merge upstream

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

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@ -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;
}
}

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@ -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);

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@ -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() {

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@ -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;
}
}

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@ -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
});
});

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@ -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.....