Merge pull request 'added Mouse Look node for FSP style movement of object like camera...' (#89) from wuaieyo/LNXSDK:main into main

Reviewed-on: LeenkxTeam/LNXSDK#89
This commit is contained in:
2025-06-30 20:37:10 +00:00
2 changed files with 333 additions and 0 deletions

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package leenkx.logicnode;
import iron.math.Vec4;
import iron.system.Input;
import iron.object.Object;
import kha.System;
import kha.FastFloat;
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
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
// New strategy toggles
public var property6: Bool; // Resolution-Adaptive Scaling
// Smoothing variables
var smoothX: FastFloat = 0.0;
var smoothY: FastFloat = 0.0;
// Capping limits (in degrees)
var maxHorizontal: FastFloat = 180.0; // 180 degrees
var maxVertical: FastFloat = 90.0; // 90 degrees
// Current accumulated rotations for capping
var currentHorizontal: FastFloat = 0.0;
var currentVertical: FastFloat = 0.0;
// 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;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var bodyObject: Object = inputs[1].get();
var headObject: Object = inputs[2].get();
var sensitivity: FastFloat = inputs[3].get();
var smoothing: FastFloat = inputs[4].get();
if (bodyObject == null) {
runOutput(0);
return;
}
var mouse = Input.getMouse();
// Handle mouse centering/locking
if (property1) {
if (mouse.started() && !mouse.locked) {
mouse.lock();
}
}
// Only process if mouse is active
if (!mouse.locked && !mouse.down()) {
runOutput(0);
return;
}
// Get mouse movement deltas
var deltaX: FastFloat = mouse.movementX;
var deltaY: FastFloat = mouse.movementY;
// Note: Sensitivity will be applied later to preserve precision for small movements
// Apply inversion
if (property2) deltaX = -deltaX;
if (property3) deltaY = -deltaY;
// 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
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;
deltaX = smoothX;
deltaY = smoothY;
}
// Determine rotation axes based on front axis setting
var horizontalAxis = new Vec4();
var verticalAxis = new Vec4();
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)
#if lnx_yaxisup
horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw)
verticalAxis.set(1, 0, 0); // X axis for vertical (pitch)
#else
horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw)
verticalAxis.set(1, 0, 0); // X axis for vertical (pitch)
#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)
}
// Base scaling
var baseScale: FastFloat = 1500.0;
var finalScale = baseScale;
// Apply resolution scaling
if (property6) {
finalScale *= resolutionMultiplier;
}
// Apply sensitivity scaling after all enhancement strategies to preserve precision
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;
// 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
currentHorizontal += horizontalRotation;
if (currentHorizontal > maxHorizontal) {
horizontalRotation -= (currentHorizontal - maxHorizontal);
currentHorizontal = maxHorizontal;
} else if (currentHorizontal < -maxHorizontal) {
horizontalRotation -= (currentHorizontal + maxHorizontal);
currentHorizontal = -maxHorizontal;
}
}
if (property5) { // Cap Up/Down
currentVertical += verticalRotation;
if (currentVertical > maxVertical) {
verticalRotation -= (currentVertical - maxVertical);
currentVertical = maxVertical;
} else if (currentVertical < -maxVertical) {
verticalRotation -= (currentVertical + maxVertical);
currentVertical = -maxVertical;
}
}
// 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
// Sync physics if needed
#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
// Sync physics if needed
#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
}
}
runOutput(0);
}
}

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from lnx.logicnode.lnx_nodes import *
class MouseLookNode(LnxLogicTreeNode):
"""Controls object rotation based on mouse movement for FPS-style camera control.
Features:
- Sub-pixel interpolation (always enabled) for optimal precision and smooth low-sensitivity movement
- Resolution-adaptive scaling for consistent feel across different screen resolutions
"""
bl_idname = 'LNMouseLookNode'
bl_label = 'Mouse Look'
lnx_section = 'mouse'
lnx_version = 1
# Front axis property
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')
# Hide Locked property
property1: HaxeBoolProperty(
'property1',
name='Hide Locked',
description='Automatically center and lock the mouse cursor',
default=True)
# Invert X property
property2: HaxeBoolProperty(
'property2',
name='Invert X',
description='Invert horizontal mouse movement',
default=False)
# Invert Y property
property3: HaxeBoolProperty(
'property3',
name='Invert Y',
description='Invert vertical mouse movement',
default=False)
# Cap Left/Right property
property4: HaxeBoolProperty(
'property4',
name='Cap Left / Right',
description='Limit horizontal rotation',
default=False)
# Cap Up/Down property
property5: HaxeBoolProperty(
'property5',
name='Cap Up / Down',
description='Limit vertical rotation',
default=True)
# Strategy toggles
property6: HaxeBoolProperty(
'property6',
name='Resolution Adaptive',
description='Scale sensitivity based on screen resolution',
default=False)
def lnx_init(self, context):
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)
self.add_output('LnxNodeSocketAction', 'Out')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0', text='Front')
layout.prop(self, 'property1', text='Hide Locked')
# 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)
# Cap rotations section
col = layout.column(align=True)
col.prop(self, 'property4', text='Cap Left / Right')
col.prop(self, 'property5', text='Cap Up / Down')
# Separator
layout.separator()
# Enhancement strategies section
col = layout.column(align=True)
col.label(text="Enhancement Strategies:")
col.prop(self, 'property6', text='Resolution Adaptive')