forked from LeenkxTeam/LNXSDK
merge upstream
This commit is contained in:
@ -6,172 +6,162 @@ import iron.object.Object;
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import kha.System;
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import kha.FastFloat;
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/**
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* MouseLookNode - FPS-style mouse look camera controller
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*
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* This node provides smooth, resolution-independent mouse look functionality for
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* first-person perspective controls. It supports separate body and head objects,
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* allowing for realistic FPS camera movement where the body rotates horizontally
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* and the head/camera rotates vertically.
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*
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* Key Features:
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* - Resolution-adaptive scaling for consistent feel across different screen sizes
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* - Configurable axis orientations (X, Y, Z as front)
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* - Optional mouse cursor locking and hiding
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* - Invertible X/Y axes
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* - Rotation capping/limiting for both horizontal and vertical movement
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* - Smoothing support for smoother camera movement
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* - Physics integration with automatic rigid body synchronization
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* - Support for both local and world space head rotation
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*/
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class MouseLookNode extends LogicNode {
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// Note: This implementation works in degrees internally and converts to radians only when applying rotations
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// Sub-pixel interpolation is always enabled for optimal precision
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// Features: Resolution-adaptive scaling and precise low-sensitivity support
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// Configuration properties (set from Blender node interface)
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public var property0: String; // Front axis: "X", "Y", or "Z"
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public var property1: Bool; // Hide Locked: auto-lock mouse cursor
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public var property2: Bool; // Invert X: invert horizontal mouse movement
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public var property3: Bool; // Invert Y: invert vertical mouse movement
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public var property4: Bool; // Cap Left/Right: limit horizontal rotation
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public var property5: Bool; // Cap Up/Down: limit vertical rotation
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public var property6: Bool; // Head Local Space: use local space for head rotation
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public var property0: String; // Front axis
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public var property1: Bool; // Center Mouse
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public var property2: Bool; // Invert X
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public var property3: Bool; // Invert Y
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public var property4: Bool; // Cap Left/Right
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public var property5: Bool; // Cap Up/Down
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// Smoothing state variables - maintain previous frame values for interpolation
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var smoothX: Float = 0.0; // Smoothed horizontal mouse delta
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var smoothY: Float = 0.0; // Smoothed vertical mouse delta
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// New strategy toggles
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public var property6: Bool; // Resolution-Adaptive Scaling
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// Smoothing variables
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var smoothX: FastFloat = 0.0;
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var smoothY: FastFloat = 0.0;
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// Rotation limits (in radians)
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var maxHorizontal: Float = Math.PI; // Maximum horizontal rotation (180 degrees)
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var maxVertical: Float = Math.PI / 2; // Maximum vertical rotation (90 degrees)
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// Capping limits (in degrees)
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var maxHorizontal: FastFloat = 180.0; // 180 degrees
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var maxVertical: FastFloat = 90.0; // 90 degrees
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// Current rotation tracking for capping calculations
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var currentHorizontal: Float = 0.0; // Accumulated horizontal rotation
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var currentVertical: Float = 0.0; // Accumulated vertical rotation
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// Current accumulated rotations for capping
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var currentHorizontal: FastFloat = 0.0;
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var currentVertical: FastFloat = 0.0;
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// Resolution scaling reference - base resolution for consistent sensitivity
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var baseResolutionWidth: Float = 1920.0;
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// Sub-pixel interpolation accumulators
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var accumulatedHorizontalRotation: FastFloat = 0.0;
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var accumulatedVerticalRotation: FastFloat = 0.0;
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var minimumRotationThreshold: FastFloat = 0.01; // degrees (was 0.0001 radians)
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// Frame rate independence removed - not applicable to mouse input
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// Resolution adaptive scaling
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var baseResolutionWidth: FastFloat = 1920.0;
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var baseResolutionHeight: FastFloat = 1080.0;
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// Sensitivity scaling constants
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static inline var BASE_SCALE: Float = 1500.0; // Base sensitivity scale factor
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static var RADIAN_SCALING_FACTOR: Float = Math.PI * 50.0 / 180.0; // Degrees to radians conversion with sensitivity scaling
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public function new(tree: LogicTree) {
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super(tree);
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}
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/**
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* Main execution function called every frame when the node is active
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*
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* Input connections:
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* [0] - Action trigger (not used in current implementation)
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* [1] - Body Object: the main object that rotates horizontally
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* [2] - Head Object: optional object that rotates vertically (typically camera)
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* [3] - Sensitivity: mouse sensitivity multiplier
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* [4] - Smoothing: movement smoothing factor (0.0 = no smoothing, 0.99 = maximum smoothing)
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*/
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override function run(from: Int) {
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// Get input values from connected nodes
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var bodyObject: Object = inputs[1].get();
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var headObject: Object = inputs[2].get();
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var sensitivity: FastFloat = inputs[3].get();
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var smoothing: FastFloat = inputs[4].get();
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// Early exit if no body object is provided
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if (bodyObject == null) {
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runOutput(0);
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return;
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}
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// Get mouse input state
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var mouse = Input.getMouse();
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// Handle mouse centering/locking
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// Handle automatic mouse cursor locking for FPS controls
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if (property1) {
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if (mouse.started() && !mouse.locked) {
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mouse.lock();
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mouse.lock(); // Center and hide cursor, enable unlimited movement
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}
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}
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// Only process if mouse is active
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// Only process mouse look when cursor is locked or mouse button is held
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// This prevents unwanted camera movement when UI elements are being used
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if (!mouse.locked && !mouse.down()) {
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runOutput(0);
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return;
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}
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// Get mouse movement deltas
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var deltaX: FastFloat = mouse.movementX;
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var deltaY: FastFloat = mouse.movementY;
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// Get raw mouse movement delta (pixels moved since last frame)
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var deltaX: Float = mouse.movementX;
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var deltaY: Float = mouse.movementY;
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// Note: Sensitivity will be applied later to preserve precision for small movements
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// Apply axis inversion if configured
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if (property2) deltaX = -deltaX; // Invert horizontal movement
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if (property3) deltaY = -deltaY; // Invert vertical movement
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// Apply inversion
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if (property2) deltaX = -deltaX;
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if (property3) deltaY = -deltaY;
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// Calculate resolution-adaptive scaling to maintain consistent sensitivity
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// across different screen resolutions. Higher resolutions will have proportionally
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// higher scaling to compensate for increased pixel density.
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var resolutionMultiplier: Float = System.windowWidth() / baseResolutionWidth;
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// Strategy 1: Resolution-Adaptive Scaling
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var resolutionMultiplier: FastFloat = 1.0;
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if (property6) {
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var currentWidth = System.windowWidth();
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var currentHeight = System.windowHeight();
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resolutionMultiplier = (currentWidth / baseResolutionWidth) * (currentHeight / baseResolutionHeight);
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resolutionMultiplier = Math.sqrt(resolutionMultiplier); // Take square root to avoid over-scaling
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}
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// Frame Rate Independence disabled for mouse input - mouse deltas are inherently frame-rate independent
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// Apply smoothing
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// Apply movement smoothing if enabled
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// This creates a weighted average between current and previous movement values
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// to reduce jittery camera movement, especially useful for low framerates
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if (smoothing > 0.0) {
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var smoothFactor = 1.0 - Math.min(smoothing, 0.99); // Prevent complete smoothing
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smoothX = smoothX * smoothing + deltaX * smoothFactor;
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smoothY = smoothY * smoothing + deltaY * smoothFactor;
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var smoothingFactor: Float = Math.min(smoothing, 0.99); // Cap smoothing to prevent complete freeze
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smoothX = smoothX * smoothingFactor + deltaX * (1.0 - smoothingFactor);
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smoothY = smoothY * smoothingFactor + deltaY * (1.0 - smoothingFactor);
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deltaX = smoothX;
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deltaY = smoothY;
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}
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// Determine rotation axes based on front axis setting
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var horizontalAxis = new Vec4();
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var verticalAxis = new Vec4();
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// Define rotation axes based on the configured front axis
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// These determine which 3D axes are used for horizontal and vertical rotation
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var horizontalAxis = new Vec4(); // Axis for left/right body rotation
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var verticalAxis = new Vec4(); // Axis for up/down head rotation
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switch (property0) {
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case "X": // X is front
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horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw)
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verticalAxis.set(0, 1, 0); // Y axis for vertical (pitch)
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case "Y": // Y is front (default)
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case "X": // X-axis forward (e.g., for side-scrolling or specific orientations)
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horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation
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verticalAxis.set(0, 1, 0); // Y-axis for vertical rotation
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case "Y": // Y-axis forward (most common for 3D games)
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#if lnx_yaxisup
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horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw)
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verticalAxis.set(1, 0, 0); // X axis for vertical (pitch)
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// Y-up coordinate system (Blender default)
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horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation
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verticalAxis.set(1, 0, 0); // X-axis for vertical rotation
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#else
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horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw)
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verticalAxis.set(1, 0, 0); // X axis for vertical (pitch)
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// Z-up coordinate system
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horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation
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verticalAxis.set(1, 0, 0); // X-axis for vertical rotation
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#end
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case "Z": // Z is front
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horizontalAxis.set(0, 1, 0); // Y axis for horizontal (yaw)
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verticalAxis.set(1, 0, 0); // X axis for vertical (pitch)
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case "Z": // Z-axis forward (top-down or specific orientations)
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horizontalAxis.set(0, 1, 0); // Y-axis for horizontal rotation
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verticalAxis.set(1, 0, 0); // X-axis for vertical rotation
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}
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// Base scaling
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var baseScale: FastFloat = 1500.0;
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var finalScale = baseScale;
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// Calculate final sensitivity scaling combining base scale and resolution adaptation
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var finalScale: Float = BASE_SCALE * resolutionMultiplier;
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// Apply resolution scaling
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if (property6) {
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finalScale *= resolutionMultiplier;
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}
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// Apply sensitivity scaling after all enhancement strategies to preserve precision
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// Apply user-defined sensitivity multiplier
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deltaX *= sensitivity;
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deltaY *= sensitivity;
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// Calculate rotation amounts (in degrees)
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var horizontalRotation: FastFloat = (-deltaX / finalScale) * 180.0 / Math.PI;
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var verticalRotation: FastFloat = (-deltaY / finalScale) * 180.0 / Math.PI;
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// Convert pixel movement to rotation angles (radians)
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// Negative values ensure natural movement direction (moving mouse right rotates right)
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var horizontalRotation: Float = (-deltaX / finalScale) * RADIAN_SCALING_FACTOR;
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var verticalRotation: Float = (-deltaY / finalScale) * RADIAN_SCALING_FACTOR;
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// Note: Frame rate independence removed for mouse input as mouse deltas
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// are already frame-rate independent by nature. Mouse input represents
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// instantaneous user intent, not time-based movement.
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// Strategy 2: Sub-Pixel Interpolation (always enabled)
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accumulatedHorizontalRotation += horizontalRotation;
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accumulatedVerticalRotation += verticalRotation;
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// Only apply rotation if accumulated amount exceeds threshold
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if (Math.abs(accumulatedHorizontalRotation) >= minimumRotationThreshold) {
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horizontalRotation = accumulatedHorizontalRotation;
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accumulatedHorizontalRotation = 0.0;
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} else {
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horizontalRotation = 0.0;
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}
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if (Math.abs(accumulatedVerticalRotation) >= minimumRotationThreshold) {
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verticalRotation = accumulatedVerticalRotation;
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accumulatedVerticalRotation = 0.0;
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} else {
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verticalRotation = 0.0;
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}
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// Apply capping constraints
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if (property4) { // Cap Left/Right
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// Apply horizontal rotation capping if enabled
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// This prevents the character from rotating beyond specified limits
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if (property4) {
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currentHorizontal += horizontalRotation;
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// Clamp rotation to maximum horizontal range and adjust current frame rotation
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if (currentHorizontal > maxHorizontal) {
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horizontalRotation -= (currentHorizontal - maxHorizontal);
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currentHorizontal = maxHorizontal;
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@ -181,8 +171,11 @@ class MouseLookNode extends LogicNode {
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}
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}
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if (property5) { // Cap Up/Down
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// Apply vertical rotation capping if enabled
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// This prevents looking too far up or down (like human neck limitations)
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if (property5) {
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currentVertical += verticalRotation;
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// Clamp rotation to maximum vertical range and adjust current frame rotation
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if (currentVertical > maxVertical) {
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verticalRotation -= (currentVertical - maxVertical);
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currentVertical = maxVertical;
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@ -192,41 +185,49 @@ class MouseLookNode extends LogicNode {
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}
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}
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// Apply horizontal rotation to body (yaw)
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if (Math.abs(horizontalRotation) > 0.01) { // 0.01 degrees threshold
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bodyObject.transform.rotate(horizontalAxis, horizontalRotation * Math.PI / 180.0); // Convert degrees to radians
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// Apply horizontal rotation to body object (character turning left/right)
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if (horizontalRotation != 0.0) {
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bodyObject.transform.rotate(horizontalAxis, horizontalRotation);
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// Sync physics if needed
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// Synchronize physics rigid body if present
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// This ensures physics simulation stays in sync with visual transform
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#if lnx_physics
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var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody);
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if (rigidBody != null) rigidBody.syncTransform();
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#end
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}
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// Apply vertical rotation to head (pitch) if head object is provided
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if (headObject != null && Math.abs(verticalRotation) > 0.01) { // 0.01 degrees threshold
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// For head rotation, use the head's local coordinate system
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var headVerticalAxis = headObject.transform.world.right();
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headObject.transform.rotate(headVerticalAxis, verticalRotation * Math.PI / 180.0); // Convert degrees to radians
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// Apply vertical rotation to head object (camera looking up/down)
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if (headObject != null && verticalRotation != 0.0) {
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if (property6) {
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// Local space rotation - recommended when head is a child of body
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// This prevents gimbal lock and rotation inheritance issues
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headObject.transform.rotate(verticalAxis, verticalRotation);
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} else {
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// World space rotation - uses head object's current right vector
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// More accurate for independent head objects but can cause issues with parenting
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var headVerticalAxis = headObject.transform.world.right();
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headObject.transform.rotate(headVerticalAxis, verticalRotation);
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}
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// Sync physics if needed
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// Synchronize head physics rigid body if present
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#if lnx_physics
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var headRigidBody = headObject.getTrait(leenkx.trait.physics.RigidBody);
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if (headRigidBody != null) headRigidBody.syncTransform();
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#end
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} else if (headObject == null) {
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// If no head object, apply vertical rotation to body as well
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if (Math.abs(verticalRotation) > 0.01) { // 0.01 degrees threshold
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bodyObject.transform.rotate(verticalAxis, verticalRotation * Math.PI / 180.0); // Convert degrees to radians
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// Sync physics if needed
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#if lnx_physics
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var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody);
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if (rigidBody != null) rigidBody.syncTransform();
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#end
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}
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} else if (headObject == null && verticalRotation != 0.0) {
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// Fallback: if no separate head object, apply vertical rotation to body
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// This creates a simpler single-object camera control
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bodyObject.transform.rotate(verticalAxis, verticalRotation);
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// Synchronize body physics rigid body
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#if lnx_physics
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var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody);
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if (rigidBody != null) rigidBody.syncTransform();
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#end
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}
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// Continue to next connected node in the logic tree
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runOutput(0);
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}
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}
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23
leenkx/Sources/leenkx/logicnode/OnceNode.hx
Normal file
23
leenkx/Sources/leenkx/logicnode/OnceNode.hx
Normal file
@ -0,0 +1,23 @@
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package leenkx.logicnode;
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class OnceNode extends LogicNode {
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var triggered:Bool = false;
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public function new(tree: LogicTree) {
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super(tree);
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}
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override function run(from: Int) {
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if(from == 1){
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triggered = false;
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return;
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}
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if (!triggered) {
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triggered = true;
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runOutput(0);
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}
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||||
}
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||||
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||||
}
|
@ -0,0 +1,74 @@
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package leenkx.logicnode;
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import iron.object.Object;
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||||
import iron.math.Vec4;
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||||
import iron.math.Mat4;
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||||
import iron.system.Time;
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||||
|
||||
class SetObjectDelayedLocationNode extends LogicNode {
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public var use_local_space: Bool = false;
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||||
private var initialOffset: Vec4 = null;
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private var targetPos: Vec4 = new Vec4();
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private var currentPos: Vec4 = new Vec4();
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||||
private var deltaVec: Vec4 = new Vec4();
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private var tempVec: Vec4 = new Vec4();
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||||
|
||||
private var lastParent: Object = null;
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||||
private var invParentMatrix: Mat4 = null;
|
||||
|
||||
public function new(tree: LogicTree) {
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||||
super(tree);
|
||||
}
|
||||
|
||||
override function run(from: Int) {
|
||||
var follower: Object = inputs[1].get();
|
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var target: Object = inputs[2].get();
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var delay: Float = inputs[3].get();
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||||
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||||
if (follower == null || target == null || delay == null) return runOutput(0);
|
||||
|
||||
if (initialOffset == null) {
|
||||
initialOffset = new Vec4();
|
||||
var followerPos = follower.transform.world.getLoc();
|
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var targetPos = target.transform.world.getLoc();
|
||||
initialOffset.setFrom(followerPos);
|
||||
initialOffset.sub(targetPos);
|
||||
}
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||||
|
||||
targetPos.setFrom(target.transform.world.getLoc());
|
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currentPos.setFrom(follower.transform.world.getLoc());
|
||||
|
||||
tempVec.setFrom(targetPos).add(initialOffset);
|
||||
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||||
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);
|
||||
}
|
||||
}
|
@ -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 = {
|
||||
|
@ -2843,6 +2843,18 @@ 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
|
||||
|
@ -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):
|
||||
@ -135,35 +142,113 @@ 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] = {}
|
||||
|
@ -2,100 +2,158 @@ from lnx.logicnode.lnx_nodes import *
|
||||
|
||||
|
||||
class MouseLookNode(LnxLogicTreeNode):
|
||||
"""Controls object rotation based on mouse movement for FPS-style camera control.
|
||||
"""MouseLookNode - Blender UI interface for FPS-style mouse look camera controller
|
||||
|
||||
This class defines the Blender node interface for the MouseLookNode logic node.
|
||||
It creates the visual node that appears in Blender's logic tree editor and
|
||||
defines all the properties that configure the mouse look behavior.
|
||||
|
||||
The node provides controls for:
|
||||
- Axis orientation configuration
|
||||
- Mouse cursor behavior
|
||||
- Movement inversion options
|
||||
- Rotation limiting/capping
|
||||
- Head rotation space behavior
|
||||
|
||||
Features:
|
||||
- Sub-pixel interpolation (always enabled) for optimal precision and smooth low-sensitivity movement
|
||||
- Resolution-adaptive scaling for consistent feel across different screen resolutions
|
||||
- Built-in resolution-adaptive scaling for consistent feel across different screen resolutions
|
||||
- Automatic physics synchronization for rigid bodies
|
||||
- Support for both single-object and dual-object (body/head) setups
|
||||
"""
|
||||
bl_idname = 'LNMouseLookNode'
|
||||
bl_label = 'Mouse Look'
|
||||
lnx_section = 'mouse'
|
||||
lnx_version = 1
|
||||
|
||||
# Blender node identification
|
||||
bl_idname = 'LNMouseLookNode' # Unique identifier for Blender's node system
|
||||
bl_label = 'Mouse Look' # Display name in node menu and header
|
||||
lnx_section = 'mouse' # Category section in node add menu
|
||||
lnx_version = 1 # Node version for compatibility tracking
|
||||
|
||||
# Front axis property
|
||||
# Property 0: Front Axis Configuration
|
||||
# Determines which 3D axis represents the "forward" direction of the character/camera
|
||||
# This affects how horizontal and vertical rotations are applied to the objects
|
||||
property0: HaxeEnumProperty(
|
||||
'property0',
|
||||
items=[('X', 'X Axis', 'X Axis as front'),
|
||||
('Y', 'Y Axis', 'Y Axis as front'),
|
||||
('Z', 'Z Axis', 'Z Axis as front')],
|
||||
name='Front', default='Y')
|
||||
items=[('X', 'X Axis', 'X Axis as front'), # X-forward (side-scrolling, specific orientations)
|
||||
('Y', 'Y Axis', 'Y Axis as front'), # Y-forward (most common for 3D games)
|
||||
('Z', 'Z Axis', 'Z Axis as front')], # Z-forward (top-down, specific orientations)
|
||||
name='Front',
|
||||
default='Y') # Y-axis is default as it's most common in 3D game development
|
||||
|
||||
# Hide Locked property
|
||||
# Property 1: Automatic Mouse Cursor Management
|
||||
# When enabled, automatically centers and locks the mouse cursor when mouse input starts
|
||||
# This is essential for FPS games to prevent cursor from leaving game window
|
||||
property1: HaxeBoolProperty(
|
||||
'property1',
|
||||
name='Hide Locked',
|
||||
description='Automatically center and lock the mouse cursor',
|
||||
default=True)
|
||||
description='Automatically center and lock the mouse cursor when mouse input begins',
|
||||
default=True) # Enabled by default for typical FPS behavior
|
||||
|
||||
# Invert X property
|
||||
# Property 2: Horizontal Movement Inversion
|
||||
# Allows users to invert horizontal mouse movement (left becomes right, right becomes left)
|
||||
# Some players prefer inverted controls for consistency with flight simulators
|
||||
property2: HaxeBoolProperty(
|
||||
'property2',
|
||||
name='Invert X',
|
||||
description='Invert horizontal mouse movement',
|
||||
default=False)
|
||||
description='Invert horizontal mouse movement - moving mouse right turns character left',
|
||||
default=False) # Most players expect non-inverted horizontal movement
|
||||
|
||||
# Invert Y property
|
||||
# Property 3: Vertical Movement Inversion
|
||||
# Allows users to invert vertical mouse movement (up becomes down, down becomes up)
|
||||
# More commonly used than horizontal inversion, especially by flight sim players
|
||||
property3: HaxeBoolProperty(
|
||||
'property3',
|
||||
name='Invert Y',
|
||||
description='Invert vertical mouse movement',
|
||||
default=False)
|
||||
description='Invert vertical mouse movement - moving mouse up looks down',
|
||||
default=False) # Most players expect non-inverted vertical movement
|
||||
|
||||
# Cap Left/Right property
|
||||
# Property 4: Horizontal Rotation Limiting
|
||||
# Prevents the character from rotating beyond specified horizontal limits
|
||||
# Useful for fixed-perspective games or when character shouldn't turn completely around
|
||||
property4: HaxeBoolProperty(
|
||||
'property4',
|
||||
name='Cap Left / Right',
|
||||
description='Limit horizontal rotation',
|
||||
default=False)
|
||||
description='Limit horizontal rotation to prevent full 360-degree turns',
|
||||
default=False) # Disabled by default - most FPS games allow full horizontal rotation
|
||||
|
||||
# Cap Up/Down property
|
||||
# Property 5: Vertical Rotation Limiting
|
||||
# Prevents looking too far up or down, simulating human neck movement limitations
|
||||
# Essential for realistic FPS games to prevent disorienting over-rotation
|
||||
property5: HaxeBoolProperty(
|
||||
'property5',
|
||||
name='Cap Up / Down',
|
||||
description='Limit vertical rotation',
|
||||
default=True)
|
||||
|
||||
# Strategy toggles
|
||||
description='Limit vertical rotation to simulate natural neck movement (±90 degrees)',
|
||||
default=True) # Enabled by default for realistic FPS behavior
|
||||
|
||||
# Property 6: Head Rotation Space Mode
|
||||
# Controls whether head rotation uses local or world space coordinates
|
||||
# Critical for preventing rotation issues when head object is child of body object
|
||||
property6: HaxeBoolProperty(
|
||||
'property6',
|
||||
name='Resolution Adaptive',
|
||||
description='Scale sensitivity based on screen resolution',
|
||||
default=False)
|
||||
name='Head Local Space',
|
||||
description='Use local space for head rotation - enable when Head is child of Body to avoid gimbal lock',
|
||||
default=False) # Disabled by default, enable when using parent-child object relationships
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
def lnx_init(self, context):
|
||||
"""Initialize the node's input and output sockets
|
||||
|
||||
This method is called when the node is first created in Blender.
|
||||
It defines all the connection points (sockets) that other nodes can connect to.
|
||||
|
||||
Input Sockets:
|
||||
- Action In: Execution flow input (when this node should run)
|
||||
- Body: The main character/player object that rotates horizontally
|
||||
- Head: Optional camera/head object that rotates vertically (can be child of Body)
|
||||
- Sensitivity: Mouse sensitivity multiplier (0.5 = half sensitivity, 2.0 = double sensitivity)
|
||||
- Smoothing: Movement smoothing factor (0.0 = no smoothing, higher = more smoothing)
|
||||
|
||||
Output Sockets:
|
||||
- Action Out: Execution flow output (continues to next node after processing)
|
||||
"""
|
||||
|
||||
# Execution flow input - connects from previous logic node
|
||||
self.add_input('LnxNodeSocketAction', 'In')
|
||||
self.add_input('LnxNodeSocketObject', 'Body')
|
||||
self.add_input('LnxNodeSocketObject', 'Head')
|
||||
self.add_input('LnxFloatSocket', 'Sensitivity', default_value=0.5)
|
||||
self.add_input('LnxFloatSocket', 'Smoothing', default_value=0.0)
|
||||
|
||||
|
||||
# Object inputs - require 3D objects from the scene
|
||||
self.add_input('LnxNodeSocketObject', 'Body') # Main character object (required)
|
||||
self.add_input('LnxNodeSocketObject', 'Head') # Camera/head object (optional)
|
||||
|
||||
# Numeric inputs with sensible defaults
|
||||
self.add_input('LnxFloatSocket', 'Sensitivity', default_value=0.5) # Medium sensitivity
|
||||
self.add_input('LnxFloatSocket', 'Smoothing', default_value=0.0) # No smoothing by default
|
||||
|
||||
# Execution flow output - connects to next logic node
|
||||
self.add_output('LnxNodeSocketAction', 'Out')
|
||||
|
||||
def draw_buttons(self, context, layout):
|
||||
layout.prop(self, 'property0', text='Front')
|
||||
layout.prop(self, 'property1', text='Hide Locked')
|
||||
"""Draw the node's user interface in Blender's logic tree editor
|
||||
|
||||
# Invert XY section
|
||||
col = layout.column(align=True)
|
||||
col.label(text="Invert XY:")
|
||||
row = col.row(align=True)
|
||||
row.prop(self, 'property2', text='X', toggle=True)
|
||||
row.prop(self, 'property3', text='Y', toggle=True)
|
||||
This method creates the visual controls that appear on the node in Blender.
|
||||
It organizes properties into logical groups for better usability.
|
||||
|
||||
# Cap rotations section
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, 'property4', text='Cap Left / Right')
|
||||
col.prop(self, 'property5', text='Cap Up / Down')
|
||||
Args:
|
||||
context: Blender context (current scene, selected objects, etc.)
|
||||
layout: UI layout object for arranging interface elements
|
||||
"""
|
||||
|
||||
# Separator
|
||||
layout.separator()
|
||||
# Basic configuration section
|
||||
layout.prop(self, 'property0', text='Front') # Front axis dropdown
|
||||
layout.prop(self, 'property1', text='Hide Locked') # Mouse locking checkbox
|
||||
|
||||
# Enhancement strategies section
|
||||
col = layout.column(align=True)
|
||||
col.label(text="Enhancement Strategies:")
|
||||
col.prop(self, 'property6', text='Resolution Adaptive')
|
||||
# Movement inversion controls section
|
||||
# Group X and Y inversion together for logical organization
|
||||
col = layout.column(align=True) # Create aligned column
|
||||
col.label(text="Invert XY:") # Section header
|
||||
row = col.row(align=True) # Create horizontal row within column
|
||||
row.prop(self, 'property2', text='X', toggle=True) # X inversion toggle button
|
||||
row.prop(self, 'property3', text='Y', toggle=True) # Y inversion toggle button
|
||||
|
||||
# Rotation limiting controls section
|
||||
# Group rotation caps together since they're related functionality
|
||||
col = layout.column(align=True) # Create new aligned column
|
||||
col.prop(self, 'property4', text='Cap Left / Right') # Horizontal capping checkbox
|
||||
col.prop(self, 'property5', text='Cap Up / Down') # Vertical capping checkbox
|
||||
|
||||
# Advanced head behavior section
|
||||
# Separate advanced option that affects technical behavior
|
||||
col = layout.column(align=True) # Create new aligned column
|
||||
col.prop(self, 'property6', text='Head Local Space') # Head rotation space checkbox
|
15
leenkx/blender/lnx/logicnode/logic/LN_once.py
Normal file
15
leenkx/blender/lnx/logicnode/logic/LN_once.py
Normal file
@ -0,0 +1,15 @@
|
||||
from lnx.logicnode.lnx_nodes import *
|
||||
import bpy
|
||||
|
||||
class OnceNode(LnxLogicTreeNode):
|
||||
bl_idname = 'LNOnceNode'
|
||||
bl_label = 'Once'
|
||||
lnx_version = 1
|
||||
|
||||
def lnx_init(self, context):
|
||||
self.add_input('LnxNodeSocketAction', 'Run Once')
|
||||
self.add_input('LnxNodeSocketAction', 'Reset')
|
||||
|
||||
self.add_output('LnxNodeSocketAction', 'Out')
|
||||
|
||||
|
@ -0,0 +1,28 @@
|
||||
from lnx.logicnode.lnx_nodes import *
|
||||
import bpy
|
||||
from bpy.props import BoolProperty
|
||||
|
||||
class LNSetObjectDelayedLocationNode(LnxLogicTreeNode):
|
||||
bl_idname = 'LNSetObjectDelayedLocationNode'
|
||||
bl_label = 'Set Object Delayed Location'
|
||||
lnx_section = 'props'
|
||||
lnx_version = 1
|
||||
|
||||
use_local_space: BoolProperty(
|
||||
name="Use Local Space",
|
||||
description="Move follower in local space instead of world space",
|
||||
default=False
|
||||
)
|
||||
|
||||
def lnx_init(self, context):
|
||||
self.inputs.new('LnxNodeSocketAction', 'In')
|
||||
self.inputs.new('LnxNodeSocketObject', 'Source Object')
|
||||
self.inputs.new('LnxNodeSocketObject', 'Target Object')
|
||||
self.inputs.new('LnxFloatSocket', 'Delay')
|
||||
self.outputs.new('LnxNodeSocketAction', 'Out')
|
||||
|
||||
def draw_buttons(self, context, layout):
|
||||
layout.prop(self, 'use_local_space')
|
||||
|
||||
def draw_label(self):
|
||||
return "Set Object Delayed Location"
|
@ -369,6 +369,26 @@ def init_properties():
|
||||
default=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False),
|
||||
size=20,
|
||||
subtype='LAYER')
|
||||
|
||||
# Linear velocity limits
|
||||
bpy.types.Object.lnx_rb_linear_velocity_min = FloatProperty(name="Linear Velocity Min", description="Minimum linear velocity", default=0.0, min=0.0)
|
||||
bpy.types.Object.lnx_rb_linear_velocity_max = FloatProperty(name="Linear Velocity Max", description="Maximum linear velocity", default=0.0, min=0.0)
|
||||
|
||||
# Angular velocity limits
|
||||
bpy.types.Object.lnx_rb_angular_velocity_min = FloatProperty(name="Angular Velocity Min", description="Minimum angular velocity", default=0.0, min=0.0)
|
||||
bpy.types.Object.lnx_rb_angular_velocity_max = FloatProperty(name="Angular Velocity Max", description="Maximum angular velocity", default=0.0, min=0.0)
|
||||
|
||||
|
||||
# Lock translation axes
|
||||
bpy.types.Object.lnx_rb_lock_translation_x = BoolProperty(name="Lock Translation X", description="Lock movement along X axis", default=False)
|
||||
bpy.types.Object.lnx_rb_lock_translation_y = BoolProperty(name="Lock Translation Y", description="Lock movement along Y axis", default=False)
|
||||
bpy.types.Object.lnx_rb_lock_translation_z = BoolProperty(name="Lock Translation Z", description="Lock movement along Z axis", default=False)
|
||||
|
||||
# Lock rotation axes
|
||||
bpy.types.Object.lnx_rb_lock_rotation_x = BoolProperty(name="Lock Rotation X", description="Lock rotation around X axis", default=False)
|
||||
bpy.types.Object.lnx_rb_lock_rotation_y = BoolProperty(name="Lock Rotation Y", description="Lock rotation around Y axis", default=False)
|
||||
bpy.types.Object.lnx_rb_lock_rotation_z = BoolProperty(name="Lock Rotation Z", description="Lock rotation around Z axis", default=False)
|
||||
|
||||
bpy.types.Object.lnx_relative_physics_constraint = BoolProperty(name="Relative Physics Constraint", description="Add physics constraint relative to the parent object or collection when spawned", default=False)
|
||||
bpy.types.Object.lnx_animation_enabled = BoolProperty(name="Animation", description="Enable skinning & timeline animation", default=True)
|
||||
bpy.types.Object.lnx_tilesheet = StringProperty(name="Tilesheet", description="Set tilesheet animation", default='')
|
||||
@ -594,7 +614,7 @@ def update_leenkx_world():
|
||||
if bpy.data.filepath != '' and (file_version < sdk_version or wrd.lnx_commit != lnx_commit):
|
||||
# This allows for seamless migration from earlier versions of Leenkx
|
||||
for rp in wrd.lnx_rplist: # TODO: deprecated
|
||||
if rp.rp_gi != 'Off':
|
||||
if hasattr(rp, 'rp_gi') and rp.rp_gi != 'Off':
|
||||
rp.rp_gi = 'Off'
|
||||
rp.rp_voxels = rp.rp_gi
|
||||
|
||||
|
@ -240,6 +240,36 @@ class LNX_PT_PhysicsPropsPanel(bpy.types.Panel):
|
||||
layout.prop(obj, 'lnx_rb_linear_factor')
|
||||
layout.prop(obj, 'lnx_rb_angular_factor')
|
||||
layout.prop(obj, 'lnx_rb_angular_friction')
|
||||
|
||||
# Linear Velocity section
|
||||
layout.separator()
|
||||
layout.label(text="Linear Velocity:")
|
||||
layout.prop(obj, 'lnx_rb_linear_velocity_min')
|
||||
layout.prop(obj, 'lnx_rb_linear_velocity_max')
|
||||
|
||||
# Angular Velocity section
|
||||
layout.separator()
|
||||
layout.label(text="Angular Velocity:")
|
||||
layout.prop(obj, 'lnx_rb_angular_velocity_min')
|
||||
layout.prop(obj, 'lnx_rb_angular_velocity_max')
|
||||
|
||||
|
||||
# Lock Translation section
|
||||
layout.separator()
|
||||
layout.label(text="Lock Translation:")
|
||||
row = layout.row(align=True)
|
||||
row.prop(obj, 'lnx_rb_lock_translation_x', text="X")
|
||||
row.prop(obj, 'lnx_rb_lock_translation_y', text="Y")
|
||||
row.prop(obj, 'lnx_rb_lock_translation_z', text="Z")
|
||||
|
||||
# Lock Rotation section
|
||||
layout.separator()
|
||||
layout.label(text="Lock Rotation:")
|
||||
row = layout.row(align=True)
|
||||
row.prop(obj, 'lnx_rb_lock_rotation_x', text="X")
|
||||
row.prop(obj, 'lnx_rb_lock_rotation_y', text="Y")
|
||||
row.prop(obj, 'lnx_rb_lock_rotation_z', text="Z")
|
||||
|
||||
layout.prop(obj, 'lnx_rb_trigger')
|
||||
layout.prop(obj, 'lnx_rb_ccd')
|
||||
layout.prop(obj, 'lnx_rb_interpolate')
|
||||
|
Reference in New Issue
Block a user