diff --git a/leenkx/Sources/leenkx/logicnode/MouseLookNode.hx b/leenkx/Sources/leenkx/logicnode/MouseLookNode.hx index edf6517..977432e 100644 --- a/leenkx/Sources/leenkx/logicnode/MouseLookNode.hx +++ b/leenkx/Sources/leenkx/logicnode/MouseLookNode.hx @@ -6,172 +6,162 @@ import iron.object.Object; import kha.System; import kha.FastFloat; +/** + * MouseLookNode - FPS-style mouse look camera controller + * + * This node provides smooth, resolution-independent mouse look functionality for + * first-person perspective controls. It supports separate body and head objects, + * allowing for realistic FPS camera movement where the body rotates horizontally + * and the head/camera rotates vertically. + * + * Key Features: + * - Resolution-adaptive scaling for consistent feel across different screen sizes + * - Configurable axis orientations (X, Y, Z as front) + * - Optional mouse cursor locking and hiding + * - Invertible X/Y axes + * - Rotation capping/limiting for both horizontal and vertical movement + * - Smoothing support for smoother camera movement + * - Physics integration with automatic rigid body synchronization + * - Support for both local and world space head rotation + */ class MouseLookNode extends LogicNode { - // Note: This implementation works in degrees internally and converts to radians only when applying rotations - // Sub-pixel interpolation is always enabled for optimal precision - // Features: Resolution-adaptive scaling and precise low-sensitivity support + // Configuration properties (set from Blender node interface) + public var property0: String; // Front axis: "X", "Y", or "Z" + public var property1: Bool; // Hide Locked: auto-lock mouse cursor + public var property2: Bool; // Invert X: invert horizontal mouse movement + public var property3: Bool; // Invert Y: invert vertical mouse movement + public var property4: Bool; // Cap Left/Right: limit horizontal rotation + public var property5: Bool; // Cap Up/Down: limit vertical rotation + public var property6: Bool; // Head Local Space: use local space for head rotation - public var property0: String; // Front axis - public var property1: Bool; // Center Mouse - public var property2: Bool; // Invert X - public var property3: Bool; // Invert Y - public var property4: Bool; // Cap Left/Right - public var property5: Bool; // Cap Up/Down + // Smoothing state variables - maintain previous frame values for interpolation + var smoothX: Float = 0.0; // Smoothed horizontal mouse delta + var smoothY: Float = 0.0; // Smoothed vertical mouse delta - // New strategy toggles - public var property6: Bool; // Resolution-Adaptive Scaling - - // Smoothing variables - var smoothX: FastFloat = 0.0; - var smoothY: FastFloat = 0.0; + // Rotation limits (in radians) + var maxHorizontal: Float = Math.PI; // Maximum horizontal rotation (180 degrees) + var maxVertical: Float = Math.PI / 2; // Maximum vertical rotation (90 degrees) - // Capping limits (in degrees) - var maxHorizontal: FastFloat = 180.0; // 180 degrees - var maxVertical: FastFloat = 90.0; // 90 degrees + // Current rotation tracking for capping calculations + var currentHorizontal: Float = 0.0; // Accumulated horizontal rotation + var currentVertical: Float = 0.0; // Accumulated vertical rotation - // Current accumulated rotations for capping - var currentHorizontal: FastFloat = 0.0; - var currentVertical: FastFloat = 0.0; + // Resolution scaling reference - base resolution for consistent sensitivity + var baseResolutionWidth: Float = 1920.0; - // Sub-pixel interpolation accumulators - var accumulatedHorizontalRotation: FastFloat = 0.0; - var accumulatedVerticalRotation: FastFloat = 0.0; - var minimumRotationThreshold: FastFloat = 0.01; // degrees (was 0.0001 radians) - - // Frame rate independence removed - not applicable to mouse input - - // Resolution adaptive scaling - var baseResolutionWidth: FastFloat = 1920.0; - var baseResolutionHeight: FastFloat = 1080.0; - - + // Sensitivity scaling constants + static inline var BASE_SCALE: Float = 1500.0; // Base sensitivity scale factor + static var RADIAN_SCALING_FACTOR: Float = Math.PI * 50.0 / 180.0; // Degrees to radians conversion with sensitivity scaling public function new(tree: LogicTree) { super(tree); } + /** + * Main execution function called every frame when the node is active + * + * Input connections: + * [0] - Action trigger (not used in current implementation) + * [1] - Body Object: the main object that rotates horizontally + * [2] - Head Object: optional object that rotates vertically (typically camera) + * [3] - Sensitivity: mouse sensitivity multiplier + * [4] - Smoothing: movement smoothing factor (0.0 = no smoothing, 0.99 = maximum smoothing) + */ override function run(from: Int) { + // Get input values from connected nodes var bodyObject: Object = inputs[1].get(); var headObject: Object = inputs[2].get(); var sensitivity: FastFloat = inputs[3].get(); var smoothing: FastFloat = inputs[4].get(); + // Early exit if no body object is provided if (bodyObject == null) { runOutput(0); return; } + // Get mouse input state var mouse = Input.getMouse(); - // Handle mouse centering/locking + // Handle automatic mouse cursor locking for FPS controls if (property1) { if (mouse.started() && !mouse.locked) { - mouse.lock(); + mouse.lock(); // Center and hide cursor, enable unlimited movement } } - // Only process if mouse is active + // Only process mouse look when cursor is locked or mouse button is held + // This prevents unwanted camera movement when UI elements are being used if (!mouse.locked && !mouse.down()) { runOutput(0); return; } - // Get mouse movement deltas - var deltaX: FastFloat = mouse.movementX; - var deltaY: FastFloat = mouse.movementY; + // Get raw mouse movement delta (pixels moved since last frame) + var deltaX: Float = mouse.movementX; + var deltaY: Float = mouse.movementY; - // Note: Sensitivity will be applied later to preserve precision for small movements + // Apply axis inversion if configured + if (property2) deltaX = -deltaX; // Invert horizontal movement + if (property3) deltaY = -deltaY; // Invert vertical movement - // Apply inversion - if (property2) deltaX = -deltaX; - if (property3) deltaY = -deltaY; + // Calculate resolution-adaptive scaling to maintain consistent sensitivity + // across different screen resolutions. Higher resolutions will have proportionally + // higher scaling to compensate for increased pixel density. + var resolutionMultiplier: Float = System.windowWidth() / baseResolutionWidth; - // Strategy 1: Resolution-Adaptive Scaling - var resolutionMultiplier: FastFloat = 1.0; - if (property6) { - var currentWidth = System.windowWidth(); - var currentHeight = System.windowHeight(); - resolutionMultiplier = (currentWidth / baseResolutionWidth) * (currentHeight / baseResolutionHeight); - resolutionMultiplier = Math.sqrt(resolutionMultiplier); // Take square root to avoid over-scaling - } - - // Frame Rate Independence disabled for mouse input - mouse deltas are inherently frame-rate independent - - // Apply smoothing + // Apply movement smoothing if enabled + // This creates a weighted average between current and previous movement values + // to reduce jittery camera movement, especially useful for low framerates if (smoothing > 0.0) { - var smoothFactor = 1.0 - Math.min(smoothing, 0.99); // Prevent complete smoothing - smoothX = smoothX * smoothing + deltaX * smoothFactor; - smoothY = smoothY * smoothing + deltaY * smoothFactor; + var smoothingFactor: Float = Math.min(smoothing, 0.99); // Cap smoothing to prevent complete freeze + smoothX = smoothX * smoothingFactor + deltaX * (1.0 - smoothingFactor); + smoothY = smoothY * smoothingFactor + deltaY * (1.0 - smoothingFactor); deltaX = smoothX; deltaY = smoothY; } - // Determine rotation axes based on front axis setting - var horizontalAxis = new Vec4(); - var verticalAxis = new Vec4(); + // Define rotation axes based on the configured front axis + // These determine which 3D axes are used for horizontal and vertical rotation + var horizontalAxis = new Vec4(); // Axis for left/right body rotation + var verticalAxis = new Vec4(); // Axis for up/down head rotation switch (property0) { - case "X": // X is front - horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw) - verticalAxis.set(0, 1, 0); // Y axis for vertical (pitch) - case "Y": // Y is front (default) + case "X": // X-axis forward (e.g., for side-scrolling or specific orientations) + horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation + verticalAxis.set(0, 1, 0); // Y-axis for vertical rotation + case "Y": // Y-axis forward (most common for 3D games) #if lnx_yaxisup - horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw) - verticalAxis.set(1, 0, 0); // X axis for vertical (pitch) + // Y-up coordinate system (Blender default) + horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation + verticalAxis.set(1, 0, 0); // X-axis for vertical rotation #else - horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw) - verticalAxis.set(1, 0, 0); // X axis for vertical (pitch) + // Z-up coordinate system + horizontalAxis.set(0, 0, 1); // Z-axis for horizontal rotation + verticalAxis.set(1, 0, 0); // X-axis for vertical rotation #end - case "Z": // Z is front - horizontalAxis.set(0, 1, 0); // Y axis for horizontal (yaw) - verticalAxis.set(1, 0, 0); // X axis for vertical (pitch) + case "Z": // Z-axis forward (top-down or specific orientations) + horizontalAxis.set(0, 1, 0); // Y-axis for horizontal rotation + verticalAxis.set(1, 0, 0); // X-axis for vertical rotation } - // Base scaling - var baseScale: FastFloat = 1500.0; - var finalScale = baseScale; + // Calculate final sensitivity scaling combining base scale and resolution adaptation + var finalScale: Float = BASE_SCALE * resolutionMultiplier; - // Apply resolution scaling - if (property6) { - finalScale *= resolutionMultiplier; - } - - - - // Apply sensitivity scaling after all enhancement strategies to preserve precision + // Apply user-defined sensitivity multiplier deltaX *= sensitivity; deltaY *= sensitivity; - // Calculate rotation amounts (in degrees) - var horizontalRotation: FastFloat = (-deltaX / finalScale) * 180.0 / Math.PI; - var verticalRotation: FastFloat = (-deltaY / finalScale) * 180.0 / Math.PI; + // Convert pixel movement to rotation angles (radians) + // Negative values ensure natural movement direction (moving mouse right rotates right) + var horizontalRotation: Float = (-deltaX / finalScale) * RADIAN_SCALING_FACTOR; + var verticalRotation: Float = (-deltaY / finalScale) * RADIAN_SCALING_FACTOR; - // Note: Frame rate independence removed for mouse input as mouse deltas - // are already frame-rate independent by nature. Mouse input represents - // instantaneous user intent, not time-based movement. - - // Strategy 2: Sub-Pixel Interpolation (always enabled) - accumulatedHorizontalRotation += horizontalRotation; - accumulatedVerticalRotation += verticalRotation; - - // Only apply rotation if accumulated amount exceeds threshold - if (Math.abs(accumulatedHorizontalRotation) >= minimumRotationThreshold) { - horizontalRotation = accumulatedHorizontalRotation; - accumulatedHorizontalRotation = 0.0; - } else { - horizontalRotation = 0.0; - } - - if (Math.abs(accumulatedVerticalRotation) >= minimumRotationThreshold) { - verticalRotation = accumulatedVerticalRotation; - accumulatedVerticalRotation = 0.0; - } else { - verticalRotation = 0.0; - } - - // Apply capping constraints - if (property4) { // Cap Left/Right + // Apply horizontal rotation capping if enabled + // This prevents the character from rotating beyond specified limits + if (property4) { currentHorizontal += horizontalRotation; + // Clamp rotation to maximum horizontal range and adjust current frame rotation if (currentHorizontal > maxHorizontal) { horizontalRotation -= (currentHorizontal - maxHorizontal); currentHorizontal = maxHorizontal; @@ -181,8 +171,11 @@ class MouseLookNode extends LogicNode { } } - if (property5) { // Cap Up/Down + // Apply vertical rotation capping if enabled + // This prevents looking too far up or down (like human neck limitations) + if (property5) { currentVertical += verticalRotation; + // Clamp rotation to maximum vertical range and adjust current frame rotation if (currentVertical > maxVertical) { verticalRotation -= (currentVertical - maxVertical); currentVertical = maxVertical; @@ -192,41 +185,49 @@ class MouseLookNode extends LogicNode { } } - // Apply horizontal rotation to body (yaw) - if (Math.abs(horizontalRotation) > 0.01) { // 0.01 degrees threshold - bodyObject.transform.rotate(horizontalAxis, horizontalRotation * Math.PI / 180.0); // Convert degrees to radians + // Apply horizontal rotation to body object (character turning left/right) + if (horizontalRotation != 0.0) { + bodyObject.transform.rotate(horizontalAxis, horizontalRotation); - // Sync physics if needed + // Synchronize physics rigid body if present + // This ensures physics simulation stays in sync with visual transform #if lnx_physics var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody); if (rigidBody != null) rigidBody.syncTransform(); #end } - // Apply vertical rotation to head (pitch) if head object is provided - if (headObject != null && Math.abs(verticalRotation) > 0.01) { // 0.01 degrees threshold - // For head rotation, use the head's local coordinate system - var headVerticalAxis = headObject.transform.world.right(); - headObject.transform.rotate(headVerticalAxis, verticalRotation * Math.PI / 180.0); // Convert degrees to radians + // Apply vertical rotation to head object (camera looking up/down) + if (headObject != null && verticalRotation != 0.0) { + if (property6) { + // Local space rotation - recommended when head is a child of body + // This prevents gimbal lock and rotation inheritance issues + headObject.transform.rotate(verticalAxis, verticalRotation); + } else { + // World space rotation - uses head object's current right vector + // More accurate for independent head objects but can cause issues with parenting + var headVerticalAxis = headObject.transform.world.right(); + headObject.transform.rotate(headVerticalAxis, verticalRotation); + } - // Sync physics if needed + // Synchronize head physics rigid body if present #if lnx_physics var headRigidBody = headObject.getTrait(leenkx.trait.physics.RigidBody); if (headRigidBody != null) headRigidBody.syncTransform(); #end - } else if (headObject == null) { - // If no head object, apply vertical rotation to body as well - if (Math.abs(verticalRotation) > 0.01) { // 0.01 degrees threshold - bodyObject.transform.rotate(verticalAxis, verticalRotation * Math.PI / 180.0); // Convert degrees to radians - - // Sync physics if needed - #if lnx_physics - var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody); - if (rigidBody != null) rigidBody.syncTransform(); - #end - } + } else if (headObject == null && verticalRotation != 0.0) { + // Fallback: if no separate head object, apply vertical rotation to body + // This creates a simpler single-object camera control + bodyObject.transform.rotate(verticalAxis, verticalRotation); + + // Synchronize body physics rigid body + #if lnx_physics + var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody); + if (rigidBody != null) rigidBody.syncTransform(); + #end } + // Continue to next connected node in the logic tree runOutput(0); } } \ No newline at end of file diff --git a/leenkx/Sources/leenkx/trait/physics/bullet/RigidBody.hx b/leenkx/Sources/leenkx/trait/physics/bullet/RigidBody.hx index a84d758..d4912bc 100644 --- a/leenkx/Sources/leenkx/trait/physics/bullet/RigidBody.hx +++ b/leenkx/Sources/leenkx/trait/physics/bullet/RigidBody.hx @@ -36,6 +36,18 @@ class RigidBody extends iron.Trait { var useDeactivation: Bool; var deactivationParams: Array; 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 = { diff --git a/leenkx/blender/lnx/exporter.py b/leenkx/blender/lnx/exporter.py index 5be20d2..d7bf17c 100644 --- a/leenkx/blender/lnx/exporter.py +++ b/leenkx/blender/lnx/exporter.py @@ -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 diff --git a/leenkx/blender/lnx/logicnode/input/LN_mouse_look.py b/leenkx/blender/lnx/logicnode/input/LN_mouse_look.py index d33d111..e2820d1 100644 --- a/leenkx/blender/lnx/logicnode/input/LN_mouse_look.py +++ b/leenkx/blender/lnx/logicnode/input/LN_mouse_look.py @@ -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') \ No newline at end of file + # 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 \ No newline at end of file diff --git a/leenkx/blender/lnx/props.py b/leenkx/blender/lnx/props.py index 04cd05c..7ab49fb 100644 --- a/leenkx/blender/lnx/props.py +++ b/leenkx/blender/lnx/props.py @@ -368,6 +368,26 @@ 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='') diff --git a/leenkx/blender/lnx/props_ui.py b/leenkx/blender/lnx/props_ui.py index 33b0a8c..cdb6b3f 100644 --- a/leenkx/blender/lnx/props_ui.py +++ b/leenkx/blender/lnx/props_ui.py @@ -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')