forked from LeenkxTeam/LNXSDK
Merge pull request 'main' (#88) from wuaieyo/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#88
This commit is contained in:
@ -12,6 +12,7 @@ class SetLookAtRotationNode extends LogicNode {
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public var property2: String; // Use vector for source (true/false)
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public var property3: String; // Damping value (backward compatibility, now input socket)
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public var property4: String; // Disable rotation on aligning axis (true/false)
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public var property5: String; // Use local space (true/false)
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// Store the calculated rotation for output
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var calculatedRotation: Quat = null;
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@ -51,8 +52,8 @@ class SetLookAtRotationNode extends LogicNode {
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return;
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}
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// Get source object's position
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objectLoc = objectToUse.transform.loc;
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// Get source object's WORLD position (important for child objects)
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objectLoc = new Vec4(objectToUse.transform.worldx(), objectToUse.transform.worldy(), objectToUse.transform.worldz());
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}
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// Determine if we're using a vector or an object as target
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@ -74,8 +75,8 @@ class SetLookAtRotationNode extends LogicNode {
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return;
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}
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// Get target object's position
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targetLoc = targetObject.transform.loc;
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// Get target object's WORLD position (important for child objects)
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targetLoc = new Vec4(targetObject.transform.worldx(), targetObject.transform.worldy(), targetObject.transform.worldz());
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}
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// Calculate direction to target
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@ -122,6 +123,28 @@ class SetLookAtRotationNode extends LogicNode {
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calculatedRotation.fromEulerOrdered(eulerAngles, "XYZ");
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}
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// Convert world rotation to local rotation if local space is enabled and object has a parent
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var targetRotation = new Quat();
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if (property5 == "true" && objectToUse.parent != null) {
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// Get parent's world rotation
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var parentWorldLoc = new Vec4();
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var parentWorldRot = new Quat();
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var parentWorldScale = new Vec4();
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objectToUse.parent.transform.world.decompose(parentWorldLoc, parentWorldRot, parentWorldScale);
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// Convert world rotation to local space by removing parent's rotation influence
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// local_rotation = inverse(parent_world_rotation) * world_rotation
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var invParentRot = new Quat().setFrom(parentWorldRot);
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invParentRot.x = -invParentRot.x;
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invParentRot.y = -invParentRot.y;
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invParentRot.z = -invParentRot.z;
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targetRotation.multquats(invParentRot, calculatedRotation);
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} else {
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// No local space conversion needed, use world rotation directly
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targetRotation.setFrom(calculatedRotation);
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}
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// Apply rotation with damping
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var dampingValue: Float = 0.0;
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@ -141,17 +164,17 @@ class SetLookAtRotationNode extends LogicNode {
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// Higher damping = slower rotation (smaller step)
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var step = Math.max(0.001, (1.0 - dampingValue) * 0.2); // 0.001 to 0.2 range
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// Get current rotation as quaternion
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var currentRot = new Quat().setFrom(objectToUse.transform.rot);
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// Get current local rotation as quaternion
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var currentLocalRot = new Quat().setFrom(objectToUse.transform.rot);
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// Calculate the difference between current and target rotation
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var diffQuat = new Quat();
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// q1 * inverse(q2) gives the rotation from q2 to q1
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var invCurrent = new Quat().setFrom(currentRot);
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var invCurrent = new Quat().setFrom(currentLocalRot);
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invCurrent.x = -invCurrent.x;
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invCurrent.y = -invCurrent.y;
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invCurrent.z = -invCurrent.z;
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diffQuat.multquats(calculatedRotation, invCurrent);
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diffQuat.multquats(targetRotation, invCurrent);
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// Convert to axis-angle representation
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var axis = new Vec4();
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@ -163,15 +186,15 @@ class SetLookAtRotationNode extends LogicNode {
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// Create partial rotation quaternion
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var partialRot = new Quat().fromAxisAngle(axis, partialAngle);
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// Apply this partial rotation to current
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var newRot = new Quat();
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newRot.multquats(partialRot, currentRot);
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// Apply this partial rotation to current local rotation
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var newLocalRot = new Quat();
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newLocalRot.multquats(partialRot, currentLocalRot);
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// Apply the new rotation
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objectToUse.transform.rot.setFrom(newRot);
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// Apply the new local rotation
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objectToUse.transform.rot.setFrom(newLocalRot);
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} else {
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// No damping, apply instant rotation
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objectToUse.transform.rot.setFrom(calculatedRotation);
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objectToUse.transform.rot.setFrom(targetRotation);
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}
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objectToUse.transform.buildMatrix();
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@ -179,12 +202,5 @@ class SetLookAtRotationNode extends LogicNode {
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runOutput(0);
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}
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// Getter method for output sockets
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override function get(from: Int): Dynamic {
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// Output index 1 is the rotation socket (global rotation)
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if (from == 1) {
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return calculatedRotation;
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}
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return null;
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}
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// No output sockets needed - this node only performs actions
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}
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@ -29,6 +29,8 @@ class SetLookAtRotationNode(LnxLogicTreeNode):
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update=lambda self, context: self.update_sockets(context)
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)
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damping: bpy.props.FloatProperty(
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name='Damping',
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description='Amount of damping for rotation (0.0 = instant, 1.0 = no movement)',
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@ -74,6 +76,12 @@ class SetLookAtRotationNode(LnxLogicTreeNode):
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('false', 'False', 'False')],
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name='Disable Rotation on Aligning Axis', default='false')
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property5: HaxeEnumProperty(
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'property5',
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items = [('true', 'True', 'True'),
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('false', 'False', 'False')],
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name='Use Local Space', default='false')
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def lnx_init(self, context):
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# Add inputs in standard order
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self.inputs.new('LnxNodeSocketAction', 'In')
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@ -90,8 +98,6 @@ class SetLookAtRotationNode(LnxLogicTreeNode):
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# Add outputs
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self.add_output('LnxNodeSocketAction', 'Out')
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# Add rotation output socket
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self.add_output('LnxRotationSocket', 'Rotation')
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def draw_buttons(self, context, layout):
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# 1. Axis Selector
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@ -114,6 +120,7 @@ class SetLookAtRotationNode(LnxLogicTreeNode):
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self.property2 = 'true' if self.use_source_vector else 'false'
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self.property3 = str(self.damping) # Keep for backward compatibility
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self.property4 = 'true' if self.disable_rotation_on_align_axis else 'false'
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self.property5 = 'true' # Always use local space functionality
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# Store current object references before changing sockets
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self.save_object_references()
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