consistent feel across different screen sizes
|
||||
* - Configurable axis orientations (X, Y, Z as front)
|
||||
* - Optional mouse cursor locking and hiding
|
||||
* - Invertible X/Y axes
|
||||
* - Rotation capping/limiting for both horizontal and vertical movement
|
||||
* - Smoothing support for smoother camera movement
|
||||
* - Physics integration with automatic rigid body synchronization
|
||||
* - Support for both local and world space head rotation
|
||||
*/
|
||||
class MouseLookNode extends LogicNode {
|
||||
// Configuration properties (set from Blender node interface)
|
||||
public var property0: String; // Front axis: "X", "Y", or "Z"
|
||||
public var property1: Bool; // Hide Locked: auto-lock mouse cursor
|
||||
public var property2: Bool; // Invert X: invert horizontal mouse movement
|
||||
public var property3: Bool; // Invert Y: invert vertical mouse movement
|
||||
public var property4: Bool; // Cap Left/Right: limit horizontal rotation
|
||||
public var property5: Bool; // Cap Up/Down: limit vertical rotation
|
||||
public var property6: Bool; // Head Local Space: use local space for head rotation
|
||||
|
||||
// Smoothing state variables - maintain previous frame values for interpolation
|
||||
var smoothX: Float = 0.0; // Smoothed horizontal mouse delta
|
||||
var smoothY: Float = 0.0; // Smoothed vertical mouse delta
|
||||
|
||||
// Rotation limits (in radians)
|
||||
var maxHorizontal: Float = Math.PI; // Maximum horizontal rotation (180 degrees)
|
||||
var maxVertical: Float = Math.PI / 2; // Maximum vertical rotation (90 degrees)
|
||||
|
||||
// Current rotation tracking for capping calculations
|
||||
var currentHorizontal: Float = 0.0; // Accumulated horizontal rotation
|
||||
var currentVertical: Float = 0.0; // Accumulated vertical rotation
|
||||
|
||||
// Resolution scaling reference - base resolution for consistent sensitivity
|
||||
var baseResolutionWidth: Float = 1920.0;
|
||||
|
||||
// Sensitivity scaling constants
|
||||
static inline var BASE_SCALE: Float = 1500.0; // Base sensitivity scale factor
|
||||
static var RADIAN_SCALING_FACTOR: Float = Math.PI * 50.0 / 180.0; // Degrees to radians conversion with sensitivity scaling
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
/**
|
||||
* Main execution function called every frame when the node is active
|
||||
*
|
||||
* Input connections:
|
||||
* [0] - Action trigger (not used in current implementation)
|
||||
* [1] - Body Object: the main object that rotates horizontally
|
||||
* [2] - Head Object: optional object that rotates vertically (typically camera)
|
||||
* [3] - Sensitivity: mouse sensitivity multiplier
|
||||
* [4] - Smoothing: movement smoothing factor (0.0 = no smoothing, 0.99 = maximum smoothing)
|
||||
*/
|
||||
override function run(from: Int) {
|
||||
// Get input values from connected nodes
|
||||
var bodyObject: Object = inputs[1].get();
|
||||
var headObject: Object = inputs[2].get();
|
||||
var sensitivity: FastFloat = inputs[3].get();
|
||||
var smoothing: FastFloat = inputs[4].get();
|
||||
|
||||
// Early exit if no body object is provided
|
||||
if (bodyObject == null) {
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Get mouse input state
|
||||
var mouse = Input.getMouse();
|
||||
|
||||
// Handle automatic mouse cursor locking for FPS controls
|
||||
if (property1) {
|
||||
if (mouse.started() && !mouse.locked) {
|
||||
mouse.lock(); // Center and hide cursor, enable unlimited movement
|
||||
}
|
||||
}
|
||||
|
||||
// Only process mouse look when cursor is locked or mouse button is held
|
||||
// This prevents unwanted camera movement when UI elements are being used
|
||||
if (!mouse.locked && !mouse.down()) {
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Get raw mouse movement delta (pixels moved since last frame)
|
||||
var deltaX: Float = mouse.movementX;
|
||||
var deltaY: Float = mouse.movementY;
|
||||
|
||||
// Apply axis inversion if configured
|
||||
if (property2) deltaX = -deltaX; // Invert horizontal movement
|
||||
if (property3) deltaY = -deltaY; // Invert vertical movement
|
||||
|
||||
// Calculate resolution-adaptive scaling to maintain consistent sensitivity
|
||||
// across different screen resolutions. Higher resolutions will have proportionally
|
||||
// higher scaling to compensate for increased pixel density.
|
||||
var resolutionMultiplier: Float = System.windowWidth() / baseResolutionWidth;
|
||||
|
||||
// Apply movement smoothing if enabled
|
||||
// This creates a weighted average between current and previous movement values
|
||||
// to reduce jittery camera movement, especially useful for low framerates
|
||||
if (smoothing > 0.0) {
|
||||
var smoothingFactor: Float = Math.min(smoothing, 0.99); // Cap smoothing to prevent complete freeze
|
||||
smoothX = smoothX * smoothingFactor + deltaX * (1.0 - smoothingFactor);
|
||||
smoothY = smoothY * smoothingFactor + deltaY * (1.0 - smoothingFactor);
|
||||
deltaX = smoothX;
|
||||
deltaY = smoothY;
|
||||
}
|
||||
|
||||
// Define rotation axes based on the configured front axis
|
||||
// These determine which 3D axes are used for horizontal and vertical rotation
|
||||
var horizontalAxis = new Vec4(); // Axis for left/right body rotation
|
||||
var verticalAxis = new Vec4(); // Axis for up/down head rotation
|
||||
|
||||
switch (property0) {
|
||||
case "X": // X-axis forward (e.g., for side-scrolling or specific orientations)
|
||||
horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation
|
||||
verticalAxis.set(0, 1, 0); // Y-axis for vertical rotation
|
||||
case "Y": // Y-axis forward (most common for 3D games)
|
||||
#if lnx_yaxisup
|
||||
// Y-up coordinate system (Blender default)
|
||||
horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation
|
||||
verticalAxis.set(1, 0, 0); // X-axis for vertical rotation
|
||||
#else
|
||||
// Z-up coordinate system
|
||||
horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation
|
||||
verticalAxis.set(1, 0, 0); // X-axis for vertical rotation
|
||||
#end
|
||||
case "Z": // Z-axis forward (top-down or specific orientations)
|
||||
horizontalAxis.set(0, 1, 0); // Y-axis for horizontal rotation
|
||||
verticalAxis.set(1, 0, 0); // X-axis for vertical rotation
|
||||
}
|
||||
|
||||
// Calculate final sensitivity scaling combining base scale and resolution adaptation
|
||||
var finalScale: Float = BASE_SCALE * resolutionMultiplier;
|
||||
|
||||
// Apply user-defined sensitivity multiplier
|
||||
deltaX *= sensitivity;
|
||||
deltaY *= sensitivity;
|
||||
|
||||
// Convert pixel movement to rotation angles (radians)
|
||||
// Negative values ensure natural movement direction (moving mouse right rotates right)
|
||||
var horizontalRotation: Float = (-deltaX / finalScale) * RADIAN_SCALING_FACTOR;
|
||||
var verticalRotation: Float = (-deltaY / finalScale) * RADIAN_SCALING_FACTOR;
|
||||
|
||||
// Apply horizontal rotation capping if enabled
|
||||
// This prevents the character from rotating beyond specified limits
|
||||
if (property4) {
|
||||
currentHorizontal += horizontalRotation;
|
||||
// Clamp rotation to maximum horizontal range and adjust current frame rotation
|
||||
if (currentHorizontal > maxHorizontal) {
|
||||
horizontalRotation -= (currentHorizontal - maxHorizontal);
|
||||
currentHorizontal = maxHorizontal;
|
||||
} else if (currentHorizontal < -maxHorizontal) {
|
||||
horizontalRotation -= (currentHorizontal + maxHorizontal);
|
||||
currentHorizontal = -maxHorizontal;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply vertical rotation capping if enabled
|
||||
// This prevents looking too far up or down (like human neck limitations)
|
||||
if (property5) {
|
||||
currentVertical += verticalRotation;
|
||||
// Clamp rotation to maximum vertical range and adjust current frame rotation
|
||||
if (currentVertical > maxVertical) {
|
||||
verticalRotation -= (currentVertical - maxVertical);
|
||||
currentVertical = maxVertical;
|
||||
} else if (currentVertical < -maxVertical) {
|
||||
verticalRotation -= (currentVertical + maxVertical);
|
||||
currentVertical = -maxVertical;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply horizontal rotation to body object (character turning left/right)
|
||||
if (horizontalRotation != 0.0) {
|
||||
bodyObject.transform.rotate(horizontalAxis, horizontalRotation);
|
||||
|
||||
// Synchronize physics rigid body if present
|
||||
// This ensures physics simulation stays in sync with visual transform
|
||||
#if lnx_physics
|
||||
var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody);
|
||||
if (rigidBody != null) rigidBody.syncTransform();
|
||||
#end
|
||||
}
|
||||
|
||||
// Apply vertical rotation to head object (camera looking up/down)
|
||||
if (headObject != null && verticalRotation != 0.0) {
|
||||
if (property6) {
|
||||
// Local space rotation - recommended when head is a child of body
|
||||
// This prevents gimbal lock and rotation inheritance issues
|
||||
headObject.transform.rotate(verticalAxis, verticalRotation);
|
||||
} else {
|
||||
// World space rotation - uses head object's current right vector
|
||||
// More accurate for independent head objects but can cause issues with parenting
|
||||
var headVerticalAxis = headObject.transform.world.right();
|
||||
headObject.transform.rotate(headVerticalAxis, verticalRotation);
|
||||
}
|
||||
|
||||
// Synchronize head physics rigid body if present
|
||||
#if lnx_physics
|
||||
var headRigidBody = headObject.getTrait(leenkx.trait.physics.RigidBody);
|
||||
if (headRigidBody != null) headRigidBody.syncTransform();
|
||||
#end
|
||||
} else if (headObject == null && verticalRotation != 0.0) {
|
||||
// Fallback: if no separate head object, apply vertical rotation to body
|
||||
// This creates a simpler single-object camera control
|
||||
bodyObject.transform.rotate(verticalAxis, verticalRotation);
|
||||
|
||||
// Synchronize body physics rigid body
|
||||
#if lnx_physics
|
||||
var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody);
|
||||
if (rigidBody != null) rigidBody.syncTransform();
|
||||
#end
|
||||
}
|
||||
|
||||
// Continue to next connected node in the logic tree
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -1,7 +1,11 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
#if lnx_physics
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
#end
|
||||
|
||||
|
||||
class OnContactNode extends LogicNode {
|
||||
|
||||
@ -23,22 +27,15 @@ class OnContactNode extends LogicNode {
|
||||
|
||||
var contact = false;
|
||||
|
||||
#if lnx_physics
|
||||
var physics = leenkx.trait.physics.PhysicsWorld.active;
|
||||
var rb1 = object1.getTrait(RigidBody);
|
||||
if (rb1 != null) {
|
||||
var rbs = physics.getContacts(rb1);
|
||||
if (rbs != null) {
|
||||
var rb2 = object2.getTrait(RigidBody);
|
||||
for (rb in rbs) {
|
||||
if (rb == rb2) {
|
||||
contact = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
#if lnx_physics
|
||||
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||
var rb2 = PhysicsCache.getCachedRigidBody(object2);
|
||||
|
||||
if (rb1 != null && rb2 != null) {
|
||||
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||
contact = PhysicsCache.hasContactWith(rbs, rb2);
|
||||
}
|
||||
}
|
||||
#end
|
||||
#end
|
||||
|
||||
var b = false;
|
||||
switch (property0) {
|
||||
|
||||
23
leenkx/Sources/leenkx/logicnode/OnceNode.hx
Normal file
23
leenkx/Sources/leenkx/logicnode/OnceNode.hx
Normal file
@ -0,0 +1,23 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class OnceNode extends LogicNode {
|
||||
|
||||
var triggered:Bool = false;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
if(from == 1){
|
||||
triggered = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!triggered) {
|
||||
triggered = true;
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -9,19 +9,38 @@ import iron.Scene;
|
||||
|
||||
class PlayAnimationTreeNode extends LogicNode {
|
||||
|
||||
var object: Object;
|
||||
var action: Dynamic;
|
||||
var init: Bool = false;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var object: Object = inputs[1].get();
|
||||
var action: Dynamic = inputs[2].get();
|
||||
|
||||
object = inputs[1].get();
|
||||
action = inputs[2].get();
|
||||
assert(Error, object != null, "The object input not be null");
|
||||
init = true;
|
||||
tree.notifyOnUpdate(playAnim);
|
||||
// TO DO: Investigate AnimAction get and PlayAnimationTree notifiers
|
||||
}
|
||||
|
||||
function playAnim() {
|
||||
if (init = false) return;
|
||||
|
||||
init = false;
|
||||
tree.removeUpdate(playAnim);
|
||||
|
||||
var animation = object.animation;
|
||||
if(animation == null) {
|
||||
#if lnx_skin
|
||||
animation = object.getBoneAnimation(object.uid);
|
||||
if (animation == null) {
|
||||
tree.notifyOnUpdate(playAnim);
|
||||
init = true;
|
||||
return;
|
||||
}
|
||||
cast(animation, BoneAnimation).setAnimationLoop(function f(mats) {
|
||||
action(mats);
|
||||
});
|
||||
@ -32,7 +51,6 @@ class PlayAnimationTreeNode extends LogicNode {
|
||||
action(mats);
|
||||
});
|
||||
}
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
|
||||
41
leenkx/Sources/leenkx/logicnode/ProbabilisticIndexNode.hx
Normal file
41
leenkx/Sources/leenkx/logicnode/ProbabilisticIndexNode.hx
Normal file
@ -0,0 +1,41 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
class ProbabilisticIndexNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function get(from: Int): Dynamic {
|
||||
|
||||
var probs: Array<Float> = [];
|
||||
var probs_acum: Array<Float> = [];
|
||||
var sum: Float = 0;
|
||||
|
||||
for (p in 0...inputs.length){
|
||||
probs.push(inputs[p].get());
|
||||
sum += probs[p];
|
||||
}
|
||||
|
||||
if (sum > 1){
|
||||
for (p in 0...probs.length)
|
||||
probs[p] /= sum;
|
||||
}
|
||||
|
||||
sum = 0;
|
||||
for (p in 0...probs.length){
|
||||
sum += probs[p];
|
||||
probs_acum.push(sum);
|
||||
}
|
||||
|
||||
var rand: Float = Math.random();
|
||||
|
||||
for (p in 0...probs.length){
|
||||
if (p == 0 && rand <= probs_acum[p]) return p;
|
||||
else if (0 < p && p < probs.length-1 && probs_acum[p-1] < rand && rand <= probs_acum[p]) return p;
|
||||
else if (p == probs.length-1 && probs_acum[p-1] < rand) return p;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
23
leenkx/Sources/leenkx/logicnode/SetAudioPositionNode.hx
Normal file
23
leenkx/Sources/leenkx/logicnode/SetAudioPositionNode.hx
Normal file
@ -0,0 +1,23 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import aura.Aura;
|
||||
import aura.Types;
|
||||
|
||||
class SetAudioPositionNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var audio = inputs[1].get();
|
||||
if (audio == null) return;
|
||||
|
||||
var positionInSeconds:Float = inputs[2].get();
|
||||
if (positionInSeconds < 0.0) positionInSeconds = 0.0;
|
||||
|
||||
audio.channel.floatPosition = positionInSeconds * audio.channel.sampleRate;
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
21
leenkx/Sources/leenkx/logicnode/SetLightShadowNode.hx
Normal file
21
leenkx/Sources/leenkx/logicnode/SetLightShadowNode.hx
Normal file
@ -0,0 +1,21 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.LightObject;
|
||||
|
||||
class SetLightShadowNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var light: LightObject = inputs[1].get();
|
||||
var shadow: Bool = inputs[2].get();
|
||||
|
||||
if (light == null) return;
|
||||
|
||||
light.data.raw.cast_shadow = shadow;
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
206
leenkx/Sources/leenkx/logicnode/SetLookAtRotationNode.hx
Normal file
206
leenkx/Sources/leenkx/logicnode/SetLookAtRotationNode.hx
Normal file
@ -0,0 +1,206 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.math.Vec4;
|
||||
import iron.math.Quat;
|
||||
import iron.math.Mat4;
|
||||
import iron.object.Object;
|
||||
|
||||
class SetLookAtRotationNode extends LogicNode {
|
||||
|
||||
public var property0: String; // Axis to align
|
||||
public var property1: String; // Use vector for target (true/false)
|
||||
public var property2: String; // Use vector for source (true/false)
|
||||
public var property3: String; // Damping value (backward compatibility, now input socket)
|
||||
public var property4: String; // Disable rotation on aligning axis (true/false)
|
||||
public var property5: String; // Use local space (true/false)
|
||||
|
||||
// Store the calculated rotation for output
|
||||
var calculatedRotation: Quat = null;
|
||||
// Store the previous rotation for smooth interpolation
|
||||
var previousRotation: Quat = null;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
previousRotation = new Quat();
|
||||
}
|
||||
|
||||
override function run(from: Int): Void {
|
||||
// Determine if we're using a vector or an object as source
|
||||
var useSourceVector: Bool = property2 == "true";
|
||||
var objectToUse: Object = null;
|
||||
var objectLoc: Vec4 = null;
|
||||
|
||||
if (useSourceVector) {
|
||||
// Use tree.object as the object to rotate
|
||||
objectToUse = tree.object;
|
||||
if (objectToUse == null) {
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the source location directly
|
||||
objectLoc = inputs[1].get();
|
||||
if (objectLoc == null) {
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// Get the source object (or fallback to tree.object)
|
||||
objectToUse = (inputs.length > 1 && inputs[1] != null) ? inputs[1].get() : tree.object;
|
||||
if (objectToUse == null) {
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Get source object's WORLD position (important for child objects)
|
||||
objectLoc = new Vec4(objectToUse.transform.worldx(), objectToUse.transform.worldy(), objectToUse.transform.worldz());
|
||||
}
|
||||
|
||||
// Determine if we're using a vector or an object as target
|
||||
var useTargetVector: Bool = property1 == "true";
|
||||
var targetLoc: Vec4 = null;
|
||||
|
||||
if (useTargetVector) {
|
||||
// Get the target location directly
|
||||
targetLoc = inputs[2].get();
|
||||
if (targetLoc == null) {
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// Get the target object
|
||||
var targetObject: Object = inputs[2].get();
|
||||
if (targetObject == null) {
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Get target object's WORLD position (important for child objects)
|
||||
targetLoc = new Vec4(targetObject.transform.worldx(), targetObject.transform.worldy(), targetObject.transform.worldz());
|
||||
}
|
||||
|
||||
// Calculate direction to target
|
||||
var direction = new Vec4(
|
||||
targetLoc.x - objectLoc.x,
|
||||
targetLoc.y - objectLoc.y,
|
||||
targetLoc.z - objectLoc.z
|
||||
);
|
||||
direction.normalize();
|
||||
|
||||
// Calculate target rotation based on selected axis
|
||||
calculatedRotation = new Quat();
|
||||
switch (property0) {
|
||||
case "X":
|
||||
calculatedRotation.fromTo(new Vec4(1, 0, 0), direction);
|
||||
case "-X":
|
||||
calculatedRotation.fromTo(new Vec4(-1, 0, 0), direction);
|
||||
case "Y":
|
||||
calculatedRotation.fromTo(new Vec4(0, 1, 0), direction);
|
||||
case "-Y":
|
||||
calculatedRotation.fromTo(new Vec4(0, -1, 0), direction);
|
||||
case "Z":
|
||||
calculatedRotation.fromTo(new Vec4(0, 0, 1), direction);
|
||||
case "-Z":
|
||||
calculatedRotation.fromTo(new Vec4(0, 0, -1), direction);
|
||||
}
|
||||
|
||||
// If disable rotation on aligning axis is enabled, constrain the target rotation
|
||||
if (property4 == "true") {
|
||||
// Apply constraint to the target rotation BEFORE damping to avoid jiggling
|
||||
var eulerAngles = calculatedRotation.toEulerOrdered("XYZ");
|
||||
|
||||
// Set the rotation around the selected axis to 0
|
||||
switch (property0) {
|
||||
case "X", "-X":
|
||||
eulerAngles.x = 0.0;
|
||||
case "Y", "-Y":
|
||||
eulerAngles.y = 0.0;
|
||||
case "Z", "-Z":
|
||||
eulerAngles.z = 0.0;
|
||||
}
|
||||
|
||||
// Convert back to quaternion
|
||||
calculatedRotation.fromEulerOrdered(eulerAngles, "XYZ");
|
||||
}
|
||||
|
||||
// Convert world rotation to local rotation if local space is enabled and object has a parent
|
||||
var targetRotation = new Quat();
|
||||
if (property5 == "true" && objectToUse.parent != null) {
|
||||
// Get parent's world rotation
|
||||
var parentWorldLoc = new Vec4();
|
||||
var parentWorldRot = new Quat();
|
||||
var parentWorldScale = new Vec4();
|
||||
objectToUse.parent.transform.world.decompose(parentWorldLoc, parentWorldRot, parentWorldScale);
|
||||
|
||||
// Convert world rotation to local space by removing parent's rotation influence
|
||||
// local_rotation = inverse(parent_world_rotation) * world_rotation
|
||||
var invParentRot = new Quat().setFrom(parentWorldRot);
|
||||
invParentRot.x = -invParentRot.x;
|
||||
invParentRot.y = -invParentRot.y;
|
||||
invParentRot.z = -invParentRot.z;
|
||||
|
||||
targetRotation.multquats(invParentRot, calculatedRotation);
|
||||
} else {
|
||||
// No local space conversion needed, use world rotation directly
|
||||
targetRotation.setFrom(calculatedRotation);
|
||||
}
|
||||
|
||||
// Apply rotation with damping
|
||||
var dampingValue: Float = 0.0;
|
||||
|
||||
// Try to get damping from input socket first (index 3), fallback to property
|
||||
if (inputs.length > 3 && inputs[3] != null) {
|
||||
var dampingInput: Dynamic = inputs[3].get();
|
||||
if (dampingInput != null) {
|
||||
dampingValue = dampingInput;
|
||||
}
|
||||
} else {
|
||||
// Fallback to property for backward compatibility
|
||||
dampingValue = Std.parseFloat(property3);
|
||||
}
|
||||
|
||||
if (dampingValue > 0.0) {
|
||||
// Create a fixed interpolation rate that never reaches exactly 1.0
|
||||
// Higher damping = slower rotation (smaller step)
|
||||
var step = Math.max(0.001, (1.0 - dampingValue) * 0.2); // 0.001 to 0.2 range
|
||||
|
||||
// Get current local rotation as quaternion
|
||||
var currentLocalRot = new Quat().setFrom(objectToUse.transform.rot);
|
||||
|
||||
// Calculate the difference between current and target rotation
|
||||
var diffQuat = new Quat();
|
||||
// q1 * inverse(q2) gives the rotation from q2 to q1
|
||||
var invCurrent = new Quat().setFrom(currentLocalRot);
|
||||
invCurrent.x = -invCurrent.x;
|
||||
invCurrent.y = -invCurrent.y;
|
||||
invCurrent.z = -invCurrent.z;
|
||||
diffQuat.multquats(targetRotation, invCurrent);
|
||||
|
||||
// Convert to axis-angle representation
|
||||
var axis = new Vec4();
|
||||
var angle = diffQuat.toAxisAngle(axis);
|
||||
|
||||
// Apply only a portion of this rotation (step)
|
||||
var partialAngle = angle * step;
|
||||
|
||||
// Create partial rotation quaternion
|
||||
var partialRot = new Quat().fromAxisAngle(axis, partialAngle);
|
||||
|
||||
// Apply this partial rotation to current local rotation
|
||||
var newLocalRot = new Quat();
|
||||
newLocalRot.multquats(partialRot, currentLocalRot);
|
||||
|
||||
// Apply the new local rotation
|
||||
objectToUse.transform.rot.setFrom(newLocalRot);
|
||||
} else {
|
||||
// No damping, apply instant rotation
|
||||
objectToUse.transform.rot.setFrom(targetRotation);
|
||||
}
|
||||
|
||||
objectToUse.transform.buildMatrix();
|
||||
|
||||
runOutput(0);
|
||||
}
|
||||
|
||||
// No output sockets needed - this node only performs actions
|
||||
}
|
||||
@ -0,0 +1,74 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.object.Object;
|
||||
import iron.math.Vec4;
|
||||
import iron.math.Mat4;
|
||||
import iron.system.Time;
|
||||
|
||||
class SetObjectDelayedLocationNode extends LogicNode {
|
||||
public var use_local_space: Bool = false;
|
||||
|
||||
private var initialOffset: Vec4 = null;
|
||||
private var targetPos: Vec4 = new Vec4();
|
||||
private var currentPos: Vec4 = new Vec4();
|
||||
private var deltaVec: Vec4 = new Vec4();
|
||||
private var tempVec: Vec4 = new Vec4();
|
||||
|
||||
private var lastParent: Object = null;
|
||||
private var invParentMatrix: Mat4 = null;
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var follower: Object = inputs[1].get();
|
||||
var target: Object = inputs[2].get();
|
||||
var delay: Float = inputs[3].get();
|
||||
|
||||
if (follower == null || target == null) return runOutput(0);
|
||||
|
||||
if (initialOffset == null) {
|
||||
initialOffset = new Vec4();
|
||||
var followerPos = follower.transform.world.getLoc();
|
||||
var targetPos = target.transform.world.getLoc();
|
||||
initialOffset.setFrom(followerPos);
|
||||
initialOffset.sub(targetPos);
|
||||
}
|
||||
|
||||
targetPos.setFrom(target.transform.world.getLoc());
|
||||
currentPos.setFrom(follower.transform.world.getLoc());
|
||||
|
||||
tempVec.setFrom(targetPos).add(initialOffset);
|
||||
|
||||
deltaVec.setFrom(tempVec).sub(currentPos);
|
||||
|
||||
if (deltaVec.length() < 0.001 && delay < 0.01) {
|
||||
runOutput(0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (delay == 0.0) {
|
||||
currentPos.setFrom(tempVec);
|
||||
} else {
|
||||
var smoothFactor = Math.exp(-Time.delta / Math.max(0.0001, delay));
|
||||
currentPos.x = tempVec.x + (currentPos.x - tempVec.x) * smoothFactor;
|
||||
currentPos.y = tempVec.y + (currentPos.y - tempVec.y) * smoothFactor;
|
||||
currentPos.z = tempVec.z + (currentPos.z - tempVec.z) * smoothFactor;
|
||||
}
|
||||
if (use_local_space && follower.parent != null) {
|
||||
if (follower.parent != lastParent || invParentMatrix == null) {
|
||||
lastParent = follower.parent;
|
||||
invParentMatrix = Mat4.identity();
|
||||
invParentMatrix.getInverse(follower.parent.transform.world);
|
||||
}
|
||||
tempVec.setFrom(currentPos);
|
||||
tempVec.applymat(invParentMatrix);
|
||||
follower.transform.loc.set(tempVec.x, tempVec.y, tempVec.z);
|
||||
} else {
|
||||
follower.transform.loc.set(currentPos.x, currentPos.y, currentPos.z);
|
||||
}
|
||||
follower.transform.buildMatrix();
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -55,9 +55,9 @@ class SetParticleDataNode extends LogicNode {
|
||||
@:privateAccess psys.aligny = vel.y;
|
||||
@:privateAccess psys.alignz = vel.z;
|
||||
case 'Velocity Random':
|
||||
psys.r.factor_random = inputs[3].get();
|
||||
@:privateAccess psys.r.factor_random = inputs[3].get();
|
||||
case 'Weight Gravity':
|
||||
psys.r.weight_gravity = inputs[3].get();
|
||||
@:privateAccess psys.r.weight_gravity = inputs[3].get();
|
||||
if (iron.Scene.active.raw.gravity != null) {
|
||||
@:privateAccess psys.gx = iron.Scene.active.raw.gravity[0] * @:privateAccess psys.r.weight_gravity;
|
||||
@:privateAccess psys.gy = iron.Scene.active.raw.gravity[1] * @:privateAccess psys.r.weight_gravity;
|
||||
|
||||
39
leenkx/Sources/leenkx/logicnode/SetPositionSpeakerNode.hx
Normal file
39
leenkx/Sources/leenkx/logicnode/SetPositionSpeakerNode.hx
Normal file
@ -0,0 +1,39 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
#if lnx_audio
|
||||
import iron.object.SpeakerObject;
|
||||
import kha.audio1.AudioChannel;
|
||||
import iron.system.Audio;
|
||||
#end
|
||||
|
||||
class SetPositionSpeakerNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
#if lnx_audio
|
||||
var object: SpeakerObject = cast(inputs[1].get(), SpeakerObject);
|
||||
if (object == null || object.sound == null) return;
|
||||
|
||||
var positionInSeconds:Float = inputs[2].get();
|
||||
if (positionInSeconds < 0) positionInSeconds = 0;
|
||||
|
||||
var volume = object.data.volume;
|
||||
var loop = object.data.loop;
|
||||
var stream = object.data.stream;
|
||||
|
||||
object.stop();
|
||||
|
||||
var channel = Audio.play(object.sound, loop, stream);
|
||||
if (channel != null) {
|
||||
object.channels.push(channel);
|
||||
channel.volume = volume;
|
||||
@:privateAccess channel.set_position(positionInSeconds);
|
||||
}
|
||||
|
||||
#end
|
||||
runOutput(0);
|
||||
}
|
||||
}
|
||||
@ -1,5 +1,7 @@
|
||||
package leenkx.logicnode;
|
||||
|
||||
import iron.data.SceneFormat;
|
||||
|
||||
class SetWorldNode extends LogicNode {
|
||||
|
||||
public function new(tree: LogicTree) {
|
||||
@ -10,25 +12,6 @@ class SetWorldNode extends LogicNode {
|
||||
var world: String = inputs[1].get();
|
||||
|
||||
if (world != null){
|
||||
|
||||
//check if world shader data exists
|
||||
var file: String = 'World_'+world+'_data';
|
||||
#if lnx_json
|
||||
file += ".json";
|
||||
#elseif lnx_compress
|
||||
file += ".lz4";
|
||||
#else
|
||||
file += '.lnx';
|
||||
#end
|
||||
|
||||
var exists: Bool = false;
|
||||
|
||||
iron.data.Data.getBlob(file, function(b: kha.Blob) {
|
||||
if (b != null) exists = true;
|
||||
});
|
||||
|
||||
assert(Error, exists == true, "World must be either associated to a scene or have fake user");
|
||||
|
||||
iron.Scene.active.raw.world_ref = world;
|
||||
var npath = leenkx.renderpath.RenderPathCreator.get();
|
||||
npath.loadShader("shader_datas/World_" + world + "/World_" + world);
|
||||
|
||||
@ -641,17 +641,19 @@ class RenderPathForward {
|
||||
var framebuffer = "";
|
||||
#end
|
||||
|
||||
#if ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA"))
|
||||
RenderPathCreator.finalTarget = path.currentTarget;
|
||||
|
||||
var target = "";
|
||||
#if ((rp_antialiasing == "Off") || (rp_antialiasing == "FXAA") || (!rp_render_to_texture))
|
||||
{
|
||||
RenderPathCreator.finalTarget = path.currentTarget;
|
||||
path.setTarget(framebuffer);
|
||||
target = framebuffer;
|
||||
}
|
||||
#else
|
||||
{
|
||||
path.setTarget("buf");
|
||||
RenderPathCreator.finalTarget = path.currentTarget;
|
||||
target = "buf";
|
||||
}
|
||||
#end
|
||||
path.setTarget(target);
|
||||
|
||||
#if rp_compositordepth
|
||||
{
|
||||
@ -671,6 +673,15 @@ class RenderPathForward {
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_overlays
|
||||
{
|
||||
path.setTarget(target);
|
||||
path.clearTarget(null, 1.0);
|
||||
path.drawMeshes("overlay");
|
||||
}
|
||||
#end
|
||||
|
||||
|
||||
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
|
||||
{
|
||||
path.setTarget("bufa");
|
||||
@ -701,12 +712,6 @@ class RenderPathForward {
|
||||
}
|
||||
#end
|
||||
|
||||
#if rp_overlays
|
||||
{
|
||||
path.clearTarget(null, 1.0);
|
||||
path.drawMeshes("overlay");
|
||||
}
|
||||
#end
|
||||
}
|
||||
|
||||
public static function setupDepthTexture() {
|
||||
|
||||
@ -3,33 +3,35 @@ package leenkx.system;
|
||||
import haxe.Constraints.Function;
|
||||
|
||||
class Signal {
|
||||
var callbacks:Array<Function> = [];
|
||||
var callbacks: Array<Function> = [];
|
||||
|
||||
public function new() {
|
||||
|
||||
}
|
||||
|
||||
public function connect(callback:Function) {
|
||||
public function connect(callback: Function) {
|
||||
if (!callbacks.contains(callback)) callbacks.push(callback);
|
||||
}
|
||||
|
||||
public function disconnect(callback:Function) {
|
||||
public function disconnect(callback: Function) {
|
||||
if (callbacks.contains(callback)) callbacks.remove(callback);
|
||||
}
|
||||
|
||||
public function emit(...args:Any) {
|
||||
for (callback in callbacks) Reflect.callMethod(this, callback, args);
|
||||
public function emit(...args: Any) {
|
||||
for (callback in callbacks.copy()) {
|
||||
if (callbacks.contains(callback)) Reflect.callMethod(null, callback, args);
|
||||
}
|
||||
}
|
||||
|
||||
public function getConnections():Array<Function> {
|
||||
public function getConnections(): Array<Function> {
|
||||
return callbacks;
|
||||
}
|
||||
|
||||
public function isConnected(callBack:Function):Bool {
|
||||
public function isConnected(callBack: Function):Bool {
|
||||
return callbacks.contains(callBack);
|
||||
}
|
||||
|
||||
public function isNull():Bool {
|
||||
public function isNull(): Bool {
|
||||
return callbacks.length == 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -57,7 +57,7 @@ class Starter {
|
||||
iron.Scene.getRenderPath = getRenderPath;
|
||||
#end
|
||||
#if lnx_draworder_shader
|
||||
iron.RenderPath.active.drawOrder = iron.RenderPath.DrawOrder.Shader;
|
||||
iron.RenderPath.active.drawOrder = iron.RenderPath.DrawOrder.Index;
|
||||
#end // else Distance
|
||||
});
|
||||
});
|
||||
|
||||
@ -1,87 +1,243 @@
|
||||
package leenkx.trait;
|
||||
|
||||
import iron.Trait;
|
||||
import iron.math.Vec4;
|
||||
import iron.system.Input;
|
||||
import iron.object.Object;
|
||||
import iron.object.CameraObject;
|
||||
import leenkx.trait.physics.PhysicsWorld;
|
||||
import leenkx.trait.internal.CameraController;
|
||||
import leenkx.trait.physics.RigidBody;
|
||||
import kha.FastFloat;
|
||||
|
||||
class FirstPersonController extends CameraController {
|
||||
class FirstPersonController extends Trait {
|
||||
|
||||
#if (!lnx_physics)
|
||||
public function new() { super(); }
|
||||
#else
|
||||
#if (!lnx_physics)
|
||||
public function new() { super(); }
|
||||
#else
|
||||
|
||||
var head: Object;
|
||||
static inline var rotationSpeed = 2.0;
|
||||
@prop public var rotationSpeed:Float = 0.15;
|
||||
@prop public var maxPitch:Float = 2.2;
|
||||
@prop public var minPitch:Float = 0.5;
|
||||
@prop public var enableJump:Bool = true;
|
||||
@prop public var jumpForce:Float = 22.0;
|
||||
@prop public var moveSpeed:Float = 500.0;
|
||||
|
||||
public function new() {
|
||||
super();
|
||||
@prop public var forwardKey:String = "w";
|
||||
@prop public var backwardKey:String = "s";
|
||||
@prop public var leftKey:String = "a";
|
||||
@prop public var rightKey:String = "d";
|
||||
@prop public var jumpKey:String = "space";
|
||||
|
||||
iron.Scene.active.notifyOnInit(init);
|
||||
}
|
||||
@prop public var allowAirJump:Bool = false;
|
||||
|
||||
function init() {
|
||||
head = object.getChildOfType(CameraObject);
|
||||
@prop public var canRun:Bool = true;
|
||||
@prop public var runKey:String = "shift";
|
||||
@prop public var runSpeed:Float = 1000.0;
|
||||
|
||||
PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
|
||||
notifyOnUpdate(update);
|
||||
notifyOnRemove(removed);
|
||||
}
|
||||
// Sistema de estamina
|
||||
@prop public var stamina:Bool = false;
|
||||
@prop public var staminaBase:Float = 75.0;
|
||||
@prop public var staRecoverPerSec:Float = 5.0;
|
||||
@prop public var staDecreasePerSec:Float = 5.0;
|
||||
@prop public var staRecoverTime:Float = 2.0;
|
||||
@prop public var staDecreasePerJump:Float = 5.0;
|
||||
@prop public var enableFatigue:Bool = false;
|
||||
@prop public var fatigueSpeed:Float = 0.5; // the reduction of movement when fatigue is activated...
|
||||
@prop public var fatigueThreshold:Float = 30.0; // Tiempo corriendo sin parar para la activacion // Time running non-stop for activation...
|
||||
@prop public var fatRecoveryThreshold:Float = 7.5; // Tiempo sin correr/saltar para salir de fatiga // Time without running/jumping to get rid of fatigue...
|
||||
|
||||
var xVec = Vec4.xAxis();
|
||||
var zVec = Vec4.zAxis();
|
||||
function preUpdate() {
|
||||
if (Input.occupied || !body.ready) return;
|
||||
|
||||
var mouse = Input.getMouse();
|
||||
var kb = Input.getKeyboard();
|
||||
// Var Privadas
|
||||
var head:CameraObject;
|
||||
var pitch:Float = 0.0;
|
||||
var body:RigidBody;
|
||||
|
||||
if (mouse.started() && !mouse.locked) mouse.lock();
|
||||
else if (kb.started("escape") && mouse.locked) mouse.unlock();
|
||||
var moveForward:Bool = false;
|
||||
var moveBackward:Bool = false;
|
||||
var moveLeft:Bool = false;
|
||||
var moveRight:Bool = false;
|
||||
var isRunning:Bool = false;
|
||||
|
||||
if (mouse.locked || mouse.down()) {
|
||||
head.transform.rotate(xVec, -mouse.movementY / 250 * rotationSpeed);
|
||||
transform.rotate(zVec, -mouse.movementX / 250 * rotationSpeed);
|
||||
body.syncTransform();
|
||||
var canJump:Bool = true;
|
||||
var staminaValue:Float = 0.0;
|
||||
var timeSinceStop:Float = 0.0;
|
||||
|
||||
var fatigueTimer:Float = 0.0;
|
||||
var fatigueCooldown:Float = 0.0;
|
||||
var isFatigueActive:Bool = false;
|
||||
|
||||
public function new() {
|
||||
super();
|
||||
iron.Scene.active.notifyOnInit(init);
|
||||
}
|
||||
|
||||
function init() {
|
||||
body = object.getTrait(RigidBody);
|
||||
head = object.getChildOfType(CameraObject);
|
||||
PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
|
||||
notifyOnUpdate(update);
|
||||
notifyOnRemove(removed);
|
||||
staminaValue = staminaBase;
|
||||
}
|
||||
|
||||
function removed() {
|
||||
PhysicsWorld.active.removePreUpdate(preUpdate);
|
||||
}
|
||||
|
||||
var zVec = Vec4.zAxis();
|
||||
|
||||
function preUpdate() {
|
||||
if (Input.occupied || body == null) return;
|
||||
var mouse = Input.getMouse();
|
||||
var kb = Input.getKeyboard();
|
||||
|
||||
if (mouse.started() && !mouse.locked)
|
||||
mouse.lock();
|
||||
else if (kb.started("escape") && mouse.locked)
|
||||
mouse.unlock();
|
||||
|
||||
if (mouse.locked || mouse.down()) {
|
||||
var deltaTime:Float = iron.system.Time.delta;
|
||||
object.transform.rotate(zVec, -mouse.movementX * rotationSpeed * deltaTime);
|
||||
var deltaPitch:Float = -(mouse.movementY * rotationSpeed * deltaTime);
|
||||
pitch += deltaPitch;
|
||||
pitch = Math.max(minPitch, Math.min(maxPitch, pitch));
|
||||
head.transform.setRotation(pitch, 0.0, 0.0);
|
||||
body.syncTransform();
|
||||
}
|
||||
}
|
||||
|
||||
var dir:Vec4 = new Vec4();
|
||||
|
||||
function isFatigued():Bool {
|
||||
return enableFatigue && isFatigueActive;
|
||||
}
|
||||
|
||||
function update() {
|
||||
if (body == null) return;
|
||||
var deltaTime:Float = iron.system.Time.delta;
|
||||
var kb = Input.getKeyboard();
|
||||
|
||||
moveForward = kb.down(forwardKey);
|
||||
moveBackward = kb.down(backwardKey);
|
||||
moveLeft = kb.down(leftKey);
|
||||
moveRight = kb.down(rightKey);
|
||||
var isMoving = moveForward || moveBackward || moveLeft || moveRight;
|
||||
|
||||
var isGrounded:Bool = false;
|
||||
#if lnx_physics
|
||||
var vel = body.getLinearVelocity();
|
||||
if (Math.abs(vel.z) < 0.1) {
|
||||
isGrounded = true;
|
||||
}
|
||||
#end
|
||||
|
||||
// Dejo establecido el salto para tener en cuenta la (enableFatigue) si es que es false/true....
|
||||
if (isGrounded && !isFatigued()) {
|
||||
canJump = true;
|
||||
}
|
||||
}
|
||||
// Saltar con estamina
|
||||
if (enableJump && kb.started(jumpKey) && canJump) {
|
||||
var jumpPower = jumpForce;
|
||||
// Disminuir el salto al 50% si la (stamina) esta por debajo o en el 20%.
|
||||
if (stamina) {
|
||||
if (staminaValue <= 0) {
|
||||
jumpPower = 0;
|
||||
} else if (staminaValue <= staminaBase * 0.2) {
|
||||
jumpPower *= 0.5;
|
||||
}
|
||||
|
||||
function removed() {
|
||||
PhysicsWorld.active.removePreUpdate(preUpdate);
|
||||
}
|
||||
staminaValue -= staDecreasePerJump;
|
||||
if (staminaValue < 0.0) staminaValue = 0.0;
|
||||
timeSinceStop = 0.0;
|
||||
}
|
||||
|
||||
var dir = new Vec4();
|
||||
function update() {
|
||||
if (!body.ready) return;
|
||||
if (jumpPower > 0) {
|
||||
body.applyImpulse(new Vec4(0, 0, jumpPower));
|
||||
if (!allowAirJump) canJump = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (jump) {
|
||||
body.applyImpulse(new Vec4(0, 0, 16));
|
||||
jump = false;
|
||||
// Control de estamina y correr
|
||||
if (canRun && kb.down(runKey) && isMoving) {
|
||||
if (stamina) {
|
||||
if (staminaValue > 0.0) {
|
||||
isRunning = true;
|
||||
staminaValue -= staDecreasePerSec * deltaTime;
|
||||
if (staminaValue < 0.0) staminaValue = 0.0;
|
||||
} else {
|
||||
isRunning = false;
|
||||
}
|
||||
} else {
|
||||
isRunning = true;
|
||||
}
|
||||
} else {
|
||||
isRunning = false;
|
||||
}
|
||||
|
||||
// (temporizadores aparte)
|
||||
if (isRunning) {
|
||||
timeSinceStop = 0.0;
|
||||
fatigueTimer += deltaTime;
|
||||
fatigueCooldown = 0.0;
|
||||
} else {
|
||||
timeSinceStop += deltaTime;
|
||||
fatigueCooldown += deltaTime;
|
||||
}
|
||||
|
||||
// Evitar correr y saltar al estar fatigado...
|
||||
if (isFatigued()) {
|
||||
isRunning = false;
|
||||
canJump = false;
|
||||
}
|
||||
|
||||
// Move
|
||||
dir.set(0, 0, 0);
|
||||
if (moveForward) dir.add(transform.look());
|
||||
if (moveBackward) dir.add(transform.look().mult(-1));
|
||||
if (moveLeft) dir.add(transform.right().mult(-1));
|
||||
if (moveRight) dir.add(transform.right());
|
||||
// Activar fatiga despues de correr continuamente durante cierto umbral
|
||||
if (enableFatigue && fatigueTimer >= fatigueThreshold) {
|
||||
isFatigueActive = true;
|
||||
}
|
||||
|
||||
// Push down
|
||||
var btvec = body.getLinearVelocity();
|
||||
body.setLinearVelocity(0.0, 0.0, btvec.z - 1.0);
|
||||
// Eliminar la fatiga despues de recuperarse
|
||||
if (enableFatigue && isFatigueActive && fatigueCooldown >= fatRecoveryThreshold) {
|
||||
isFatigueActive = false;
|
||||
fatigueTimer = 0.0;
|
||||
}
|
||||
|
||||
if (moveForward || moveBackward || moveLeft || moveRight) {
|
||||
var dirN = dir.normalize();
|
||||
dirN.mult(6);
|
||||
body.activate();
|
||||
body.setLinearVelocity(dirN.x, dirN.y, btvec.z - 1.0);
|
||||
}
|
||||
// Recuperar estamina si no esta corriendo
|
||||
if (stamina && !isRunning && staminaValue < staminaBase && !isFatigued()) {
|
||||
if (timeSinceStop >= staRecoverTime) {
|
||||
staminaValue += staRecoverPerSec * deltaTime;
|
||||
if (staminaValue > staminaBase) staminaValue = staminaBase;
|
||||
}
|
||||
}
|
||||
|
||||
// Keep vertical
|
||||
body.setAngularFactor(0, 0, 0);
|
||||
camera.buildMatrix();
|
||||
}
|
||||
#end
|
||||
// Movimiento ejes (local)
|
||||
dir.set(0, 0, 0);
|
||||
if (moveForward) dir.add(object.transform.look());
|
||||
if (moveBackward) dir.add(object.transform.look().mult(-1));
|
||||
if (moveLeft) dir.add(object.transform.right().mult(-1));
|
||||
if (moveRight) dir.add(object.transform.right());
|
||||
|
||||
var btvec = body.getLinearVelocity();
|
||||
body.setLinearVelocity(0.0, 0.0, btvec.z - 1.0);
|
||||
|
||||
if (isMoving) {
|
||||
var dirN = dir.normalize();
|
||||
var baseSpeed = moveSpeed;
|
||||
if (isRunning && moveForward) {
|
||||
baseSpeed = runSpeed;
|
||||
}
|
||||
var currentSpeed = isFatigued() ? baseSpeed * fatigueSpeed : baseSpeed;
|
||||
dirN.mult(currentSpeed * deltaTime);
|
||||
body.activate();
|
||||
body.setLinearVelocity(dirN.x, dirN.y, btvec.z - 1.0);
|
||||
}
|
||||
|
||||
body.setAngularFactor(0, 0, 0);
|
||||
head.buildMatrix();
|
||||
}
|
||||
|
||||
#end
|
||||
}
|
||||
|
||||
|
||||
// Stamina and fatigue system.....
|
||||
@ -73,7 +73,17 @@ class PhysicsBreak extends Trait {
|
||||
collisionMargin: 0.04,
|
||||
linearDeactivationThreshold: 0.0,
|
||||
angularDeactivationThrshold: 0.0,
|
||||
deactivationTime: 0.0
|
||||
deactivationTime: 0.0,
|
||||
linearVelocityMin: 0.0,
|
||||
linearVelocityMax: 0.0,
|
||||
angularVelocityMin: 0.0,
|
||||
angularVelocityMax: 0.0,
|
||||
lockTranslationX: false,
|
||||
lockTranslationY: false,
|
||||
lockTranslationZ: false,
|
||||
lockRotationX: false,
|
||||
lockRotationY: false,
|
||||
lockRotationZ: false
|
||||
};
|
||||
o.addTrait(new RigidBody(Shape.ConvexHull, ud.mass, ud.friction, 0, 1, params));
|
||||
if (cast(o, MeshObject).data.geom.positions.values.length < 600) {
|
||||
|
||||
@ -280,7 +280,11 @@ class DebugConsole extends Trait {
|
||||
|
||||
function drawObjectNameInList(object: iron.object.Object, selected: Bool) {
|
||||
var _y = ui._y;
|
||||
ui.text(object.uid+'_'+object.name);
|
||||
|
||||
if (object.parent.name == 'Root' && object.raw == null)
|
||||
ui.text(object.uid+'_'+object.name+' ('+iron.Scene.active.raw.world_ref+')');
|
||||
else
|
||||
ui.text(object.uid+'_'+object.name);
|
||||
|
||||
if (object == iron.Scene.active.camera) {
|
||||
var tagWidth = 100;
|
||||
|
||||
98
leenkx/Sources/leenkx/trait/physics/PhysicsCache.hx
Normal file
98
leenkx/Sources/leenkx/trait/physics/PhysicsCache.hx
Normal file
@ -0,0 +1,98 @@
|
||||
package leenkx.trait.physics;
|
||||
|
||||
import iron.object.Object;
|
||||
|
||||
class PhysicsCache {
|
||||
#if lnx_physics
|
||||
static var rbCache: Map<Int, Dynamic> = new Map();
|
||||
static var contactsCache: Map<Int, Array<Dynamic>> = new Map();
|
||||
static var physicsFrame: Int = 0;
|
||||
static var lastQueryFrame: Int = -1;
|
||||
#end
|
||||
|
||||
public static function getCachedRigidBody(object: Object): Dynamic {
|
||||
#if (!lnx_physics)
|
||||
return null;
|
||||
#else
|
||||
if (object == null) return null;
|
||||
|
||||
var cached = rbCache.get(object.uid);
|
||||
if (cached != null) return cached;
|
||||
|
||||
#if lnx_bullet
|
||||
var rb = object.getTrait(leenkx.trait.physics.bullet.RigidBody);
|
||||
#else
|
||||
var rb = object.getTrait(leenkx.trait.physics.oimo.RigidBody);
|
||||
#end
|
||||
|
||||
if (rb != null) rbCache.set(object.uid, rb);
|
||||
return rb;
|
||||
#end
|
||||
}
|
||||
|
||||
public static function getCachedContacts(rb: Dynamic): Array<Dynamic> {
|
||||
#if (!lnx_physics)
|
||||
return null;
|
||||
#else
|
||||
if (rb == null) return null;
|
||||
|
||||
var rbObjectId = (rb.object != null) ? rb.object.uid : -1;
|
||||
|
||||
if (rbObjectId == -1) {
|
||||
#if lnx_bullet
|
||||
if (leenkx.trait.physics.bullet.PhysicsWorld.active == null) return null;
|
||||
return leenkx.trait.physics.bullet.PhysicsWorld.active.getContacts(rb);
|
||||
#else
|
||||
if (leenkx.trait.physics.oimo.PhysicsWorld.active == null) return null;
|
||||
return leenkx.trait.physics.oimo.PhysicsWorld.active.getContacts(rb);
|
||||
#end
|
||||
}
|
||||
|
||||
if (lastQueryFrame == physicsFrame) {
|
||||
var cached = contactsCache.get(rbObjectId);
|
||||
if (cached != null) return cached;
|
||||
}
|
||||
|
||||
lastQueryFrame = physicsFrame;
|
||||
|
||||
var cached = contactsCache.get(rbObjectId);
|
||||
if (cached != null) return cached;
|
||||
|
||||
#if lnx_bullet
|
||||
if (leenkx.trait.physics.bullet.PhysicsWorld.active == null) return null;
|
||||
var contacts = leenkx.trait.physics.bullet.PhysicsWorld.active.getContacts(rb);
|
||||
#else
|
||||
if (leenkx.trait.physics.oimo.PhysicsWorld.active == null) return null;
|
||||
var contacts = leenkx.trait.physics.oimo.PhysicsWorld.active.getContacts(rb);
|
||||
#end
|
||||
|
||||
if (contacts != null) {
|
||||
contactsCache.set(rbObjectId, contacts);
|
||||
}
|
||||
|
||||
return contacts;
|
||||
#end
|
||||
}
|
||||
|
||||
public static inline function hasContactWith(contacts: Array<Dynamic>, target: Dynamic): Bool {
|
||||
#if (!lnx_physics)
|
||||
return false;
|
||||
#else
|
||||
return contacts != null && target != null && contacts.indexOf(target) >= 0;
|
||||
#end
|
||||
}
|
||||
|
||||
public static function clearCache() {
|
||||
#if lnx_physics
|
||||
rbCache.clear();
|
||||
contactsCache.clear();
|
||||
#end
|
||||
}
|
||||
|
||||
public static function clearContactsCache() {
|
||||
#if lnx_physics
|
||||
physicsFrame++;
|
||||
contactsCache.clear();
|
||||
#end
|
||||
}
|
||||
}
|
||||
@ -8,11 +8,9 @@ class PhysicsWorld extends iron.Trait { public function new() { super(); } }
|
||||
#else
|
||||
|
||||
#if lnx_bullet
|
||||
|
||||
typedef PhysicsWorld = leenkx.trait.physics.bullet.PhysicsWorld;
|
||||
typedef Hit = leenkx.trait.physics.bullet.PhysicsWorld.Hit;
|
||||
#else
|
||||
|
||||
typedef PhysicsWorld = leenkx.trait.physics.oimo.PhysicsWorld;
|
||||
typedef Hit = leenkx.trait.physics.oimo.PhysicsWorld.Hit;
|
||||
#end
|
||||
|
||||
@ -7,6 +7,7 @@ import iron.system.Time;
|
||||
import iron.math.Vec4;
|
||||
import iron.math.Quat;
|
||||
import iron.math.RayCaster;
|
||||
import leenkx.trait.physics.PhysicsCache;
|
||||
|
||||
class Hit {
|
||||
|
||||
@ -145,6 +146,7 @@ class PhysicsWorld extends Trait {
|
||||
|
||||
iron.Scene.active.notifyOnRemove(function() {
|
||||
sceneRemoved = true;
|
||||
PhysicsCache.clearCache();
|
||||
});
|
||||
}
|
||||
|
||||
@ -303,6 +305,8 @@ class PhysicsWorld extends Trait {
|
||||
var t = Time.fixedStep * timeScale * Time.scale;
|
||||
if (t == 0.0) return; // Simulation paused
|
||||
|
||||
PhysicsCache.clearContactsCache();
|
||||
|
||||
#if lnx_debug
|
||||
var startTime = kha.Scheduler.realTime();
|
||||
#end
|
||||
|
||||
@ -36,6 +36,18 @@ class RigidBody extends iron.Trait {
|
||||
var useDeactivation: Bool;
|
||||
var deactivationParams: Array<Float>;
|
||||
var ccd = false; // Continuous collision detection
|
||||
// New velocity limiting properties
|
||||
var linearVelocityMin: Float;
|
||||
var linearVelocityMax: Float;
|
||||
var angularVelocityMin: Float;
|
||||
var angularVelocityMax: Float;
|
||||
// New lock properties
|
||||
var lockTranslationX: Bool;
|
||||
var lockTranslationY: Bool;
|
||||
var lockTranslationZ: Bool;
|
||||
var lockRotationX: Bool;
|
||||
var lockRotationY: Bool;
|
||||
var lockRotationZ: Bool;
|
||||
public var group = 1;
|
||||
public var mask = 1;
|
||||
var trigger = false;
|
||||
@ -120,7 +132,17 @@ class RigidBody extends iron.Trait {
|
||||
collisionMargin: 0.0,
|
||||
linearDeactivationThreshold: 0.0,
|
||||
angularDeactivationThrshold: 0.0,
|
||||
deactivationTime: 0.0
|
||||
deactivationTime: 0.0,
|
||||
linearVelocityMin: 0.0,
|
||||
linearVelocityMax: 0.0,
|
||||
angularVelocityMin: 0.0,
|
||||
angularVelocityMax: 0.0,
|
||||
lockTranslationX: false,
|
||||
lockTranslationY: false,
|
||||
lockTranslationZ: false,
|
||||
lockRotationX: false,
|
||||
lockRotationY: false,
|
||||
lockRotationZ: false
|
||||
};
|
||||
|
||||
if (flags == null) flags = {
|
||||
@ -139,6 +161,18 @@ class RigidBody extends iron.Trait {
|
||||
this.angularFactors = [params.angularFactorsX, params.angularFactorsY, params.angularFactorsZ];
|
||||
this.collisionMargin = params.collisionMargin;
|
||||
this.deactivationParams = [params.linearDeactivationThreshold, params.angularDeactivationThrshold, params.deactivationTime];
|
||||
// New velocity limiting properties
|
||||
this.linearVelocityMin = params.linearVelocityMin;
|
||||
this.linearVelocityMax = params.linearVelocityMax;
|
||||
this.angularVelocityMin = params.angularVelocityMin;
|
||||
this.angularVelocityMax = params.angularVelocityMax;
|
||||
// New lock properties
|
||||
this.lockTranslationX = params.lockTranslationX;
|
||||
this.lockTranslationY = params.lockTranslationY;
|
||||
this.lockTranslationZ = params.lockTranslationZ;
|
||||
this.lockRotationX = params.lockRotationX;
|
||||
this.lockRotationY = params.lockRotationY;
|
||||
this.lockRotationZ = params.lockRotationZ;
|
||||
this.animated = flags.animated;
|
||||
this.trigger = flags.trigger;
|
||||
this.ccd = flags.ccd;
|
||||
@ -291,11 +325,25 @@ class RigidBody extends iron.Trait {
|
||||
}
|
||||
|
||||
if (linearFactors != null) {
|
||||
setLinearFactor(linearFactors[0], linearFactors[1], linearFactors[2]);
|
||||
// Apply lock properties by overriding factors
|
||||
var lx = linearFactors[0];
|
||||
var ly = linearFactors[1];
|
||||
var lz = linearFactors[2];
|
||||
if (lockTranslationX) lx = 0.0;
|
||||
if (lockTranslationY) ly = 0.0;
|
||||
if (lockTranslationZ) lz = 0.0;
|
||||
setLinearFactor(lx, ly, lz);
|
||||
}
|
||||
|
||||
if (angularFactors != null) {
|
||||
setAngularFactor(angularFactors[0], angularFactors[1], angularFactors[2]);
|
||||
// Apply lock properties by overriding factors
|
||||
var ax = angularFactors[0];
|
||||
var ay = angularFactors[1];
|
||||
var az = angularFactors[2];
|
||||
if (lockRotationX) ax = 0.0;
|
||||
if (lockRotationY) ay = 0.0;
|
||||
if (lockRotationZ) az = 0.0;
|
||||
setAngularFactor(ax, ay, az);
|
||||
}
|
||||
|
||||
if (trigger) bodyColl.setCollisionFlags(bodyColl.getCollisionFlags() | CF_NO_CONTACT_RESPONSE);
|
||||
@ -411,6 +459,55 @@ class RigidBody extends iron.Trait {
|
||||
var rbs = physics.getContacts(this);
|
||||
if (rbs != null) for (rb in rbs) for (f in onContact) f(rb);
|
||||
}
|
||||
|
||||
// Apply velocity limiting if enabled
|
||||
if (!animated && !staticObj) {
|
||||
applyVelocityLimits();
|
||||
}
|
||||
}
|
||||
|
||||
function applyVelocityLimits() {
|
||||
if (!ready) return;
|
||||
|
||||
// Check linear velocity limits
|
||||
if (linearVelocityMin > 0.0 || linearVelocityMax > 0.0) {
|
||||
var velocity = getLinearVelocity();
|
||||
var speed = velocity.length();
|
||||
|
||||
if (linearVelocityMin > 0.0 && speed < linearVelocityMin) {
|
||||
// Increase velocity to minimum
|
||||
if (speed > 0.0) {
|
||||
velocity.normalize();
|
||||
velocity.mult(linearVelocityMin);
|
||||
setLinearVelocity(velocity.x, velocity.y, velocity.z);
|
||||
}
|
||||
} else if (linearVelocityMax > 0.0 && speed > linearVelocityMax) {
|
||||
// Clamp velocity to maximum
|
||||
velocity.normalize();
|
||||
velocity.mult(linearVelocityMax);
|
||||
setLinearVelocity(velocity.x, velocity.y, velocity.z);
|
||||
}
|
||||
}
|
||||
|
||||
// Check angular velocity limits
|
||||
if (angularVelocityMin > 0.0 || angularVelocityMax > 0.0) {
|
||||
var angularVel = getAngularVelocity();
|
||||
var angularSpeed = angularVel.length();
|
||||
|
||||
if (angularVelocityMin > 0.0 && angularSpeed < angularVelocityMin) {
|
||||
// Increase angular velocity to minimum
|
||||
if (angularSpeed > 0.0) {
|
||||
angularVel.normalize();
|
||||
angularVel.mult(angularVelocityMin);
|
||||
setAngularVelocity(angularVel.x, angularVel.y, angularVel.z);
|
||||
}
|
||||
} else if (angularVelocityMax > 0.0 && angularSpeed > angularVelocityMax) {
|
||||
// Clamp angular velocity to maximum
|
||||
angularVel.normalize();
|
||||
angularVel.mult(angularVelocityMax);
|
||||
setAngularVelocity(angularVel.x, angularVel.y, angularVel.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public function disableCollision() {
|
||||
@ -745,6 +842,16 @@ typedef RigidBodyParams = {
|
||||
var linearDeactivationThreshold: Float;
|
||||
var angularDeactivationThrshold: Float;
|
||||
var deactivationTime: Float;
|
||||
var linearVelocityMin: Float;
|
||||
var linearVelocityMax: Float;
|
||||
var angularVelocityMin: Float;
|
||||
var angularVelocityMax: Float;
|
||||
var lockTranslationX: Bool;
|
||||
var lockTranslationY: Bool;
|
||||
var lockTranslationZ: Bool;
|
||||
var lockRotationX: Bool;
|
||||
var lockRotationY: Bool;
|
||||
var lockRotationZ: Bool;
|
||||
}
|
||||
|
||||
typedef RigidBodyFlags = {
|
||||
|
||||
Binary file not shown.
BIN
leenkx/blender/data/lnx_data_2.blend
Normal file
BIN
leenkx/blender/data/lnx_data_2.blend
Normal file
Binary file not shown.
@ -1,9 +1,17 @@
|
||||
import importlib
|
||||
import sys
|
||||
import types
|
||||
import bpy
|
||||
|
||||
# This gets cleared if this package/the __init__ module is reloaded
|
||||
_module_cache: dict[str, types.ModuleType] = {}
|
||||
if bpy.app.version < (2, 92, 0):
|
||||
from typing import Dict
|
||||
ModuleCacheType = Dict[str, types.ModuleType]
|
||||
else:
|
||||
ModuleCacheType = dict[str, types.ModuleType]
|
||||
|
||||
_module_cache: ModuleCacheType = {}
|
||||
|
||||
|
||||
|
||||
def enable_reload(module_name: str):
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -15,7 +15,14 @@ from enum import Enum, unique
|
||||
import math
|
||||
import os
|
||||
import time
|
||||
from typing import Any, Dict, List, Tuple, Union, Optional
|
||||
from typing import Any, Dict, List, Tuple, Union, Optional, TYPE_CHECKING
|
||||
import bpy
|
||||
|
||||
|
||||
if bpy.app.version >= (3, 0, 0):
|
||||
VertexColorType = bpy.types.Attribute
|
||||
else:
|
||||
VertexColorType = bpy.types.MeshLoopColorLayer
|
||||
|
||||
import numpy as np
|
||||
|
||||
@ -138,7 +145,7 @@ class LeenkxExporter:
|
||||
self.world_array = []
|
||||
self.particle_system_array = {}
|
||||
|
||||
self.referenced_collections: list[bpy.types.Collection] = []
|
||||
self.referenced_collections: List[bpy.types.Collection] = []
|
||||
"""Collections referenced by collection instances"""
|
||||
|
||||
self.has_spawning_camera = False
|
||||
@ -151,7 +158,7 @@ class LeenkxExporter:
|
||||
self.default_part_material_objects = []
|
||||
self.material_to_lnx_object_dict = {}
|
||||
# Stores the link between a blender object and its
|
||||
# corresponding export data (arm object)
|
||||
# corresponding export data (lnx object)
|
||||
self.object_to_lnx_object_dict: Dict[bpy.types.Object, Dict] = {}
|
||||
|
||||
self.bone_tracks = []
|
||||
@ -540,9 +547,17 @@ class LeenkxExporter:
|
||||
o['material_refs'].append(lnx.utils.asset_name(material))
|
||||
|
||||
def export_particle_system_ref(self, psys: bpy.types.ParticleSystem, out_object):
|
||||
if psys.settings.instance_object is None or psys.settings.render_type != 'OBJECT' or not psys.settings.instance_object.lnx_export or not bpy.data.objects[out_object['name']].modifiers[psys.name].show_render:
|
||||
if psys.settings.instance_object is None or psys.settings.render_type != 'OBJECT' or not psys.settings.instance_object.lnx_export:
|
||||
return
|
||||
|
||||
for obj in bpy.data.objects:
|
||||
if obj.name == out_object['name']:
|
||||
for mod in obj.modifiers:
|
||||
if mod.type == 'PARTICLE_SYSTEM':
|
||||
if mod.particle_system.name == psys.name:
|
||||
if not mod.show_render:
|
||||
return
|
||||
|
||||
self.particle_system_array[psys.settings] = {"structName": psys.settings.name}
|
||||
pref = {
|
||||
'name': psys.name,
|
||||
@ -630,7 +645,10 @@ class LeenkxExporter:
|
||||
continue
|
||||
|
||||
for slot in bobject.material_slots:
|
||||
if slot.material is None or slot.material.library is not None:
|
||||
if slot.material is None:
|
||||
continue
|
||||
if slot.material.library is not None:
|
||||
slot.material.lnx_particle_flag = True
|
||||
continue
|
||||
if slot.material.name.endswith(variant_suffix):
|
||||
continue
|
||||
@ -917,8 +935,12 @@ class LeenkxExporter:
|
||||
out_object['particle_refs'] = []
|
||||
out_object['render_emitter'] = bobject.show_instancer_for_render
|
||||
for i in range(num_psys):
|
||||
if bobject.modifiers[bobject.particle_systems[i].name].show_render:
|
||||
self.export_particle_system_ref(bobject.particle_systems[i], out_object)
|
||||
for obj in bpy.data.objects:
|
||||
for mod in obj.modifiers:
|
||||
if mod.type == 'PARTICLE_SYSTEM':
|
||||
if mod.particle_system.name == bobject.particle_systems[i].name:
|
||||
if mod.show_render:
|
||||
self.export_particle_system_ref(bobject.particle_systems[i], out_object)
|
||||
|
||||
aabb = bobject.data.lnx_aabb
|
||||
if aabb[0] == 0 and aabb[1] == 0 and aabb[2] == 0:
|
||||
@ -1434,31 +1456,38 @@ class LeenkxExporter:
|
||||
@staticmethod
|
||||
def get_num_vertex_colors(mesh: bpy.types.Mesh) -> int:
|
||||
"""Return the amount of vertex color attributes of the given mesh."""
|
||||
num = 0
|
||||
for attr in mesh.attributes:
|
||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||
if attr.domain == 'CORNER':
|
||||
num += 1
|
||||
else:
|
||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||
|
||||
return num
|
||||
if bpy.app.version >= (3, 0, 0):
|
||||
num = 0
|
||||
for attr in mesh.attributes:
|
||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||
if attr.domain == 'CORNER':
|
||||
num += 1
|
||||
else:
|
||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||
return num
|
||||
else:
|
||||
return len(mesh.vertex_colors)
|
||||
|
||||
@staticmethod
|
||||
def get_nth_vertex_colors(mesh: bpy.types.Mesh, n: int) -> Optional[bpy.types.Attribute]:
|
||||
def get_nth_vertex_colors(mesh: bpy.types.Mesh, n: int) -> Optional[VertexColorType]:
|
||||
"""Return the n-th vertex color attribute from the given mesh,
|
||||
ignoring all other attribute types and unsupported domains.
|
||||
"""
|
||||
i = 0
|
||||
for attr in mesh.attributes:
|
||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||
if attr.domain != 'CORNER':
|
||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||
continue
|
||||
if i == n:
|
||||
return attr
|
||||
i += 1
|
||||
return None
|
||||
if bpy.app.version >= (3, 0, 0):
|
||||
i = 0
|
||||
for attr in mesh.attributes:
|
||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||
if attr.domain != 'CORNER':
|
||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||
continue
|
||||
if i == n:
|
||||
return attr
|
||||
i += 1
|
||||
return None
|
||||
else:
|
||||
if 0 <= n < len(mesh.vertex_colors):
|
||||
return mesh.vertex_colors[n]
|
||||
return None
|
||||
|
||||
@staticmethod
|
||||
def check_uv_precision(mesh: bpy.types.Mesh, uv_max_dim: float, max_dim_uvmap: bpy.types.MeshUVLoopLayer, invscale_tex: float):
|
||||
@ -1712,6 +1741,7 @@ class LeenkxExporter:
|
||||
tangdata = np.array(tangdata, dtype='<i2')
|
||||
|
||||
# Output
|
||||
o['sorting_index'] = bobject.lnx_sorting_index
|
||||
o['vertex_arrays'] = []
|
||||
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
|
||||
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
|
||||
@ -1964,7 +1994,7 @@ class LeenkxExporter:
|
||||
if bobject.parent is None or bobject.parent.name not in collection.objects:
|
||||
asset_name = lnx.utils.asset_name(bobject)
|
||||
|
||||
if collection.library:
|
||||
if collection.library and not collection.name in self.scene.collection.children:
|
||||
# Add external linked objects
|
||||
# Iron differentiates objects based on their names,
|
||||
# so errors will happen if two objects with the
|
||||
@ -2193,6 +2223,9 @@ class LeenkxExporter:
|
||||
elif material.lnx_cull_mode != 'clockwise':
|
||||
o['override_context'] = {}
|
||||
o['override_context']['cull_mode'] = material.lnx_cull_mode
|
||||
if material.lnx_compare_mode != 'less':
|
||||
o['override_context'] = {}
|
||||
o['override_context']['compare_mode'] = material.lnx_compare_mode
|
||||
|
||||
o['contexts'] = []
|
||||
|
||||
@ -2289,12 +2322,12 @@ class LeenkxExporter:
|
||||
self.output['particle_datas'] = []
|
||||
for particleRef in self.particle_system_array.items():
|
||||
padd = False;
|
||||
for obj in self.output['objects']:
|
||||
if 'particle_refs' in obj:
|
||||
for pref in obj['particle_refs']:
|
||||
if pref['particle'] == particleRef[1]["structName"]:
|
||||
if bpy.data.objects[obj['name']].modifiers[pref['name']].show_render == True:
|
||||
padd = True;
|
||||
for obj in bpy.data.objects:
|
||||
for mod in obj.modifiers:
|
||||
if mod.type == 'PARTICLE_SYSTEM':
|
||||
if mod.particle_system.settings.name == particleRef[1]["structName"]:
|
||||
if mod.show_render:
|
||||
padd = True
|
||||
if not padd:
|
||||
continue;
|
||||
psettings = particleRef[0]
|
||||
@ -2315,6 +2348,7 @@ class LeenkxExporter:
|
||||
'name': particleRef[1]["structName"],
|
||||
'type': 0 if psettings.type == 'EMITTER' else 1, # HAIR
|
||||
'auto_start': psettings.lnx_auto_start,
|
||||
'dynamic_emitter': psettings.lnx_dynamic_emitter,
|
||||
'is_unique': psettings.lnx_is_unique,
|
||||
'loop': psettings.lnx_loop,
|
||||
# Emission
|
||||
@ -2380,7 +2414,7 @@ class LeenkxExporter:
|
||||
world = self.scene.world
|
||||
|
||||
if world is not None:
|
||||
world_name = lnx.utils.safestr(world.name)
|
||||
world_name = lnx.utils.safestr(lnx.utils.asset_name(world) if world.library else world.name)
|
||||
|
||||
if world_name not in self.world_array:
|
||||
self.world_array.append(world_name)
|
||||
@ -2529,12 +2563,12 @@ class LeenkxExporter:
|
||||
if collection.name.startswith(('RigidBodyWorld', 'Trait|')):
|
||||
continue
|
||||
|
||||
if self.scene.user_of_id(collection) or collection.library or collection in self.referenced_collections:
|
||||
if self.scene.user_of_id(collection) or collection in self.referenced_collections:
|
||||
self.export_collection(collection)
|
||||
|
||||
if not LeenkxExporter.option_mesh_only:
|
||||
if self.scene.camera is not None:
|
||||
self.output['camera_ref'] = self.scene.camera.name
|
||||
self.output['camera_ref'] = lnx.utils.asset_name(self.scene.camera) if self.scene.library else self.scene.camera.name
|
||||
else:
|
||||
if self.scene.name == lnx.utils.get_project_scene_name():
|
||||
log.warn(f'Scene "{self.scene.name}" is missing a camera')
|
||||
@ -2558,7 +2592,7 @@ class LeenkxExporter:
|
||||
self.export_tilesheets()
|
||||
|
||||
if self.scene.world is not None:
|
||||
self.output['world_ref'] = lnx.utils.safestr(self.scene.world.name)
|
||||
self.output['world_ref'] = lnx.utils.safestr(lnx.utils.asset_name(self.scene.world) if self.scene.world.library else self.scene.world.name)
|
||||
|
||||
if self.scene.use_gravity:
|
||||
self.output['gravity'] = [self.scene.gravity[0], self.scene.gravity[1], self.scene.gravity[2]]
|
||||
@ -2828,6 +2862,18 @@ class LeenkxExporter:
|
||||
body_params['linearDeactivationThreshold'] = deact_lv
|
||||
body_params['angularDeactivationThrshold'] = deact_av
|
||||
body_params['deactivationTime'] = deact_time
|
||||
# New velocity limit properties
|
||||
body_params['linearVelocityMin'] = bobject.lnx_rb_linear_velocity_min
|
||||
body_params['linearVelocityMax'] = bobject.lnx_rb_linear_velocity_max
|
||||
body_params['angularVelocityMin'] = bobject.lnx_rb_angular_velocity_min
|
||||
body_params['angularVelocityMax'] = bobject.lnx_rb_angular_velocity_max
|
||||
# New lock properties
|
||||
body_params['lockTranslationX'] = bobject.lnx_rb_lock_translation_x
|
||||
body_params['lockTranslationY'] = bobject.lnx_rb_lock_translation_y
|
||||
body_params['lockTranslationZ'] = bobject.lnx_rb_lock_translation_z
|
||||
body_params['lockRotationX'] = bobject.lnx_rb_lock_rotation_x
|
||||
body_params['lockRotationY'] = bobject.lnx_rb_lock_rotation_y
|
||||
body_params['lockRotationZ'] = bobject.lnx_rb_lock_rotation_z
|
||||
body_flags = {}
|
||||
body_flags['animated'] = rb.kinematic
|
||||
body_flags['trigger'] = bobject.lnx_rb_trigger
|
||||
@ -2988,7 +3034,10 @@ class LeenkxExporter:
|
||||
# mesh = obj.data
|
||||
# for face in mesh.faces:
|
||||
# face.v.reverse()
|
||||
# bpy.ops.export_scene.obj(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
|
||||
# if bpy.app.version[0] >= 4:
|
||||
# bpy.ops.wm.obj_export(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
|
||||
# else:
|
||||
# bpy.ops.export_scene.obj(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
|
||||
# bobject.scale.y *= -1
|
||||
armature = bobject.find_armature()
|
||||
apply_modifiers = not armature
|
||||
@ -3027,6 +3076,8 @@ class LeenkxExporter:
|
||||
|
||||
if trait_prop.type.endswith("Object"):
|
||||
value = lnx.utils.asset_name(trait_prop.value_object)
|
||||
elif trait_prop.type == "TSceneFormat":
|
||||
value = lnx.utils.asset_name(trait_prop.value_scene)
|
||||
else:
|
||||
value = trait_prop.get_value()
|
||||
|
||||
@ -3057,7 +3108,18 @@ class LeenkxExporter:
|
||||
|
||||
rbw = self.scene.rigidbody_world
|
||||
if rbw is not None and rbw.enabled:
|
||||
out_trait['parameters'] = [str(rbw.time_scale), str(rbw.substeps_per_frame), str(rbw.solver_iterations), str(wrd.lnx_physics_fixed_step)]
|
||||
if hasattr(rbw, 'substeps_per_frame'):
|
||||
substeps = str(rbw.substeps_per_frame)
|
||||
elif hasattr(rbw, 'steps_per_second'):
|
||||
scene_fps = bpy.context.scene.render.fps
|
||||
substeps_per_frame = rbw.steps_per_second / scene_fps
|
||||
substeps = str(int(round(substeps_per_frame)))
|
||||
else:
|
||||
print("WARNING: Physics rigid body world cannot determine steps/substeps. Please report this for further investigation.")
|
||||
print("Setting steps to 10 [ low ]")
|
||||
substeps = '10'
|
||||
|
||||
out_trait['parameters'] = [str(rbw.time_scale), substeps, str(rbw.solver_iterations), str(wrd.lnx_physics_fixed_step)]
|
||||
|
||||
if phys_pkg == 'bullet' or phys_pkg == 'oimo':
|
||||
debug_draw_mode = 1 if wrd.lnx_physics_dbg_draw_wireframe else 0
|
||||
@ -3344,7 +3406,7 @@ class LeenkxExporter:
|
||||
if mobile_mat:
|
||||
lnx_radiance = False
|
||||
|
||||
out_probe = {'name': world.name}
|
||||
out_probe = {'name': lnx.utils.asset_name(world) if world.library else world.name}
|
||||
if lnx_irradiance:
|
||||
ext = '' if wrd.lnx_minimize else '.json'
|
||||
out_probe['irradiance'] = irrsharmonics + '_irradiance' + ext
|
||||
|
||||
@ -2,8 +2,7 @@
|
||||
Exports smaller geometry but is slower.
|
||||
To be replaced with https://github.com/zeux/meshoptimizer
|
||||
"""
|
||||
from typing import Optional
|
||||
|
||||
from typing import Optional, TYPE_CHECKING
|
||||
import bpy
|
||||
from mathutils import Vector
|
||||
import numpy as np
|
||||
@ -21,7 +20,12 @@ else:
|
||||
class Vertex:
|
||||
__slots__ = ("co", "normal", "uvs", "col", "loop_indices", "index", "bone_weights", "bone_indices", "bone_count", "vertex_index")
|
||||
|
||||
def __init__(self, mesh: bpy.types.Mesh, loop: bpy.types.MeshLoop, vcol0: Optional[bpy.types.Attribute]):
|
||||
def __init__(
|
||||
self,
|
||||
mesh: 'bpy.types.Mesh',
|
||||
loop: 'bpy.types.MeshLoop',
|
||||
vcol0: Optional['bpy.types.MeshLoopColor' if bpy.app.version < (3, 0, 0) else 'bpy.types.Attribute']
|
||||
):
|
||||
self.vertex_index = loop.vertex_index
|
||||
loop_idx = loop.index
|
||||
self.co = mesh.vertices[self.vertex_index].co[:]
|
||||
@ -129,7 +133,7 @@ def export_mesh_data(self, export_mesh: bpy.types.Mesh, bobject: bpy.types.Objec
|
||||
# Shape keys UV are exported separately, so reduce UV count by 1
|
||||
num_uv_layers -= 1
|
||||
morph_uv_index = self.get_morph_uv_index(bobject.data)
|
||||
has_tex = self.get_export_uvs(export_mesh) and num_uv_layers > 0
|
||||
has_tex = self.get_export_uvs(export_mesh) or num_uv_layers > 0 # TODO FIXME: this should use an `and` instead of `or`. Workaround to completely ignore if the mesh has the `export_uvs` flag. Only checking the `uv_layers` to bypass issues with materials in linked objects.
|
||||
if self.has_baked_material(bobject, export_mesh.materials):
|
||||
has_tex = True
|
||||
has_tex1 = has_tex and num_uv_layers > 1
|
||||
@ -335,6 +339,7 @@ def export_mesh_data(self, export_mesh: bpy.types.Mesh, bobject: bpy.types.Objec
|
||||
tangdata = np.array(tangdata, dtype='<i2')
|
||||
|
||||
# Output
|
||||
o['sorting_index'] = bobject.lnx_sorting_index
|
||||
o['vertex_arrays'] = []
|
||||
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
|
||||
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
|
||||
|
||||
@ -2,7 +2,10 @@ import importlib
|
||||
import os
|
||||
import queue
|
||||
import sys
|
||||
import threading
|
||||
import time
|
||||
import types
|
||||
from typing import Dict, Tuple, Callable, Set
|
||||
|
||||
import bpy
|
||||
from bpy.app.handlers import persistent
|
||||
@ -30,6 +33,10 @@ if lnx.is_reload(__name__):
|
||||
else:
|
||||
lnx.enable_reload(__name__)
|
||||
|
||||
# Module-level storage for active threads (eliminates re-queuing overhead)
|
||||
_active_threads: Dict[threading.Thread, Callable] = {}
|
||||
_last_poll_time = 0.0
|
||||
_consecutive_empty_polls = 0
|
||||
|
||||
@persistent
|
||||
def on_depsgraph_update_post(self):
|
||||
@ -91,7 +98,7 @@ def on_operator_post(operator_id: str) -> None:
|
||||
target_obj.lnx_rb_collision_filter_mask = source_obj.lnx_rb_collision_filter_mask
|
||||
|
||||
elif operator_id == "NODE_OT_new_node_tree":
|
||||
if bpy.context.space_data.tree_type == lnx.nodes_logic.LnxLogicTree.bl_idname:
|
||||
if bpy.context.space_data is not None and bpy.context.space_data.tree_type == lnx.nodes_logic.LnxLogicTree.bl_idname:
|
||||
# In Blender 3.5+, new node trees are no longer called "NodeTree"
|
||||
# but follow the bl_label attribute by default. New logic trees
|
||||
# are thus called "Leenkx Logic Editor" which conflicts with Haxe's
|
||||
@ -125,9 +132,10 @@ def send_operator(op):
|
||||
def always() -> float:
|
||||
# Force ui redraw
|
||||
if state.redraw_ui:
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
|
||||
area.tag_redraw()
|
||||
if bpy.context.screen is not None:
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
|
||||
area.tag_redraw()
|
||||
state.redraw_ui = False
|
||||
|
||||
return 0.5
|
||||
@ -135,38 +143,116 @@ def always() -> float:
|
||||
|
||||
|
||||
def poll_threads() -> float:
|
||||
"""Polls the thread callback queue and if a thread has finished, it
|
||||
is joined with the main thread and the corresponding callback is
|
||||
executed in the main thread.
|
||||
"""
|
||||
Improved thread polling with:
|
||||
- No re-queuing overhead
|
||||
- Batch processing of completed threads
|
||||
- Adaptive timing based on activity
|
||||
- Better memory management
|
||||
- Simplified logic flow
|
||||
"""
|
||||
global _last_poll_time, _consecutive_empty_polls
|
||||
current_time = time.time()
|
||||
|
||||
# Process all new threads from queue at once (batch processing)
|
||||
new_threads_added = 0
|
||||
try:
|
||||
thread, callback = make.thread_callback_queue.get(block=False)
|
||||
while True:
|
||||
thread, callback = make.thread_callback_queue.get(block=False)
|
||||
_active_threads[thread] = callback
|
||||
new_threads_added += 1
|
||||
except queue.Empty:
|
||||
pass
|
||||
|
||||
# Early return if no active threads
|
||||
if not _active_threads:
|
||||
_consecutive_empty_polls += 1
|
||||
# Adaptive timing: longer intervals when consistently empty
|
||||
if _consecutive_empty_polls > 10:
|
||||
return 0.5 # Back off when no activity
|
||||
return 0.25
|
||||
if thread.is_alive():
|
||||
try:
|
||||
make.thread_callback_queue.put((thread, callback), block=False)
|
||||
except queue.Full:
|
||||
return 0.5
|
||||
return 0.1
|
||||
|
||||
# Reset empty poll counter when we have active threads
|
||||
_consecutive_empty_polls = 0
|
||||
|
||||
# Find completed threads (single pass, no re-queuing)
|
||||
completed_threads = []
|
||||
for thread in list(_active_threads.keys()):
|
||||
if not thread.is_alive():
|
||||
completed_threads.append(thread)
|
||||
|
||||
# Batch process all completed threads
|
||||
if completed_threads:
|
||||
_process_completed_threads(completed_threads)
|
||||
|
||||
# Adaptive timing based on activity level
|
||||
active_count = len(_active_threads)
|
||||
if active_count == 0:
|
||||
return 0.25
|
||||
elif active_count <= 3:
|
||||
return 0.05 # Medium frequency for low activity
|
||||
else:
|
||||
return 0.01 # High frequency for high activity
|
||||
|
||||
def _process_completed_threads(completed_threads: list) -> None:
|
||||
"""Process a batch of completed threads with robust error handling."""
|
||||
for thread in completed_threads:
|
||||
callback = _active_threads.pop(thread) # Remove from tracking
|
||||
|
||||
try:
|
||||
thread.join()
|
||||
thread.join() # Should be instant since thread is dead
|
||||
callback()
|
||||
except Exception as e:
|
||||
# If there is an exception, we can no longer return the time to
|
||||
# the next call to this polling function, so to keep it running
|
||||
# we re-register it and then raise the original exception.
|
||||
try:
|
||||
bpy.app.timers.unregister(poll_threads)
|
||||
except ValueError:
|
||||
pass
|
||||
bpy.app.timers.register(poll_threads, first_interval=0.01, persistent=True)
|
||||
# Quickly check if another thread has finished
|
||||
return 0.01
|
||||
# Robust error recovery
|
||||
_handle_callback_error(e)
|
||||
continue # Continue processing other threads
|
||||
|
||||
# Explicit cleanup for better memory management
|
||||
del thread, callback
|
||||
|
||||
def _handle_callback_error(exception: Exception) -> None:
|
||||
"""Centralized error handling with better recovery."""
|
||||
try:
|
||||
# Try to unregister existing timer
|
||||
bpy.app.timers.unregister(poll_threads)
|
||||
except ValueError:
|
||||
pass # Timer wasn't registered, that's fine
|
||||
|
||||
# Re-register timer with slightly longer interval for stability
|
||||
bpy.app.timers.register(poll_threads, first_interval=0.1, persistent=True)
|
||||
|
||||
# Re-raise the original exception after ensuring timer continuity
|
||||
raise exception
|
||||
|
||||
def cleanup_polling_system() -> None:
|
||||
"""Optional cleanup function for proper shutdown."""
|
||||
global _active_threads, _consecutive_empty_polls
|
||||
|
||||
# Wait for remaining threads to complete (with timeout)
|
||||
for thread in list(_active_threads.keys()):
|
||||
if thread.is_alive():
|
||||
thread.join(timeout=1.0) # 1 second timeout
|
||||
|
||||
# Clear tracking structures
|
||||
_active_threads.clear()
|
||||
_consecutive_empty_polls = 0
|
||||
|
||||
# Unregister timer
|
||||
try:
|
||||
bpy.app.timers.unregister(poll_threads)
|
||||
except ValueError:
|
||||
pass
|
||||
|
||||
def get_polling_stats() -> dict:
|
||||
"""Get statistics about the polling system for monitoring."""
|
||||
return {
|
||||
'active_threads': len(_active_threads),
|
||||
'consecutive_empty_polls': _consecutive_empty_polls,
|
||||
'thread_ids': [t.ident for t in _active_threads.keys()]
|
||||
}
|
||||
|
||||
|
||||
loaded_py_libraries: dict[str, types.ModuleType] = {}
|
||||
loaded_py_libraries: Dict[str, types.ModuleType] = {}
|
||||
context_screen = None
|
||||
|
||||
|
||||
@ -262,10 +348,18 @@ def reload_blend_data():
|
||||
|
||||
|
||||
def load_library(asset_name):
|
||||
if bpy.data.filepath.endswith('lnx_data.blend'): # Prevent load in library itself
|
||||
return
|
||||
# Prevent load in library itself
|
||||
if bpy.app.version <= (2, 93, 0):
|
||||
if bpy.data.filepath.endswith('lnx_data_2.blend'):
|
||||
return
|
||||
else:
|
||||
if bpy.data.filepath.endswith('lnx_data.blend'):
|
||||
return
|
||||
sdk_path = lnx.utils.get_sdk_path()
|
||||
data_path = sdk_path + '/leenkx/blender/data/lnx_data.blend'
|
||||
if bpy.app.version <= (2, 93, 0):
|
||||
data_path = sdk_path + '/leenkx/blender/data/lnx_data_2.blend'
|
||||
else:
|
||||
data_path = sdk_path + '/leenkx/blender/data/lnx_data.blend'
|
||||
data_names = [asset_name]
|
||||
|
||||
# Import
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -1,13 +1,15 @@
|
||||
from typing import List, Dict, Optional, Any
|
||||
|
||||
import lnx.utils
|
||||
from lnx import assets
|
||||
|
||||
def parse_context(
|
||||
c: dict,
|
||||
sres: dict,
|
||||
asset,
|
||||
defs: list[str],
|
||||
vert: list[str] = None,
|
||||
frag: list[str] = None,
|
||||
c: Dict[str, Any],
|
||||
sres: Dict[str, Any],
|
||||
asset: Any,
|
||||
defs: List[str],
|
||||
vert: Optional[List[str]] = None,
|
||||
frag: Optional[List[str]] = None,
|
||||
):
|
||||
con = {
|
||||
"name": c["name"],
|
||||
@ -99,7 +101,12 @@ def parse_context(
|
||||
|
||||
|
||||
def parse_shader(
|
||||
sres, c: dict, con: dict, defs: list[str], lines: list[str], parse_attributes: bool
|
||||
sres: Dict[str, Any],
|
||||
c: Dict[str, Any],
|
||||
con: Dict[str, Any],
|
||||
defs: List[str],
|
||||
lines: List[str],
|
||||
parse_attributes: bool
|
||||
):
|
||||
"""Parses the given shader to get information about the used vertex
|
||||
elements, uniforms and constants. This information is later used in
|
||||
@ -229,7 +236,12 @@ def parse_shader(
|
||||
check_link(c, defs, cid, const)
|
||||
|
||||
|
||||
def check_link(source_context: dict, defs: list[str], cid: str, out: dict):
|
||||
def check_link(
|
||||
source_context: Dict[str, Any],
|
||||
defs: List[str],
|
||||
cid: str,
|
||||
out: Dict[str, Any]
|
||||
):
|
||||
"""Checks whether the uniform/constant with the given name (`cid`)
|
||||
has a link stated in the json (`source_context`) that can be safely
|
||||
included based on the given defines (`defs`). If that is the case,
|
||||
@ -273,7 +285,12 @@ def check_link(source_context: dict, defs: list[str], cid: str, out: dict):
|
||||
|
||||
|
||||
def make(
|
||||
res: dict, base_name: str, json_data: dict, fp, defs: list[str], make_variants: bool
|
||||
res: Dict[str, Any],
|
||||
base_name: str,
|
||||
json_data: Dict[str, Any],
|
||||
fp: Any,
|
||||
defs: List[str],
|
||||
make_variants: bool
|
||||
):
|
||||
sres = {"name": base_name, "contexts": []}
|
||||
res["shader_datas"].append(sres)
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user