forked from LeenkxTeam/LNXSDK
Add leenkx/Sources/leenkx/logicnode/SetObjectDelayedLocationNode.hx
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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;
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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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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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if (follower == null || target == null || delay == null) return runOutput(0);
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if (initialOffset == null) {
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initialOffset = new Vec4();
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var followerPos = follower.transform.world.getLoc();
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var targetPos = target.transform.world.getLoc();
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initialOffset.setFrom(followerPos);
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initialOffset.sub(targetPos);
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}
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targetPos.setFrom(target.transform.world.getLoc());
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currentPos.setFrom(follower.transform.world.getLoc());
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tempVec.setFrom(targetPos).add(initialOffset);
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deltaVec.setFrom(tempVec).sub(currentPos);
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if (deltaVec.length() < 0.001 && delay < 0.01) {
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runOutput(0);
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return;
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}
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if (delay == 0.0) {
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currentPos.setFrom(tempVec);
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} else {
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var smoothFactor = Math.exp(-Time.delta / Math.max(0.0001, delay));
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currentPos.x = tempVec.x + (currentPos.x - tempVec.x) * smoothFactor;
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currentPos.y = tempVec.y + (currentPos.y - tempVec.y) * smoothFactor;
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currentPos.z = tempVec.z + (currentPos.z - tempVec.z) * smoothFactor;
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}
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if (use_local_space && follower.parent != null) {
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if (follower.parent != lastParent || invParentMatrix == null) {
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lastParent = follower.parent;
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invParentMatrix = Mat4.identity();
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invParentMatrix.getInverse(follower.parent.transform.world);
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}
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tempVec.setFrom(currentPos);
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tempVec.applymat(invParentMatrix);
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follower.transform.loc.set(tempVec.x, tempVec.y, tempVec.z);
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} else {
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follower.transform.loc.set(currentPos.x, currentPos.y, currentPos.z);
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}
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follower.transform.buildMatrix();
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runOutput(0);
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}
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}
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