merge upstream

This commit is contained in:
2025-09-29 22:41:09 +00:00
63 changed files with 1944 additions and 1027 deletions

View File

@ -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;
}
@ -914,6 +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
}

View File

@ -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;
@ -23,7 +24,8 @@ 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;

View File

@ -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;

View File

@ -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;

View File

@ -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);
}
}
}
}

View File

@ -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 +71,11 @@ class ParticleSystem {
Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
data = b;
r = data.raw;
if (r.dynamic_emitter != null){
dynamicEmitter = r.dynamic_emitter;
} else {
dynamicEmitter = true;
}
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 +112,8 @@ class ParticleSystem {
lap = 0;
lapTime = 0;
speed = currentSpeed;
lastSpawnedCount = 0;
instancedData = null;
}
public function pause() {
@ -130,8 +146,13 @@ 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);
@ -158,13 +179,18 @@ class ParticleSystem {
if (lap > prevLap && !r.loop) {
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 +213,26 @@ 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) {
@ -258,18 +293,134 @@ 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() {}
/**
Generates a random point in the triangle with vertex positions abc.
Please note that the given position vectors are changed in-place by this
function and can be considered garbage afterwards, so make sure to clone
them first if needed.

View File

@ -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() {

View File

@ -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;

View 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;
}
}

View File

@ -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);

View File

@ -672,18 +672,20 @@ 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
{
path.bindTarget("_main", "gbufferD");
@ -702,6 +704,15 @@ 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");
@ -732,12 +743,6 @@ class RenderPathForward {
}
#end
#if rp_overlays
{
path.clearTarget(null, 1.0);
path.drawMeshes("overlay");
}
#end
}
public static function setupDepthTexture() {

View File

@ -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;
}
}

View File

@ -61,7 +61,7 @@ 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
});
});

View File

@ -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 Privadas
var head:CameraObject;
var pitch:Float = 0.0;
var body:RigidBody;
var mouse = Input.getMouse();
var kb = Input.getKeyboard();
var moveForward:Bool = false;
var moveBackward:Bool = false;
var moveLeft:Bool = false;
var moveRight:Bool = false;
var isRunning:Bool = false;
if (mouse.started() && !mouse.locked) mouse.lock();
else if (kb.started("escape") && mouse.locked) mouse.unlock();
var canJump:Bool = true;
var staminaValue:Float = 0.0;
var timeSinceStop:Float = 0.0;
if (mouse.locked || mouse.down()) {
head.transform.rotate(xVec, -mouse.movementY / 250 * rotationSpeed);
transform.rotate(zVec, -mouse.movementX / 250 * rotationSpeed);
body.syncTransform();
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.....