forked from LeenkxTeam/LNXSDK
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2
.gitattributes
vendored
Normal file
2
.gitattributes
vendored
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
*.hdr binary
|
||||||
|
blender/lnx/props.py ident
|
||||||
3
.gitignore
vendored
Normal file
3
.gitignore
vendored
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
__pycache__/
|
||||||
|
*.pyc
|
||||||
|
*.DS_Store
|
||||||
@ -2,10 +2,12 @@
|
|||||||
-cp ../Kha/Backends/Krom
|
-cp ../Kha/Backends/Krom
|
||||||
-cp ../leenkx/Sources
|
-cp ../leenkx/Sources
|
||||||
-cp ../iron/Sources
|
-cp ../iron/Sources
|
||||||
|
-cp ../lib/aura/Sources
|
||||||
-cp ../lib/haxebullet/Sources
|
-cp ../lib/haxebullet/Sources
|
||||||
-cp ../lib/haxerecast/Sources
|
-cp ../lib/haxerecast/Sources
|
||||||
-cp ../lib/zui/Sources
|
-cp ../lib/zui/Sources
|
||||||
--macro include('iron', true, null, ['../iron/Sources'])
|
--macro include('iron', true, null, ['../iron/Sources'])
|
||||||
|
--macro include('aura', true, null, ['../lib/aura/Sources'])
|
||||||
--macro include('haxebullet', true, null, ['../lib/haxebullet/Sources'])
|
--macro include('haxebullet', true, null, ['../lib/haxebullet/Sources'])
|
||||||
--macro include('haxerecast', true, null, ['../lib/haxerecast/Sources'])
|
--macro include('haxerecast', true, null, ['../lib/haxerecast/Sources'])
|
||||||
--macro include('leenkx', true, ['leenkx.network'], ['../leenkx/Sources','../iron/Sources'])
|
--macro include('leenkx', true, ['leenkx.network'], ['../leenkx/Sources','../iron/Sources'])
|
||||||
|
|||||||
26
leenkx.py
26
leenkx.py
@ -24,7 +24,7 @@ import textwrap
|
|||||||
import threading
|
import threading
|
||||||
import traceback
|
import traceback
|
||||||
import typing
|
import typing
|
||||||
from typing import Callable, Optional
|
from typing import Callable, Optional, List
|
||||||
import webbrowser
|
import webbrowser
|
||||||
|
|
||||||
import bpy
|
import bpy
|
||||||
@ -33,6 +33,12 @@ from bpy.props import *
|
|||||||
from bpy.types import Operator, AddonPreferences
|
from bpy.types import Operator, AddonPreferences
|
||||||
|
|
||||||
|
|
||||||
|
if bpy.app.version < (2, 90, 0):
|
||||||
|
ListType = List
|
||||||
|
else:
|
||||||
|
ListType = list
|
||||||
|
|
||||||
|
|
||||||
class SDKSource(IntEnum):
|
class SDKSource(IntEnum):
|
||||||
PREFS = 0
|
PREFS = 0
|
||||||
LOCAL = 1
|
LOCAL = 1
|
||||||
@ -73,9 +79,10 @@ def detect_sdk_path():
|
|||||||
area = win.screen.areas[0]
|
area = win.screen.areas[0]
|
||||||
area_type = area.type
|
area_type = area.type
|
||||||
area.type = "INFO"
|
area.type = "INFO"
|
||||||
with bpy.context.temp_override(window=win, screen=win.screen, area=area):
|
if bpy.app.version >= (2, 92, 0):
|
||||||
bpy.ops.info.select_all(action='SELECT')
|
with bpy.context.temp_override(window=win, screen=win.screen, area=area):
|
||||||
bpy.ops.info.report_copy()
|
bpy.ops.info.select_all(action='SELECT')
|
||||||
|
bpy.ops.info.report_copy()
|
||||||
area.type = area_type
|
area.type = area_type
|
||||||
clipboard = bpy.context.window_manager.clipboard
|
clipboard = bpy.context.window_manager.clipboard
|
||||||
|
|
||||||
@ -85,6 +92,7 @@ def detect_sdk_path():
|
|||||||
if match:
|
if match:
|
||||||
addon_prefs.sdk_path = os.path.dirname(match[-1])
|
addon_prefs.sdk_path = os.path.dirname(match[-1])
|
||||||
|
|
||||||
|
|
||||||
def get_link_web_server(self):
|
def get_link_web_server(self):
|
||||||
return self.get('link_web_server', 'http://localhost/')
|
return self.get('link_web_server', 'http://localhost/')
|
||||||
|
|
||||||
@ -558,7 +566,7 @@ def remove_readonly(func, path, excinfo):
|
|||||||
func(path)
|
func(path)
|
||||||
|
|
||||||
|
|
||||||
def run_proc(cmd: list[str], done: Optional[Callable[[bool], None]] = None):
|
def run_proc(cmd: ListType[str], done: Optional[Callable[[bool], None]] = None):
|
||||||
def fn(p, done):
|
def fn(p, done):
|
||||||
p.wait()
|
p.wait()
|
||||||
if done is not None:
|
if done is not None:
|
||||||
@ -840,7 +848,13 @@ def update_leenkx_py(sdk_path: str, force_relink=False):
|
|||||||
else:
|
else:
|
||||||
raise err
|
raise err
|
||||||
else:
|
else:
|
||||||
lnx_module_file.unlink(missing_ok=True)
|
if bpy.app.version < (2, 92, 0):
|
||||||
|
try:
|
||||||
|
lnx_module_file.unlink()
|
||||||
|
except FileNotFoundError:
|
||||||
|
pass
|
||||||
|
else:
|
||||||
|
lnx_module_file.unlink(missing_ok=True)
|
||||||
shutil.copy(Path(sdk_path) / 'leenkx.py', lnx_module_file)
|
shutil.copy(Path(sdk_path) / 'leenkx.py', lnx_module_file)
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -319,7 +319,7 @@ void main() {
|
|||||||
#ifdef _VoxelGI
|
#ifdef _VoxelGI
|
||||||
fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff;
|
fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff;
|
||||||
if(roughness < 1.0 && occspec.y > 0.0)
|
if(roughness < 1.0 && occspec.y > 0.0)
|
||||||
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * F * voxelgiRefl;
|
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * occspec.y * voxelgiRefl;
|
||||||
#else
|
#else
|
||||||
#ifdef _VoxelAOvar
|
#ifdef _VoxelAOvar
|
||||||
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
|
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
|
||||||
|
|||||||
@ -64,7 +64,7 @@ vec4 rayCast(vec3 dir) {
|
|||||||
ddepth = getDeltaDepth(hitCoord);
|
ddepth = getDeltaDepth(hitCoord);
|
||||||
if (ddepth > 0.0) return binarySearch(dir);
|
if (ddepth > 0.0) return binarySearch(dir);
|
||||||
}
|
}
|
||||||
return vec4(getProjectedCoord(hitCoord), 0.0, 1.0);
|
return vec4(texCoord, 0.0, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
@ -72,10 +72,11 @@ void main() {
|
|||||||
float roughness = g0.z;
|
float roughness = g0.z;
|
||||||
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
|
vec4 gr = textureLod(gbuffer_refraction, texCoord, 0.0);
|
||||||
float ior = gr.x;
|
float ior = gr.x;
|
||||||
float opac = gr.y;
|
float opac = 1.0 - gr.y;
|
||||||
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0;
|
||||||
if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) {
|
if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) {
|
||||||
fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb;
|
fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb;
|
||||||
|
fragColor.a = opac;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
vec2 enc = g0.rg;
|
vec2 enc = g0.rg;
|
||||||
@ -86,7 +87,7 @@ void main() {
|
|||||||
|
|
||||||
vec3 viewNormal = V3 * n;
|
vec3 viewNormal = V3 * n;
|
||||||
vec3 viewPos = getPosView(viewRay, d, cameraProj);
|
vec3 viewPos = getPosView(viewRay, d, cameraProj);
|
||||||
vec3 refracted = refract(viewPos, viewNormal, 1.0 / ior);
|
vec3 refracted = refract(normalize(viewPos), viewNormal, 1.0 / ior);
|
||||||
hitCoord = viewPos;
|
hitCoord = viewPos;
|
||||||
|
|
||||||
vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
|
vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
|
||||||
@ -98,9 +99,12 @@ void main() {
|
|||||||
clamp(-refracted.z, 0.0, 1.0) * clamp((length(viewPos - hitCoord)), 0.0, 1.0) * coords.w;
|
clamp(-refracted.z, 0.0, 1.0) * clamp((length(viewPos - hitCoord)), 0.0, 1.0) * coords.w;
|
||||||
intensity = clamp(intensity, 0.0, 1.0);
|
intensity = clamp(intensity, 0.0, 1.0);
|
||||||
|
|
||||||
vec3 refractionCol = textureLod(tex1, coords.xy, 0.0).rgb;
|
vec4 refractionCol = textureLod(tex1, coords.xy, 0.0).rgba;
|
||||||
refractionCol *= intensity;
|
refractionCol.a = opac;
|
||||||
vec3 color = textureLod(tex, texCoord.xy, 0.0).rgb;
|
//refractionCol *= intensity;
|
||||||
|
vec4 color = textureLod(tex, texCoord.xy, 0.0).rgba;
|
||||||
|
color.a = opac;
|
||||||
|
|
||||||
fragColor.rgb = mix(refractionCol, color, opac);
|
fragColor.rgba = mix(refractionCol, color, opac);
|
||||||
|
fragColor.a = opac;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -5,6 +5,12 @@
|
|||||||
"depth_write": false,
|
"depth_write": false,
|
||||||
"compare_mode": "always",
|
"compare_mode": "always",
|
||||||
"cull_mode": "none",
|
"cull_mode": "none",
|
||||||
|
"blend_source": "source_alpha",
|
||||||
|
"blend_destination": "inverse_source_alpha",
|
||||||
|
"blend_operation": "add",
|
||||||
|
"alpha_blend_source": "blend_one",
|
||||||
|
"alpha_blend_destination": "blend_one",
|
||||||
|
"alpha_blend_operation": "add",
|
||||||
"links": [
|
"links": [
|
||||||
{
|
{
|
||||||
"name": "P",
|
"name": "P",
|
||||||
|
|||||||
@ -1,6 +1,7 @@
|
|||||||
//
|
//
|
||||||
// Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com)
|
// Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com)
|
||||||
// Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es)
|
// Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es)
|
||||||
|
// Copyright (C) 2025 Onek8 (info@leenkx.com)
|
||||||
// All rights reserved.
|
// All rights reserved.
|
||||||
//
|
//
|
||||||
// Redistribution and use in source and binary forms, with or without
|
// Redistribution and use in source and binary forms, with or without
|
||||||
@ -33,6 +34,14 @@
|
|||||||
// policies, either expressed or implied, of the copyright holders.
|
// policies, either expressed or implied, of the copyright holders.
|
||||||
//
|
//
|
||||||
|
|
||||||
|
// TODO:
|
||||||
|
// Add real sss radius
|
||||||
|
// Add real sss scale
|
||||||
|
// Move temp hash, reorganize shader utility functions
|
||||||
|
// Add compiler flag for quality presets or with samples parameter
|
||||||
|
// Clean up + Document comment
|
||||||
|
|
||||||
|
|
||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
#include "compiled.inc"
|
#include "compiled.inc"
|
||||||
@ -49,67 +58,93 @@ out vec4 fragColor;
|
|||||||
|
|
||||||
const float SSSS_FOVY = 108.0;
|
const float SSSS_FOVY = 108.0;
|
||||||
|
|
||||||
// Separable SSS Reflectance
|
// Temp hash func -
|
||||||
// const float sssWidth = 0.005;
|
float hash13(vec3 p3) {
|
||||||
|
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
|
||||||
|
p3 += dot(p3, p3.yzx + 33.33);
|
||||||
|
return fract((p3.x + p3.y) * p3.z);
|
||||||
|
}
|
||||||
|
|
||||||
vec4 SSSSBlur() {
|
vec4 SSSSBlur() {
|
||||||
// Quality = 0
|
const int SSSS_N_SAMPLES = 15;
|
||||||
const int SSSS_N_SAMPLES = 11;
|
|
||||||
vec4 kernel[SSSS_N_SAMPLES];
|
vec4 kernel[SSSS_N_SAMPLES];
|
||||||
kernel[0] = vec4(0.560479, 0.669086, 0.784728, 0);
|
|
||||||
kernel[1] = vec4(0.00471691, 0.000184771, 5.07566e-005, -2);
|
// color neutral kernel weights to prevent color shifting
|
||||||
kernel[2] = vec4(0.0192831, 0.00282018, 0.00084214, -1.28);
|
kernel[0] = vec4(0.2, 0.2, 0.2, 0.0);
|
||||||
kernel[3] = vec4(0.03639, 0.0130999, 0.00643685, -0.72);
|
kernel[1] = vec4(0.12, 0.12, 0.12, 0.2);
|
||||||
kernel[4] = vec4(0.0821904, 0.0358608, 0.0209261, -0.32);
|
kernel[2] = vec4(0.09, 0.09, 0.09, 0.4);
|
||||||
kernel[5] = vec4(0.0771802, 0.113491, 0.0793803, -0.08);
|
kernel[3] = vec4(0.06, 0.06, 0.06, 0.8);
|
||||||
kernel[6] = vec4(0.0771802, 0.113491, 0.0793803, 0.08);
|
kernel[4] = vec4(0.04, 0.04, 0.04, 1.2);
|
||||||
kernel[7] = vec4(0.0821904, 0.0358608, 0.0209261, 0.32);
|
kernel[5] = vec4(0.025, 0.025, 0.025, 1.6);
|
||||||
kernel[8] = vec4(0.03639, 0.0130999, 0.00643685, 0.72);
|
kernel[6] = vec4(0.015, 0.015, 0.015, 2.0);
|
||||||
kernel[9] = vec4(0.0192831, 0.00282018, 0.00084214, 1.28);
|
kernel[7] = vec4(0.005, 0.005, 0.005, 2.5);
|
||||||
kernel[10] = vec4(0.00471691, 0.000184771, 5.07565e-005, 2);
|
kernel[8] = vec4(0.12, 0.12, 0.12, -0.2);
|
||||||
|
kernel[9] = vec4(0.09, 0.09, 0.09, -0.4);
|
||||||
|
kernel[10] = vec4(0.06, 0.06, 0.06, -0.8);
|
||||||
|
kernel[11] = vec4(0.04, 0.04, 0.04, -1.2);
|
||||||
|
kernel[12] = vec4(0.025, 0.025, 0.025, -1.6);
|
||||||
|
kernel[13] = vec4(0.015, 0.015, 0.015, -2.0);
|
||||||
|
kernel[14] = vec4(0.005, 0.005, 0.005, -2.5);
|
||||||
|
|
||||||
vec4 colorM = textureLod(tex, texCoord, 0.0);
|
vec4 colorM = textureLod(tex, texCoord, 0.0);
|
||||||
|
|
||||||
// Fetch linear depth of current pixel
|
|
||||||
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
float depth = textureLod(gbufferD, texCoord, 0.0).r;
|
||||||
float depthM = cameraProj.y / (depth - cameraProj.x);
|
float depthM = cameraProj.y / (depth - cameraProj.x);
|
||||||
|
|
||||||
// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window)
|
|
||||||
float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY));
|
float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY));
|
||||||
float scale = distanceToProjectionWindow / depthM;
|
float scale = distanceToProjectionWindow / depthM;
|
||||||
|
|
||||||
// Calculate the final step to fetch the surrounding pixels
|
|
||||||
vec2 finalStep = sssWidth * scale * dir;
|
vec2 finalStep = sssWidth * scale * dir;
|
||||||
finalStep *= 1.0;//SSSS_STREGTH_SOURCE; // Modulate it using the alpha channel.
|
|
||||||
finalStep *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3.
|
|
||||||
finalStep *= 0.05; //
|
|
||||||
|
|
||||||
// Accumulate the center sample:
|
|
||||||
vec4 colorBlurred = colorM;
|
|
||||||
colorBlurred.rgb *= kernel[0].rgb;
|
|
||||||
|
|
||||||
// Accumulate the other samples
|
vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001));
|
||||||
|
float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15; // 15% jitteR
|
||||||
|
|
||||||
|
finalStep *= (1.0 + jitterOffset);
|
||||||
|
finalStep *= 0.05;
|
||||||
|
vec3 colorBlurred = vec3(0.0);
|
||||||
|
vec3 weightSum = vec3(0.0);
|
||||||
|
colorBlurred += colorM.rgb * kernel[0].rgb;
|
||||||
|
weightSum += kernel[0].rgb;
|
||||||
|
|
||||||
|
// Accumulate the other samples with per-pixel jittering to reduce banding
|
||||||
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
|
for (int i = 1; i < SSSS_N_SAMPLES; i++) {
|
||||||
// Fetch color and depth for current sample
|
float sampleJitter = hash13(vec3(texCoord.xy * 720.0, float(i) * 37.45)) * 0.1 - 0.05;
|
||||||
vec2 offset = texCoord + kernel[i].a * finalStep;
|
|
||||||
vec4 color = textureLod(tex, offset, 0.0);
|
|
||||||
//#if SSSS_FOLLOW_SURFACE == 1
|
|
||||||
// If the difference in depth is huge, we lerp color back to "colorM":
|
|
||||||
//float depth = textureLod(tex, offset, 0.0).r;
|
|
||||||
//float s = clamp(300.0f * distanceToProjectionWindow * sssWidth * abs(depthM - depth),0.0,1.0);
|
|
||||||
//color.rgb = mix(color.rgb, colorM.rgb, s);
|
|
||||||
//#endif
|
|
||||||
// Accumulate
|
|
||||||
colorBlurred.rgb += kernel[i].rgb * color.rgb;
|
|
||||||
}
|
|
||||||
|
|
||||||
return colorBlurred;
|
vec2 offset = texCoord + (kernel[i].a + sampleJitter) * finalStep;
|
||||||
|
vec4 color = textureLod(tex, offset, 0.0);
|
||||||
|
|
||||||
|
// ADJUST FOR SURFACE FOLLOWING
|
||||||
|
// 0.0 = disabled (maximum SSS but with bleeding), 1.0 = fully enabled (prevents bleeding but might reduce SSS effect)
|
||||||
|
const float SURFACE_FOLLOWING_STRENGTH = 0.15; // Reduced to preserve more SSS effect
|
||||||
|
|
||||||
|
if (SURFACE_FOLLOWING_STRENGTH > 0.0) {
|
||||||
|
float sampleDepth = textureLod(gbufferD, offset, 0.0).r;
|
||||||
|
float depthScale = 5.0;
|
||||||
|
float depthDiff = abs(depth - sampleDepth) * depthScale;
|
||||||
|
if (depthDiff > 0.3) {
|
||||||
|
float blendFactor = clamp(depthDiff - 0.3, 0.0, 1.0) * SURFACE_FOLLOWING_STRENGTH;
|
||||||
|
color.rgb = mix(color.rgb, colorM.rgb, blendFactor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
colorBlurred += color.rgb * kernel[i].rgb;
|
||||||
|
weightSum += kernel[i].rgb;
|
||||||
|
}
|
||||||
|
vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001));
|
||||||
|
float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015;
|
||||||
|
return vec4(normalizedColor + vec3(dither), colorM.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
|
||||||
if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) {
|
if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) {
|
||||||
fragColor = clamp(SSSSBlur(), 0.0, 1.0);
|
vec4 originalColor = textureLod(tex, texCoord, 0.0);
|
||||||
}
|
vec4 blurredColor = SSSSBlur();
|
||||||
else {
|
vec4 finalColor = mix(blurredColor, originalColor, 0.15);
|
||||||
|
|
||||||
|
fragColor = clamp(finalColor, 0.0, 1.0);
|
||||||
|
} else {
|
||||||
fragColor = textureLod(tex, texCoord, 0.0);
|
fragColor = textureLod(tex, texCoord, 0.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -97,9 +97,9 @@ vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 ori
|
|||||||
|
|
||||||
vec3 aniso_direction = -dir;
|
vec3 aniso_direction = -dir;
|
||||||
vec3 face_offset = vec3(
|
vec3 face_offset = vec3(
|
||||||
aniso_direction.x > 0.0 ? 0 : 1,
|
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||||
aniso_direction.y > 0.0 ? 2 : 3,
|
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||||
aniso_direction.z > 0.0 ? 4 : 5
|
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||||
) / (6 + DIFFUSE_CONE_COUNT);
|
) / (6 + DIFFUSE_CONE_COUNT);
|
||||||
vec3 direction_weight = abs(dir);
|
vec3 direction_weight = abs(dir);
|
||||||
|
|
||||||
@ -202,9 +202,9 @@ float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const
|
|||||||
|
|
||||||
vec3 aniso_direction = -dir;
|
vec3 aniso_direction = -dir;
|
||||||
vec3 face_offset = vec3(
|
vec3 face_offset = vec3(
|
||||||
aniso_direction.x > 0.0 ? 0 : 1,
|
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||||
aniso_direction.y > 0.0 ? 2 : 3,
|
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||||
aniso_direction.z > 0.0 ? 4 : 5
|
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||||
) / (6 + DIFFUSE_CONE_COUNT);
|
) / (6 + DIFFUSE_CONE_COUNT);
|
||||||
vec3 direction_weight = abs(dir);
|
vec3 direction_weight = abs(dir);
|
||||||
|
|
||||||
@ -272,9 +272,9 @@ float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const v
|
|||||||
|
|
||||||
vec3 aniso_direction = -dir;
|
vec3 aniso_direction = -dir;
|
||||||
vec3 face_offset = vec3(
|
vec3 face_offset = vec3(
|
||||||
aniso_direction.x > 0.0 ? 0 : 1,
|
aniso_direction.x > 0.0 ? 0.0 : 1.0,
|
||||||
aniso_direction.y > 0.0 ? 2 : 3,
|
aniso_direction.y > 0.0 ? 2.0 : 3.0,
|
||||||
aniso_direction.z > 0.0 ? 4 : 5
|
aniso_direction.z > 0.0 ? 4.0 : 5.0
|
||||||
) / (6 + DIFFUSE_CONE_COUNT);
|
) / (6 + DIFFUSE_CONE_COUNT);
|
||||||
vec3 direction_weight = abs(dir);
|
vec3 direction_weight = abs(dir);
|
||||||
float coneCoefficient = 2.0 * tan(aperture * 0.5);
|
float coneCoefficient = 2.0 * tan(aperture * 0.5);
|
||||||
|
|||||||
@ -24,37 +24,44 @@ const int DIFFUSE_CONE_COUNT = 16;
|
|||||||
|
|
||||||
const float SHADOW_CONE_APERTURE = radians(15.0);
|
const float SHADOW_CONE_APERTURE = radians(15.0);
|
||||||
|
|
||||||
const float DIFFUSE_CONE_APERTURE = radians(50.0);
|
const float DIFFUSE_CONE_APERTURE = 0.872665; // 50 degrees in radians
|
||||||
|
|
||||||
const vec3 DIFFUSE_CONE_DIRECTIONS[DIFFUSE_CONE_COUNT] = vec3[](
|
mat3 makeTangentBasis(const vec3 normal) {
|
||||||
vec3(0.0, 0.0, 1.0), // center
|
// Create a tangent basis from normal vector
|
||||||
|
vec3 tangent;
|
||||||
|
vec3 bitangent;
|
||||||
|
|
||||||
vec3(0.0, 0.5, 0.866),
|
// Compute tangent (Frisvad's method)
|
||||||
vec3(0.5, 0.0, 0.866),
|
if (abs(normal.z) < 0.999) {
|
||||||
vec3(0.0, -0.5, 0.866),
|
tangent = normalize(cross(vec3(0, 1, 0), normal));
|
||||||
vec3(-0.5, 0.0, 0.866),
|
} else {
|
||||||
|
tangent = normalize(cross(normal, vec3(1, 0, 0)));
|
||||||
|
}
|
||||||
|
bitangent = cross(normal, tangent);
|
||||||
|
|
||||||
vec3(0.353, 0.353, 0.866),
|
|
||||||
vec3(0.353, -0.353, 0.866),
|
|
||||||
vec3(-0.353, -0.353, 0.866),
|
|
||||||
vec3(-0.353, 0.353, 0.866),
|
|
||||||
|
|
||||||
vec3(0.707, 0.0, 0.707),
|
|
||||||
vec3(0.0, 0.707, 0.707),
|
|
||||||
vec3(-0.707, 0.0, 0.707),
|
|
||||||
vec3(0.0, -0.707, 0.707),
|
|
||||||
|
|
||||||
vec3(0.5, 0.5, 0.707),
|
|
||||||
vec3(-0.5, 0.5, 0.707),
|
|
||||||
vec3(-0.5, -0.5, 0.707)
|
|
||||||
);
|
|
||||||
|
|
||||||
mat3 makeTangentBasis(vec3 normal) {
|
|
||||||
vec3 tangent = normalize(abs(normal.y) < 0.999 ? cross(normal, vec3(0, 1, 0)) : cross(normal, vec3(1, 0, 0)));
|
|
||||||
vec3 bitangent = cross(normal, tangent);
|
|
||||||
return mat3(tangent, bitangent, normal);
|
return mat3(tangent, bitangent, normal);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 16 optimized cone directions for hemisphere sampling (Z-up, normalized)
|
||||||
|
const vec3 DIFFUSE_CONE_DIRECTIONS[16] = vec3[](
|
||||||
|
vec3(0.707107, 0.000000, 0.707107), // Front
|
||||||
|
vec3(-0.707107, 0.000000, 0.707107), // Back
|
||||||
|
vec3(0.000000, 0.707107, 0.707107), // Right
|
||||||
|
vec3(0.000000, -0.707107, 0.707107), // Left
|
||||||
|
vec3(0.500000, 0.500000, 0.707107), // Front-right
|
||||||
|
vec3(-0.500000, 0.500000, 0.707107), // Back-right
|
||||||
|
vec3(0.500000, -0.500000, 0.707107), // Front-left
|
||||||
|
vec3(-0.500000, -0.500000, 0.707107),// Back-left
|
||||||
|
vec3(0.353553, 0.000000, 0.935414), // Narrow front
|
||||||
|
vec3(-0.353553, 0.000000, 0.935414), // Narrow back
|
||||||
|
vec3(0.000000, 0.353553, 0.935414), // Narrow right
|
||||||
|
vec3(0.000000, -0.353553, 0.935414), // Narrow left
|
||||||
|
vec3(0.270598, 0.270598, 0.923880), // Narrow front-right
|
||||||
|
vec3(-0.270598, 0.270598, 0.923880), // Narrow back-right
|
||||||
|
vec3(0.270598, -0.270598, 0.923880), // Narrow front-left
|
||||||
|
vec3(-0.270598, -0.270598, 0.923880) // Narrow back-left
|
||||||
|
);
|
||||||
|
|
||||||
// TO DO - Disabled momentarily instead of changing formulas
|
// TO DO - Disabled momentarily instead of changing formulas
|
||||||
const float off_BayerMatrix8[8][8] =
|
const float off_BayerMatrix8[8][8] =
|
||||||
{
|
{
|
||||||
|
|||||||
@ -251,28 +251,69 @@ vec3 PCFFakeCube(sampler2DShadow shadowMap,
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (any(lessThan(uvtiled, vec2(0.0))) || any(greaterThan(uvtiled, vec2(1.0)))) {
|
if (any(lessThan(uvtiled, vec2(0.0))) || any(greaterThan(uvtiled, vec2(1.0)))) {
|
||||||
return vec3(1.0); // Or handle edge cases differently
|
return vec3(1.0); // Handle edge cases by returning full light
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 result = vec3(0.0);
|
vec3 result = vec3(0.0);
|
||||||
// In PCFFakeCube(), modify the sampling pattern to be more robust:
|
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||||
const vec2 offsets[9] = vec2[](
|
// soft shadowing
|
||||||
vec2(0, 0),
|
int newFaceIndex = 0;
|
||||||
vec2(1, 0), vec2(-1, 0), vec2(0, 1), vec2(0, -1),
|
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(-1.0, 0.0) / smSize)));
|
||||||
vec2(1, 1), vec2(-1, 1), vec2(1, -1), vec2(-1, -1)
|
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||||
);
|
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||||
|
#ifdef _FlipY
|
||||||
|
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||||
|
#endif
|
||||||
|
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||||
|
|
||||||
|
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(0.0, -1.0) / smSize)));
|
||||||
|
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||||
|
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||||
|
#ifdef _FlipY
|
||||||
|
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||||
|
#endif
|
||||||
|
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||||
|
|
||||||
|
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(-1.0, -1.0) / smSize)));
|
||||||
|
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||||
|
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||||
|
#ifdef _FlipY
|
||||||
|
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||||
|
#endif
|
||||||
|
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||||
|
|
||||||
|
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(0.0, 1.0) / smSize)));
|
||||||
|
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||||
|
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||||
|
#ifdef _FlipY
|
||||||
|
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||||
|
#endif
|
||||||
|
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||||
|
|
||||||
|
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(1.0, -1.0) / smSize)));
|
||||||
|
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||||
|
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||||
|
#ifdef _FlipY
|
||||||
|
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||||
|
#endif
|
||||||
|
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||||
|
|
||||||
|
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(1.0, 0.0) / smSize)));
|
||||||
|
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||||
|
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||||
|
#ifdef _FlipY
|
||||||
|
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||||
|
#endif
|
||||||
|
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||||
|
|
||||||
|
uvtiled = transformOffsetedUV(faceIndex, newFaceIndex, vec2(uv + (vec2(1.0, 1.0) / smSize)));
|
||||||
|
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
||||||
|
uvtiled = pointLightTile.z * uvtiled + pointLightTile.xy;
|
||||||
|
#ifdef _FlipY
|
||||||
|
uvtiled.y = 1.0 - uvtiled.y; // invert Y coordinates for direct3d coordinate system
|
||||||
|
#endif
|
||||||
|
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
||||||
|
|
||||||
for (int i = 0; i < 9; i++) {
|
|
||||||
vec2 sampleUV = uv + offsets[i] / smSize;
|
|
||||||
int newFaceIndex;
|
|
||||||
vec2 transformedUV = transformOffsetedUV(faceIndex, newFaceIndex, sampleUV);
|
|
||||||
pointLightTile = pointLightDataArray[lightIndex + newFaceIndex];
|
|
||||||
uvtiled = pointLightTile.z * transformedUV + pointLightTile.xy;
|
|
||||||
#ifdef _FlipY
|
|
||||||
uvtiled.y = 1.0 - uvtiled.y;
|
|
||||||
#endif
|
|
||||||
result.x += texture(shadowMap, vec3(uvtiled, compare));
|
|
||||||
}
|
|
||||||
result = result.xxx / 9.0;
|
result = result.xxx / 9.0;
|
||||||
|
|
||||||
pointLightTile = pointLightDataArray[lightIndex + faceIndex]; // x: tile X offset, y: tile Y offset, z: tile size relative to atlas
|
pointLightTile = pointLightDataArray[lightIndex + faceIndex]; // x: tile X offset, y: tile Y offset, z: tile size relative to atlas
|
||||||
|
|||||||
@ -106,8 +106,11 @@ void main() {
|
|||||||
#ifdef _Brdf
|
#ifdef _Brdf
|
||||||
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
vec2 envBRDF = texelFetch(senvmapBrdf, ivec2(vec2(dotNV, 1.0 - roughness) * 256.0), 0).xy;
|
||||||
vec3 F = f0 * envBRDF.x + envBRDF.y;
|
vec3 F = f0 * envBRDF.x + envBRDF.y;
|
||||||
|
#else
|
||||||
|
vec3 F = f0;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
// Envmap
|
// Envmap
|
||||||
#ifdef _Irr
|
#ifdef _Irr
|
||||||
vec4 shPacked[7];
|
vec4 shPacked[7];
|
||||||
|
|||||||
@ -74,8 +74,9 @@ void main() {
|
|||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
mat3 TBN = mat3(1.0);
|
int nor_count = 0;
|
||||||
vec3 avgNormal = vec3(0.0);
|
vec3 avgNormal = vec3(0.0);
|
||||||
|
mat3 TBN = mat3(0.0);
|
||||||
|
|
||||||
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++)
|
||||||
{
|
{
|
||||||
@ -116,10 +117,18 @@ void main() {
|
|||||||
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
|
N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255;
|
||||||
N /= count;
|
N /= count;
|
||||||
N = decode_oct(N.rg * 2.0 - 1.0);
|
N = decode_oct(N.rg * 2.0 - 1.0);
|
||||||
avgNormal += N;
|
|
||||||
|
|
||||||
|
if (abs(N.x) > 0)
|
||||||
|
avgNormal.x += N.x;
|
||||||
|
if (abs(N.y) > 0)
|
||||||
|
avgNormal.y += N.y;
|
||||||
|
if (abs(N.z) > 0)
|
||||||
|
avgNormal.z += N.z;
|
||||||
if (i == 5)
|
if (i == 5)
|
||||||
TBN = makeTangentBasis(normalize(avgNormal));
|
{
|
||||||
|
avgNormal = normalize(avgNormal);
|
||||||
|
TBN = makeTangentBasis(avgNormal);
|
||||||
|
}
|
||||||
|
|
||||||
vec3 envl = vec3(0.0);
|
vec3 envl = vec3(0.0);
|
||||||
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
|
envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255;
|
||||||
|
|||||||
@ -54,6 +54,22 @@ class App {
|
|||||||
if (Scene.active == null || !Scene.active.ready) return;
|
if (Scene.active == null || !Scene.active.ready) return;
|
||||||
|
|
||||||
iron.system.Time.update();
|
iron.system.Time.update();
|
||||||
|
|
||||||
|
if (lastw == -1) {
|
||||||
|
lastw = App.w();
|
||||||
|
lasth = App.h();
|
||||||
|
}
|
||||||
|
if (lastw != App.w() || lasth != App.h()) {
|
||||||
|
if (onResize != null) onResize();
|
||||||
|
else {
|
||||||
|
if (Scene.active != null && Scene.active.camera != null) {
|
||||||
|
Scene.active.camera.buildProjection();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
lastw = App.w();
|
||||||
|
lasth = App.h();
|
||||||
|
|
||||||
if (pauseUpdates) return;
|
if (pauseUpdates) return;
|
||||||
|
|
||||||
#if lnx_debug
|
#if lnx_debug
|
||||||
@ -98,22 +114,6 @@ class App {
|
|||||||
for (cb in endFrameCallbacks) cb();
|
for (cb in endFrameCallbacks) cb();
|
||||||
updateTime = kha.Scheduler.realTime() - startTime;
|
updateTime = kha.Scheduler.realTime() - startTime;
|
||||||
#end
|
#end
|
||||||
|
|
||||||
// Rebuild projection on window resize
|
|
||||||
if (lastw == -1) {
|
|
||||||
lastw = App.w();
|
|
||||||
lasth = App.h();
|
|
||||||
}
|
|
||||||
if (lastw != App.w() || lasth != App.h()) {
|
|
||||||
if (onResize != null) onResize();
|
|
||||||
else {
|
|
||||||
if (Scene.active != null && Scene.active.camera != null) {
|
|
||||||
Scene.active.camera.buildProjection();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
lastw = App.w();
|
|
||||||
lasth = App.h();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static function render(frames: Array<kha.Framebuffer>) {
|
static function render(frames: Array<kha.Framebuffer>) {
|
||||||
|
|||||||
@ -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 {
|
meshes.sort(function(a, b): Int {
|
||||||
#if rp_depth_texture
|
#if rp_depth_texture
|
||||||
var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
|
var depthDiff = boolToInt(a.depthRead) - boolToInt(b.depthRead);
|
||||||
if (depthDiff != 0) return depthDiff;
|
if (depthDiff != 0) return depthDiff;
|
||||||
#end
|
#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) {
|
public function drawMeshes(context: String) {
|
||||||
@ -399,7 +402,7 @@ class RenderPath {
|
|||||||
#if lnx_batch
|
#if lnx_batch
|
||||||
sortMeshesDistance(Scene.active.meshBatch.nonBatched);
|
sortMeshesDistance(Scene.active.meshBatch.nonBatched);
|
||||||
#else
|
#else
|
||||||
drawOrder == DrawOrder.Shader ? sortMeshesShader(meshes) : sortMeshesDistance(meshes);
|
drawOrder == DrawOrder.Index ? sortMeshesIndex(meshes) : sortMeshesDistance(meshes);
|
||||||
#end
|
#end
|
||||||
meshesSorted = true;
|
meshesSorted = true;
|
||||||
}
|
}
|
||||||
@ -518,12 +521,44 @@ class RenderPath {
|
|||||||
return Reflect.field(kha.Shaders, handle + "_comp");
|
return Reflect.field(kha.Shaders, handle + "_comp");
|
||||||
}
|
}
|
||||||
|
|
||||||
#if (kha_krom && lnx_vr)
|
#if lnx_vr
|
||||||
public function drawStereo(drawMeshes: Int->Void) {
|
public function drawStereo(drawMeshes: Void->Void) {
|
||||||
for (eye in 0...2) {
|
var vr = kha.vr.VrInterface.instance;
|
||||||
Krom.vrBeginRender(eye);
|
var appw = iron.App.w();
|
||||||
drawMeshes(eye);
|
var apph = iron.App.h();
|
||||||
Krom.vrEndRender(eye);
|
var halfw = Std.int(appw / 2);
|
||||||
|
var g = currentG;
|
||||||
|
|
||||||
|
if (vr != null && vr.IsPresenting()) {
|
||||||
|
// Left eye
|
||||||
|
Scene.active.camera.V.setFrom(Scene.active.camera.leftV);
|
||||||
|
Scene.active.camera.P.self = vr.GetProjectionMatrix(0);
|
||||||
|
g.viewport(0, 0, halfw, apph);
|
||||||
|
drawMeshes();
|
||||||
|
|
||||||
|
// Right eye
|
||||||
|
begin(g, additionalTargets);
|
||||||
|
Scene.active.camera.V.setFrom(Scene.active.camera.rightV);
|
||||||
|
Scene.active.camera.P.self = vr.GetProjectionMatrix(1);
|
||||||
|
g.viewport(halfw, 0, halfw, apph);
|
||||||
|
drawMeshes();
|
||||||
|
}
|
||||||
|
else { // Simulate
|
||||||
|
Scene.active.camera.buildProjection(halfw / apph);
|
||||||
|
|
||||||
|
// Left eye
|
||||||
|
g.viewport(0, 0, halfw, apph);
|
||||||
|
drawMeshes();
|
||||||
|
|
||||||
|
// Right eye
|
||||||
|
begin(g, additionalTargets);
|
||||||
|
Scene.active.camera.transform.move(Scene.active.camera.right(), 0.032);
|
||||||
|
Scene.active.camera.buildMatrix();
|
||||||
|
g.viewport(halfw, 0, halfw, apph);
|
||||||
|
drawMeshes();
|
||||||
|
|
||||||
|
Scene.active.camera.transform.move(Scene.active.camera.right(), -0.032);
|
||||||
|
Scene.active.camera.buildMatrix();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#end
|
#end
|
||||||
@ -882,6 +917,6 @@ class CachedShaderContext {
|
|||||||
|
|
||||||
@:enum abstract DrawOrder(Int) from Int {
|
@:enum abstract DrawOrder(Int) from Int {
|
||||||
var Distance = 0; // Early-z
|
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
|
// var Mix = 2; // Distance buckets sorted by shader
|
||||||
}
|
}
|
||||||
|
|||||||
@ -887,8 +887,12 @@ class Scene {
|
|||||||
var ptype: String = t.props[i * 3 + 1];
|
var ptype: String = t.props[i * 3 + 1];
|
||||||
var pval: Dynamic = t.props[i * 3 + 2];
|
var pval: Dynamic = t.props[i * 3 + 2];
|
||||||
|
|
||||||
if (StringTools.endsWith(ptype, "Object") && pval != "") {
|
if (StringTools.endsWith(ptype, "Object") && pval != "" && pval != null) {
|
||||||
Reflect.setProperty(traitInst, pname, Scene.active.getChild(pval));
|
Reflect.setProperty(traitInst, pname, Scene.active.getChild(pval));
|
||||||
|
} else if (ptype == "TSceneFormat" && pval != "") {
|
||||||
|
Data.getSceneRaw(pval, function (r: TSceneFormat) {
|
||||||
|
Reflect.setProperty(traitInst, pname, r);
|
||||||
|
});
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
switch (ptype) {
|
switch (ptype) {
|
||||||
|
|||||||
@ -9,6 +9,7 @@ import iron.data.SceneFormat;
|
|||||||
class MeshData {
|
class MeshData {
|
||||||
|
|
||||||
public var name: String;
|
public var name: String;
|
||||||
|
public var sortingIndex: Int;
|
||||||
public var raw: TMeshData;
|
public var raw: TMeshData;
|
||||||
public var format: TSceneFormat;
|
public var format: TSceneFormat;
|
||||||
public var geom: Geometry;
|
public var geom: Geometry;
|
||||||
@ -23,6 +24,7 @@ class MeshData {
|
|||||||
public function new(raw: TMeshData, done: MeshData->Void) {
|
public function new(raw: TMeshData, done: MeshData->Void) {
|
||||||
this.raw = raw;
|
this.raw = raw;
|
||||||
this.name = raw.name;
|
this.name = raw.name;
|
||||||
|
this.sortingIndex = raw.sorting_index;
|
||||||
|
|
||||||
if (raw.scale_pos != null) scalePos = raw.scale_pos;
|
if (raw.scale_pos != null) scalePos = raw.scale_pos;
|
||||||
if (raw.scale_tex != null) scaleTex = raw.scale_tex;
|
if (raw.scale_tex != null) scaleTex = raw.scale_tex;
|
||||||
|
|||||||
@ -49,6 +49,7 @@ typedef TMeshData = {
|
|||||||
@:structInit class TMeshData {
|
@:structInit class TMeshData {
|
||||||
#end
|
#end
|
||||||
public var name: String;
|
public var name: String;
|
||||||
|
public var sorting_index: Int;
|
||||||
public var vertex_arrays: Array<TVertexArray>;
|
public var vertex_arrays: Array<TVertexArray>;
|
||||||
public var index_arrays: Array<TIndexArray>;
|
public var index_arrays: Array<TIndexArray>;
|
||||||
@:optional public var dynamic_usage: Null<Bool>;
|
@:optional public var dynamic_usage: Null<Bool>;
|
||||||
@ -222,6 +223,7 @@ typedef TShaderData = {
|
|||||||
@:structInit class TShaderData {
|
@:structInit class TShaderData {
|
||||||
#end
|
#end
|
||||||
public var name: String;
|
public var name: String;
|
||||||
|
public var next_pass: String;
|
||||||
public var contexts: Array<TShaderContext>;
|
public var contexts: Array<TShaderContext>;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -393,6 +395,7 @@ typedef TParticleData = {
|
|||||||
public var name: String;
|
public var name: String;
|
||||||
public var type: Int; // 0 - Emitter, Hair
|
public var type: Int; // 0 - Emitter, Hair
|
||||||
public var auto_start: Bool;
|
public var auto_start: Bool;
|
||||||
|
public var dynamic_emitter: Bool;
|
||||||
public var is_unique: Bool;
|
public var is_unique: Bool;
|
||||||
public var loop: Bool;
|
public var loop: Bool;
|
||||||
public var count: Int;
|
public var count: Int;
|
||||||
|
|||||||
@ -22,6 +22,7 @@ using StringTools;
|
|||||||
class ShaderData {
|
class ShaderData {
|
||||||
|
|
||||||
public var name: String;
|
public var name: String;
|
||||||
|
public var nextPass: String;
|
||||||
public var raw: TShaderData;
|
public var raw: TShaderData;
|
||||||
public var contexts: Array<ShaderContext> = [];
|
public var contexts: Array<ShaderContext> = [];
|
||||||
|
|
||||||
@ -33,6 +34,7 @@ class ShaderData {
|
|||||||
public function new(raw: TShaderData, done: ShaderData->Void, overrideContext: TShaderOverride = null) {
|
public function new(raw: TShaderData, done: ShaderData->Void, overrideContext: TShaderOverride = null) {
|
||||||
this.raw = raw;
|
this.raw = raw;
|
||||||
this.name = raw.name;
|
this.name = raw.name;
|
||||||
|
this.nextPass = raw.next_pass;
|
||||||
|
|
||||||
for (c in raw.contexts) contexts.push(null);
|
for (c in raw.contexts) contexts.push(null);
|
||||||
var contextsLoaded = 0;
|
var contextsLoaded = 0;
|
||||||
|
|||||||
@ -31,11 +31,21 @@ class CameraObject extends Object {
|
|||||||
static var vcenter = new Vec4();
|
static var vcenter = new Vec4();
|
||||||
static var vup = new Vec4();
|
static var vup = new Vec4();
|
||||||
|
|
||||||
|
#if lnx_vr
|
||||||
|
var helpMat = Mat4.identity();
|
||||||
|
public var leftV = Mat4.identity();
|
||||||
|
public var rightV = Mat4.identity();
|
||||||
|
#end
|
||||||
|
|
||||||
public function new(data: CameraData) {
|
public function new(data: CameraData) {
|
||||||
super();
|
super();
|
||||||
|
|
||||||
this.data = data;
|
this.data = data;
|
||||||
|
|
||||||
|
#if lnx_vr
|
||||||
|
iron.system.VR.initButton();
|
||||||
|
#end
|
||||||
|
|
||||||
buildProjection();
|
buildProjection();
|
||||||
|
|
||||||
V = Mat4.identity();
|
V = Mat4.identity();
|
||||||
@ -117,6 +127,26 @@ class CameraObject extends Object {
|
|||||||
V.getInverse(transform.world);
|
V.getInverse(transform.world);
|
||||||
VP.multmats(P, V);
|
VP.multmats(P, V);
|
||||||
|
|
||||||
|
|
||||||
|
#if lnx_vr
|
||||||
|
var vr = kha.vr.VrInterface.instance;
|
||||||
|
if (vr != null && vr.IsPresenting()) {
|
||||||
|
leftV.setFrom(V);
|
||||||
|
helpMat.self = vr.GetViewMatrix(0);
|
||||||
|
leftV.multmat(helpMat);
|
||||||
|
|
||||||
|
rightV.setFrom(V);
|
||||||
|
helpMat.self = vr.GetViewMatrix(1);
|
||||||
|
rightV.multmat(helpMat);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
leftV.setFrom(V);
|
||||||
|
}
|
||||||
|
VP.multmats(P, leftV);
|
||||||
|
#else
|
||||||
|
VP.multmats(P, V);
|
||||||
|
#end
|
||||||
|
|
||||||
if (data.raw.frustum_culling) {
|
if (data.raw.frustum_culling) {
|
||||||
buildViewFrustum(VP, frustumPlanes);
|
buildViewFrustum(VP, frustumPlanes);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -155,7 +155,12 @@ class LightObject extends Object {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public function setCascade(camera: CameraObject, cascade: Int) {
|
public function setCascade(camera: CameraObject, cascade: Int) {
|
||||||
|
|
||||||
|
#if lnx_vr
|
||||||
|
m.setFrom(camera.leftV);
|
||||||
|
#else
|
||||||
m.setFrom(camera.V);
|
m.setFrom(camera.V);
|
||||||
|
#end
|
||||||
|
|
||||||
#if lnx_csm
|
#if lnx_csm
|
||||||
if (camSlicedP == null) {
|
if (camSlicedP == null) {
|
||||||
|
|||||||
@ -302,6 +302,10 @@ class MeshObject extends Object {
|
|||||||
|
|
||||||
// Render mesh
|
// Render mesh
|
||||||
var ldata = lod.data;
|
var ldata = lod.data;
|
||||||
|
|
||||||
|
// Next pass rendering first (inverse order)
|
||||||
|
renderNextPass(g, context, bindParams, lod);
|
||||||
|
|
||||||
for (i in 0...ldata.geom.indexBuffers.length) {
|
for (i in 0...ldata.geom.indexBuffers.length) {
|
||||||
|
|
||||||
var mi = ldata.geom.materialIndices[i];
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -24,6 +24,9 @@ class ObjectAnimation extends Animation {
|
|||||||
|
|
||||||
public var transformMap: Map<String, FastFloat>;
|
public var transformMap: Map<String, FastFloat>;
|
||||||
|
|
||||||
|
var defaultSampler: ActionSampler = null;
|
||||||
|
static inline var DEFAULT_SAMPLER_ID = "__object_default_action__";
|
||||||
|
|
||||||
public static var trackNames: Array<String> = [ "xloc", "yloc", "zloc",
|
public static var trackNames: Array<String> = [ "xloc", "yloc", "zloc",
|
||||||
"xrot", "yrot", "zrot",
|
"xrot", "yrot", "zrot",
|
||||||
"qwrot", "qxrot", "qyrot", "qzrot",
|
"qwrot", "qxrot", "qyrot", "qzrot",
|
||||||
@ -39,7 +42,6 @@ class ObjectAnimation extends Animation {
|
|||||||
isSkinned = false;
|
isSkinned = false;
|
||||||
super();
|
super();
|
||||||
}
|
}
|
||||||
|
|
||||||
function getAction(action: String): TObj {
|
function getAction(action: String): TObj {
|
||||||
for (a in oactions) if (a != null && a.objects[0].name == action) return a.objects[0];
|
for (a in oactions) if (a != null && a.objects[0].name == action) return a.objects[0];
|
||||||
return null;
|
return null;
|
||||||
@ -47,10 +49,29 @@ class ObjectAnimation extends Animation {
|
|||||||
|
|
||||||
override public function play(action = "", onComplete: Void->Void = null, blendTime = 0.0, speed = 1.0, loop = true) {
|
override public function play(action = "", onComplete: Void->Void = null, blendTime = 0.0, speed = 1.0, loop = true) {
|
||||||
super.play(action, onComplete, blendTime, speed, loop);
|
super.play(action, onComplete, blendTime, speed, loop);
|
||||||
if (this.action == "" && oactions[0] != null) this.action = oactions[0].objects[0].name;
|
if (this.action == "" && oactions != null && oactions[0] != null){
|
||||||
|
this.action = oactions[0].objects[0].name;
|
||||||
|
}
|
||||||
oaction = getAction(this.action);
|
oaction = getAction(this.action);
|
||||||
if (oaction != null) {
|
if (oaction != null) {
|
||||||
isSampled = oaction.sampled != null && oaction.sampled;
|
isSampled = oaction.sampled != null && oaction.sampled;
|
||||||
|
if (defaultSampler != null) {
|
||||||
|
deRegisterAction(DEFAULT_SAMPLER_ID);
|
||||||
|
}
|
||||||
|
var callbacks = onComplete != null ? [onComplete] : null;
|
||||||
|
defaultSampler = new ActionSampler(this.action, speed, loop, false, callbacks);
|
||||||
|
registerAction(DEFAULT_SAMPLER_ID, defaultSampler);
|
||||||
|
if (paused) defaultSampler.paused = true;
|
||||||
|
updateAnimation = function(map: Map<String, FastFloat>) {
|
||||||
|
sampleAction(defaultSampler, map);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
if (defaultSampler != null) {
|
||||||
|
deRegisterAction(DEFAULT_SAMPLER_ID);
|
||||||
|
defaultSampler = null;
|
||||||
|
}
|
||||||
|
updateAnimation = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -61,12 +82,13 @@ class ObjectAnimation extends Animation {
|
|||||||
Animation.beginProfile();
|
Animation.beginProfile();
|
||||||
#end
|
#end
|
||||||
|
|
||||||
if(transformMap == null) transformMap = new Map();
|
if (transformMap == null) transformMap = new Map();
|
||||||
transformMap = initTransformMap();
|
transformMap = initTransformMap();
|
||||||
|
|
||||||
super.update(delta);
|
super.update(delta);
|
||||||
|
if (defaultSampler != null) defaultSampler.paused = paused;
|
||||||
if (paused) return;
|
if (paused) return;
|
||||||
if(updateAnimation == null) return;
|
if (updateAnimation == null) return;
|
||||||
if (!isSkinned) updateObjectAnimation();
|
if (!isSkinned) updateObjectAnimation();
|
||||||
|
|
||||||
#if lnx_debug
|
#if lnx_debug
|
||||||
|
|||||||
@ -8,6 +8,8 @@ import kha.arrays.Float32Array;
|
|||||||
import iron.data.Data;
|
import iron.data.Data;
|
||||||
import iron.data.ParticleData;
|
import iron.data.ParticleData;
|
||||||
import iron.data.SceneFormat;
|
import iron.data.SceneFormat;
|
||||||
|
import iron.data.Geometry;
|
||||||
|
import iron.data.MeshData;
|
||||||
import iron.system.Time;
|
import iron.system.Time;
|
||||||
import iron.math.Mat4;
|
import iron.math.Mat4;
|
||||||
import iron.math.Quat;
|
import iron.math.Quat;
|
||||||
@ -17,6 +19,7 @@ import iron.math.Vec4;
|
|||||||
class ParticleSystem {
|
class ParticleSystem {
|
||||||
public var data: ParticleData;
|
public var data: ParticleData;
|
||||||
public var speed = 1.0;
|
public var speed = 1.0;
|
||||||
|
public var dynamicEmitter: Bool = true;
|
||||||
var currentSpeed = 0.0;
|
var currentSpeed = 0.0;
|
||||||
var particles: Array<Particle>;
|
var particles: Array<Particle>;
|
||||||
var ready: Bool;
|
var ready: Bool;
|
||||||
@ -52,6 +55,12 @@ class ParticleSystem {
|
|||||||
|
|
||||||
var random = 0.0;
|
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) {
|
public function new(sceneName: String, pref: TParticleReference) {
|
||||||
seed = pref.seed;
|
seed = pref.seed;
|
||||||
currentSpeed = speed;
|
currentSpeed = speed;
|
||||||
@ -62,6 +71,12 @@ class ParticleSystem {
|
|||||||
Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
|
Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
|
||||||
data = b;
|
data = b;
|
||||||
r = data.raw;
|
r = data.raw;
|
||||||
|
var dyn: Null<Bool> = r.dynamic_emitter;
|
||||||
|
var dynValue: Bool = true;
|
||||||
|
if (dyn != null) {
|
||||||
|
dynValue = dyn;
|
||||||
|
}
|
||||||
|
dynamicEmitter = dynValue;
|
||||||
if (Scene.active.raw.gravity != null) {
|
if (Scene.active.raw.gravity != null) {
|
||||||
gx = Scene.active.raw.gravity[0] * r.weight_gravity;
|
gx = Scene.active.raw.gravity[0] * r.weight_gravity;
|
||||||
gy = Scene.active.raw.gravity[1] * r.weight_gravity;
|
gy = Scene.active.raw.gravity[1] * r.weight_gravity;
|
||||||
@ -98,6 +113,8 @@ class ParticleSystem {
|
|||||||
lap = 0;
|
lap = 0;
|
||||||
lapTime = 0;
|
lapTime = 0;
|
||||||
speed = currentSpeed;
|
speed = currentSpeed;
|
||||||
|
lastSpawnedCount = 0;
|
||||||
|
instancedData = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
public function pause() {
|
public function pause() {
|
||||||
@ -130,8 +147,13 @@ class ParticleSystem {
|
|||||||
|
|
||||||
// Copy owner world transform but discard scale
|
// Copy owner world transform but discard scale
|
||||||
owner.transform.world.decompose(ownerLoc, ownerRot, ownerScl);
|
owner.transform.world.decompose(ownerLoc, ownerRot, ownerScl);
|
||||||
object.transform.loc = ownerLoc;
|
if (dynamicEmitter) {
|
||||||
object.transform.rot = ownerRot;
|
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
|
// Set particle size per particle system
|
||||||
object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1);
|
object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1);
|
||||||
@ -159,12 +181,17 @@ class ParticleSystem {
|
|||||||
end();
|
end();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (lap > prevLap && r.loop) {
|
||||||
|
lastSpawnedCount = 0;
|
||||||
|
}
|
||||||
|
|
||||||
updateGpu(object, owner);
|
updateGpu(object, owner);
|
||||||
}
|
}
|
||||||
|
|
||||||
public function getData(): Mat4 {
|
public function getData(): Mat4 {
|
||||||
var hair = r.type == 1;
|
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._01 = hair ? 1 / particles.length : spawnRate;
|
||||||
m._02 = hair ? 1 : lifetime;
|
m._02 = hair ? 1 : lifetime;
|
||||||
m._03 = particles.length;
|
m._03 = particles.length;
|
||||||
@ -187,17 +214,26 @@ class ParticleSystem {
|
|||||||
return r.size_random;
|
return r.size_random;
|
||||||
}
|
}
|
||||||
|
|
||||||
public function getRandom(): FastFloat {
|
public inline function getRandom(): FastFloat {
|
||||||
return random;
|
return random;
|
||||||
}
|
}
|
||||||
|
|
||||||
public function getSize(): FastFloat {
|
public inline function getSize(): FastFloat {
|
||||||
return r.particle_size;
|
return r.particle_size;
|
||||||
}
|
}
|
||||||
|
|
||||||
function updateGpu(object: MeshObject, owner: MeshObject) {
|
function updateGpu(object: MeshObject, owner: MeshObject) {
|
||||||
if (!object.data.geom.instanced) setupGeomGpu(object, owner);
|
if (dynamicEmitter) {
|
||||||
// GPU particles transform is attached to owner object
|
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) {
|
function setupGeomGpu(object: MeshObject, owner: MeshObject) {
|
||||||
@ -258,13 +294,129 @@ class ParticleSystem {
|
|||||||
object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage);
|
object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage);
|
||||||
}
|
}
|
||||||
|
|
||||||
function fhash(n: Int): Float {
|
// allocate instanced VB once for this object
|
||||||
var s = n + 1.0;
|
function setupGeomGpuDynamic(object: MeshObject, owner: MeshObject) {
|
||||||
s *= 9301.0 % s;
|
if (instancedData == null) instancedData = new Float32Array(particles.length * 3);
|
||||||
s = (s * 9301.0 + 49297.0) % 233280.0;
|
lastSpawnedCount = 0;
|
||||||
return s / 233280.0;
|
// 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() {}
|
public function remove() {}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
@ -14,7 +14,7 @@ class Time {
|
|||||||
return 1 / frequency;
|
return 1 / frequency;
|
||||||
}
|
}
|
||||||
|
|
||||||
static var _fixedStep: Null<Float>;
|
static var _fixedStep: Null<Float> = 1/60;
|
||||||
public static var fixedStep(get, never): Float;
|
public static var fixedStep(get, never): Float;
|
||||||
static function get_fixedStep(): Float {
|
static function get_fixedStep(): Float {
|
||||||
return _fixedStep;
|
return _fixedStep;
|
||||||
@ -39,11 +39,11 @@ class Time {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public static inline function time(): Float {
|
public static inline function time(): Float {
|
||||||
return kha.Scheduler.time();
|
return kha.Scheduler.time() * scale;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static inline function realTime(): Float {
|
public static inline function realTime(): Float {
|
||||||
return kha.Scheduler.realTime();
|
return kha.Scheduler.realTime() * scale;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static function update() {
|
public static function update() {
|
||||||
|
|||||||
@ -94,34 +94,34 @@ class Tween {
|
|||||||
|
|
||||||
// Way too much Reflect trickery..
|
// Way too much Reflect trickery..
|
||||||
var ps = Reflect.fields(a.props);
|
var ps = Reflect.fields(a.props);
|
||||||
for (i in 0...ps.length) {
|
for (j in 0...ps.length) {
|
||||||
var p = ps[i];
|
var p = ps[j];
|
||||||
var k = a._time / a.duration;
|
var k = a._time / a.duration;
|
||||||
if (k > 1) k = 1;
|
if (k > 1) k = 1;
|
||||||
|
|
||||||
if (a._comps[i] == 1) {
|
if (a._comps[j] == 1) {
|
||||||
var fromVal: Float = a._x[i];
|
var fromVal: Float = a._x[j];
|
||||||
var toVal: Float = Reflect.getProperty(a.props, p);
|
var toVal: Float = Reflect.getProperty(a.props, p);
|
||||||
var val: Float = fromVal + (toVal - fromVal) * eases[a.ease](k);
|
var val: Float = fromVal + (toVal - fromVal) * eases[a.ease](k);
|
||||||
Reflect.setProperty(a.target, p, val);
|
Reflect.setProperty(a.target, p, val);
|
||||||
}
|
}
|
||||||
else { // _comps[i] == 4
|
else { // _comps[j] == 4
|
||||||
var obj = Reflect.getProperty(a.props, p);
|
var obj = Reflect.getProperty(a.props, p);
|
||||||
var toX: Float = Reflect.getProperty(obj, "x");
|
var toX: Float = Reflect.getProperty(obj, "x");
|
||||||
var toY: Float = Reflect.getProperty(obj, "y");
|
var toY: Float = Reflect.getProperty(obj, "y");
|
||||||
var toZ: Float = Reflect.getProperty(obj, "z");
|
var toZ: Float = Reflect.getProperty(obj, "z");
|
||||||
var toW: Float = Reflect.getProperty(obj, "w");
|
var toW: Float = Reflect.getProperty(obj, "w");
|
||||||
if (a._normalize[i]) {
|
if (a._normalize[j]) {
|
||||||
var qdot = (a._x[i] * toX) + (a._y[i] * toY) + (a._z[i] * toZ) + (a._w[i] * toW);
|
var qdot = (a._x[j] * toX) + (a._y[j] * toY) + (a._z[j] * toZ) + (a._w[j] * toW);
|
||||||
if (qdot < 0.0) {
|
if (qdot < 0.0) {
|
||||||
toX = -toX; toY = -toY; toZ = -toZ; toW = -toW;
|
toX = -toX; toY = -toY; toZ = -toZ; toW = -toW;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
var x: Float = a._x[i] + (toX - a._x[i]) * eases[a.ease](k);
|
var x: Float = a._x[j] + (toX - a._x[j]) * eases[a.ease](k);
|
||||||
var y: Float = a._y[i] + (toY - a._y[i]) * eases[a.ease](k);
|
var y: Float = a._y[j] + (toY - a._y[j]) * eases[a.ease](k);
|
||||||
var z: Float = a._z[i] + (toZ - a._z[i]) * eases[a.ease](k);
|
var z: Float = a._z[j] + (toZ - a._z[j]) * eases[a.ease](k);
|
||||||
var w: Float = a._w[i] + (toW - a._w[i]) * eases[a.ease](k);
|
var w: Float = a._w[j] + (toW - a._w[j]) * eases[a.ease](k);
|
||||||
if (a._normalize[i]) {
|
if (a._normalize[j]) {
|
||||||
var l = Math.sqrt(x * x + y * y + z * z + w * w);
|
var l = Math.sqrt(x * x + y * y + z * z + w * w);
|
||||||
if (l > 0.0) {
|
if (l > 0.0) {
|
||||||
l = 1.0 / l;
|
l = 1.0 / l;
|
||||||
|
|||||||
52
leenkx/Sources/iron/system/VR.hx
Normal file
52
leenkx/Sources/iron/system/VR.hx
Normal file
@ -0,0 +1,52 @@
|
|||||||
|
package iron.system;
|
||||||
|
|
||||||
|
import iron.math.Mat4;
|
||||||
|
|
||||||
|
#if lnx_vr
|
||||||
|
class VR {
|
||||||
|
|
||||||
|
static var undistortionMatrix: Mat4 = null;
|
||||||
|
|
||||||
|
public function new() {}
|
||||||
|
|
||||||
|
public static function getUndistortionMatrix(): Mat4 {
|
||||||
|
if (undistortionMatrix == null) {
|
||||||
|
undistortionMatrix = Mat4.identity();
|
||||||
|
}
|
||||||
|
|
||||||
|
return undistortionMatrix;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static function getMaxRadiusSq(): Float {
|
||||||
|
return 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
public static function initButton() {
|
||||||
|
function vrDownListener(index: Int, x: Float, y: Float) {
|
||||||
|
var vr = kha.vr.VrInterface.instance;
|
||||||
|
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
|
||||||
|
var w: Float = iron.App.w();
|
||||||
|
var h: Float = iron.App.h();
|
||||||
|
if (x < w - 150 || y < h - 150) return;
|
||||||
|
vr.onVRRequestPresent();
|
||||||
|
}
|
||||||
|
|
||||||
|
function vrRender2D(g: kha.graphics2.Graphics) {
|
||||||
|
var vr = kha.vr.VrInterface.instance;
|
||||||
|
if (vr == null || !vr.IsVrEnabled() || vr.IsPresenting()) return;
|
||||||
|
var w: Float = iron.App.w();
|
||||||
|
var h: Float = iron.App.h();
|
||||||
|
g.color = 0xffff0000;
|
||||||
|
g.fillRect(w - 150, h - 150, 140, 140);
|
||||||
|
}
|
||||||
|
|
||||||
|
kha.input.Mouse.get().notify(vrDownListener, null, null, null);
|
||||||
|
iron.App.notifyOnRender2D(vrRender2D);
|
||||||
|
|
||||||
|
var vr = kha.vr.VrInterface.instance; // Straight to VR (Oculus Carmel)
|
||||||
|
if (vr != null && vr.IsVrEnabled()) {
|
||||||
|
vr.onVRRequestPresent();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#end
|
||||||
48
leenkx/Sources/leenkx/logicnode/AnyContactNode.hx
Normal file
48
leenkx/Sources/leenkx/logicnode/AnyContactNode.hx
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
import iron.object.Object;
|
||||||
|
|
||||||
|
#if lnx_physics
|
||||||
|
import leenkx.trait.physics.PhysicsCache;
|
||||||
|
import leenkx.trait.physics.RigidBody;
|
||||||
|
#end
|
||||||
|
|
||||||
|
class AnyContactNode extends LogicNode {
|
||||||
|
|
||||||
|
public var property0: String;
|
||||||
|
var lastContact = false;
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
tree.notifyOnUpdate(update);
|
||||||
|
}
|
||||||
|
|
||||||
|
function update() {
|
||||||
|
var object1: Object = inputs[0].get();
|
||||||
|
if (object1 == null) object1 = tree.object;
|
||||||
|
if (object1 == null) return;
|
||||||
|
|
||||||
|
var contact = false;
|
||||||
|
|
||||||
|
#if lnx_physics
|
||||||
|
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||||
|
if (rb1 != null) {
|
||||||
|
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||||
|
contact = (rbs != null && rbs.length > 0);
|
||||||
|
}
|
||||||
|
#end
|
||||||
|
|
||||||
|
var shouldTrigger = false;
|
||||||
|
switch (property0) {
|
||||||
|
case "begin":
|
||||||
|
shouldTrigger = contact && !lastContact;
|
||||||
|
case "overlap":
|
||||||
|
shouldTrigger = contact;
|
||||||
|
case "end":
|
||||||
|
shouldTrigger = !contact && lastContact;
|
||||||
|
}
|
||||||
|
|
||||||
|
lastContact = contact;
|
||||||
|
|
||||||
|
if (shouldTrigger) runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -62,7 +62,7 @@ class DrawStringNode extends LogicNode {
|
|||||||
|
|
||||||
override function get(from: Int): Dynamic {
|
override function get(from: Int): Dynamic {
|
||||||
|
|
||||||
return from == 1 ? RenderToTexture.g.font.height(RenderToTexture.g.fontSize) : RenderToTexture.g.font.width(RenderToTexture.g.fontSize, string);
|
return from == 1 ? RenderToTexture.g.font.width(RenderToTexture.g.fontSize, string) : RenderToTexture.g.font.height(RenderToTexture.g.fontSize);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
17
leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx
Normal file
17
leenkx/Sources/leenkx/logicnode/GetAudioPositionNode.hx
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import aura.Aura;
|
||||||
|
import aura.Types;
|
||||||
|
|
||||||
|
class GetAudioPositionNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
var audio = inputs[0].get();
|
||||||
|
if (audio == null || audio.channel == null) return 0.0;
|
||||||
|
return audio.channel.floatPosition / audio.channel.sampleRate;
|
||||||
|
}
|
||||||
|
}
|
||||||
33
leenkx/Sources/leenkx/logicnode/GetPositionSpeakerNode.hx
Normal file
33
leenkx/Sources/leenkx/logicnode/GetPositionSpeakerNode.hx
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
#if lnx_audio
|
||||||
|
import iron.object.SpeakerObject;
|
||||||
|
import kha.audio1.AudioChannel;
|
||||||
|
#end
|
||||||
|
|
||||||
|
class GetPositionSpeakerNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function get(from: Int): Dynamic {
|
||||||
|
#if lnx_audio
|
||||||
|
var object: SpeakerObject = cast(inputs[0].get(), SpeakerObject);
|
||||||
|
if (object == null || object.sound == null) return 0.0;
|
||||||
|
|
||||||
|
if (object.channels.length == 0) return 0.0;
|
||||||
|
|
||||||
|
var channel = object.channels[0];
|
||||||
|
|
||||||
|
var position = 0.0;
|
||||||
|
if (channel != null) {
|
||||||
|
position = @:privateAccess channel.get_position();
|
||||||
|
}
|
||||||
|
|
||||||
|
return position;
|
||||||
|
#else
|
||||||
|
return 0.0;
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -3,7 +3,7 @@ package leenkx.logicnode;
|
|||||||
import iron.object.Object;
|
import iron.object.Object;
|
||||||
import iron.math.Vec4;
|
import iron.math.Vec4;
|
||||||
|
|
||||||
class GetWorldNode extends LogicNode {
|
class GetWorldOrientationNode extends LogicNode {
|
||||||
|
|
||||||
public var property0: String;
|
public var property0: String;
|
||||||
|
|
||||||
|
|||||||
@ -1,7 +1,10 @@
|
|||||||
package leenkx.logicnode;
|
package leenkx.logicnode;
|
||||||
|
|
||||||
import iron.object.Object;
|
import iron.object.Object;
|
||||||
|
|
||||||
|
#if lnx_physics
|
||||||
|
import leenkx.trait.physics.PhysicsCache;
|
||||||
import leenkx.trait.physics.RigidBody;
|
import leenkx.trait.physics.RigidBody;
|
||||||
|
#end
|
||||||
|
|
||||||
class HasContactNode extends LogicNode {
|
class HasContactNode extends LogicNode {
|
||||||
|
|
||||||
@ -15,12 +18,15 @@ class HasContactNode extends LogicNode {
|
|||||||
|
|
||||||
if (object1 == null || object2 == null) return false;
|
if (object1 == null || object2 == null) return false;
|
||||||
|
|
||||||
#if lnx_physics
|
#if lnx_physics
|
||||||
var physics = leenkx.trait.physics.PhysicsWorld.active;
|
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||||
var rb2 = object2.getTrait(RigidBody);
|
var rb2 = PhysicsCache.getCachedRigidBody(object2);
|
||||||
var rbs = physics.getContacts(object1.getTrait(RigidBody));
|
|
||||||
if (rbs != null) for (rb in rbs) if (rb == rb2) return true;
|
if (rb1 != null && rb2 != null) {
|
||||||
#end
|
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||||
|
return PhysicsCache.hasContactWith(rbs, rb2);
|
||||||
|
}
|
||||||
|
#end
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
233
leenkx/Sources/leenkx/logicnode/MouseLookNode.hx
Normal file
233
leenkx/Sources/leenkx/logicnode/MouseLookNode.hx
Normal file
@ -0,0 +1,233 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import iron.math.Vec4;
|
||||||
|
import iron.system.Input;
|
||||||
|
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 {
|
||||||
|
// 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
|
||||||
|
|
||||||
|
// 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
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
|
||||||
|
// Current rotation tracking for capping calculations
|
||||||
|
var currentHorizontal: Float = 0.0; // Accumulated horizontal rotation
|
||||||
|
var currentVertical: Float = 0.0; // Accumulated vertical rotation
|
||||||
|
|
||||||
|
// Resolution scaling reference - base resolution for consistent sensitivity
|
||||||
|
var baseResolutionWidth: Float = 1920.0;
|
||||||
|
|
||||||
|
// 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 automatic mouse cursor locking for FPS controls
|
||||||
|
if (property1) {
|
||||||
|
if (mouse.started() && !mouse.locked) {
|
||||||
|
mouse.lock(); // Center and hide cursor, enable unlimited movement
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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 raw mouse movement delta (pixels moved since last frame)
|
||||||
|
var deltaX: Float = mouse.movementX;
|
||||||
|
var deltaY: Float = mouse.movementY;
|
||||||
|
|
||||||
|
// Apply axis inversion if configured
|
||||||
|
if (property2) deltaX = -deltaX; // Invert horizontal movement
|
||||||
|
if (property3) deltaY = -deltaY; // Invert vertical movement
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
// 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 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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-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
|
||||||
|
// 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
|
||||||
|
// 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-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
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate final sensitivity scaling combining base scale and resolution adaptation
|
||||||
|
var finalScale: Float = BASE_SCALE * resolutionMultiplier;
|
||||||
|
|
||||||
|
// Apply user-defined sensitivity multiplier
|
||||||
|
deltaX *= sensitivity;
|
||||||
|
deltaY *= sensitivity;
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
} else if (currentHorizontal < -maxHorizontal) {
|
||||||
|
horizontalRotation -= (currentHorizontal + maxHorizontal);
|
||||||
|
currentHorizontal = -maxHorizontal;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
} else if (currentVertical < -maxVertical) {
|
||||||
|
verticalRotation -= (currentVertical + maxVertical);
|
||||||
|
currentVertical = -maxVertical;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply horizontal rotation to body object (character turning left/right)
|
||||||
|
if (horizontalRotation != 0.0) {
|
||||||
|
bodyObject.transform.rotate(horizontalAxis, horizontalRotation);
|
||||||
|
|
||||||
|
// 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 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);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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 && 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -1,7 +1,11 @@
|
|||||||
package leenkx.logicnode;
|
package leenkx.logicnode;
|
||||||
|
|
||||||
import iron.object.Object;
|
import iron.object.Object;
|
||||||
|
|
||||||
|
#if lnx_physics
|
||||||
|
import leenkx.trait.physics.PhysicsCache;
|
||||||
import leenkx.trait.physics.RigidBody;
|
import leenkx.trait.physics.RigidBody;
|
||||||
|
#end
|
||||||
|
|
||||||
|
|
||||||
class OnContactNode extends LogicNode {
|
class OnContactNode extends LogicNode {
|
||||||
|
|
||||||
@ -23,22 +27,15 @@ class OnContactNode extends LogicNode {
|
|||||||
|
|
||||||
var contact = false;
|
var contact = false;
|
||||||
|
|
||||||
#if lnx_physics
|
#if lnx_physics
|
||||||
var physics = leenkx.trait.physics.PhysicsWorld.active;
|
var rb1 = PhysicsCache.getCachedRigidBody(object1);
|
||||||
var rb1 = object1.getTrait(RigidBody);
|
var rb2 = PhysicsCache.getCachedRigidBody(object2);
|
||||||
if (rb1 != null) {
|
|
||||||
var rbs = physics.getContacts(rb1);
|
if (rb1 != null && rb2 != null) {
|
||||||
if (rbs != null) {
|
var rbs = PhysicsCache.getCachedContacts(rb1);
|
||||||
var rb2 = object2.getTrait(RigidBody);
|
contact = PhysicsCache.hasContactWith(rbs, rb2);
|
||||||
for (rb in rbs) {
|
|
||||||
if (rb == rb2) {
|
|
||||||
contact = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
#end
|
||||||
#end
|
|
||||||
|
|
||||||
var b = false;
|
var b = false;
|
||||||
switch (property0) {
|
switch (property0) {
|
||||||
|
|||||||
23
leenkx/Sources/leenkx/logicnode/OnceNode.hx
Normal file
23
leenkx/Sources/leenkx/logicnode/OnceNode.hx
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
class OnceNode extends LogicNode {
|
||||||
|
|
||||||
|
var triggered:Bool = false;
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
if(from == 1){
|
||||||
|
triggered = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!triggered) {
|
||||||
|
triggered = true;
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@ -9,19 +9,38 @@ import iron.Scene;
|
|||||||
|
|
||||||
class PlayAnimationTreeNode extends LogicNode {
|
class PlayAnimationTreeNode extends LogicNode {
|
||||||
|
|
||||||
|
var object: Object;
|
||||||
|
var action: Dynamic;
|
||||||
|
var init: Bool = false;
|
||||||
|
|
||||||
public function new(tree: LogicTree) {
|
public function new(tree: LogicTree) {
|
||||||
super(tree);
|
super(tree);
|
||||||
}
|
}
|
||||||
|
|
||||||
override function run(from: Int) {
|
override function run(from: Int) {
|
||||||
var object: Object = inputs[1].get();
|
object = inputs[1].get();
|
||||||
var action: Dynamic = inputs[2].get();
|
action = inputs[2].get();
|
||||||
|
|
||||||
assert(Error, object != null, "The object input not be null");
|
assert(Error, object != null, "The object input not be null");
|
||||||
|
init = true;
|
||||||
|
tree.notifyOnUpdate(playAnim);
|
||||||
|
// TO DO: Investigate AnimAction get and PlayAnimationTree notifiers
|
||||||
|
}
|
||||||
|
|
||||||
|
function playAnim() {
|
||||||
|
if (init = false) return;
|
||||||
|
|
||||||
|
init = false;
|
||||||
|
tree.removeUpdate(playAnim);
|
||||||
|
|
||||||
var animation = object.animation;
|
var animation = object.animation;
|
||||||
if(animation == null) {
|
if(animation == null) {
|
||||||
#if lnx_skin
|
#if lnx_skin
|
||||||
animation = object.getBoneAnimation(object.uid);
|
animation = object.getBoneAnimation(object.uid);
|
||||||
|
if (animation == null) {
|
||||||
|
tree.notifyOnUpdate(playAnim);
|
||||||
|
init = true;
|
||||||
|
return;
|
||||||
|
}
|
||||||
cast(animation, BoneAnimation).setAnimationLoop(function f(mats) {
|
cast(animation, BoneAnimation).setAnimationLoop(function f(mats) {
|
||||||
action(mats);
|
action(mats);
|
||||||
});
|
});
|
||||||
@ -32,7 +51,6 @@ class PlayAnimationTreeNode extends LogicNode {
|
|||||||
action(mats);
|
action(mats);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
runOutput(0);
|
runOutput(0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
41
leenkx/Sources/leenkx/logicnode/ProbabilisticIndexNode.hx
Normal file
41
leenkx/Sources/leenkx/logicnode/ProbabilisticIndexNode.hx
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
23
leenkx/Sources/leenkx/logicnode/SetAudioPositionNode.hx
Normal file
23
leenkx/Sources/leenkx/logicnode/SetAudioPositionNode.hx
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import aura.Aura;
|
||||||
|
import aura.Types;
|
||||||
|
|
||||||
|
class SetAudioPositionNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
var audio = inputs[1].get();
|
||||||
|
if (audio == null) return;
|
||||||
|
|
||||||
|
var positionInSeconds:Float = inputs[2].get();
|
||||||
|
if (positionInSeconds < 0.0) positionInSeconds = 0.0;
|
||||||
|
|
||||||
|
audio.channel.floatPosition = positionInSeconds * audio.channel.sampleRate;
|
||||||
|
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
21
leenkx/Sources/leenkx/logicnode/SetLightShadowNode.hx
Normal file
21
leenkx/Sources/leenkx/logicnode/SetLightShadowNode.hx
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import iron.object.LightObject;
|
||||||
|
|
||||||
|
class SetLightShadowNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
var light: LightObject = inputs[1].get();
|
||||||
|
var shadow: Bool = inputs[2].get();
|
||||||
|
|
||||||
|
if (light == null) return;
|
||||||
|
|
||||||
|
light.data.raw.cast_shadow = shadow;
|
||||||
|
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
206
leenkx/Sources/leenkx/logicnode/SetLookAtRotationNode.hx
Normal file
206
leenkx/Sources/leenkx/logicnode/SetLookAtRotationNode.hx
Normal file
@ -0,0 +1,206 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import iron.math.Vec4;
|
||||||
|
import iron.math.Quat;
|
||||||
|
import iron.math.Mat4;
|
||||||
|
import iron.object.Object;
|
||||||
|
|
||||||
|
class SetLookAtRotationNode extends LogicNode {
|
||||||
|
|
||||||
|
public var property0: String; // Axis to align
|
||||||
|
public var property1: String; // Use vector for target (true/false)
|
||||||
|
public var property2: String; // Use vector for source (true/false)
|
||||||
|
public var property3: String; // Damping value (backward compatibility, now input socket)
|
||||||
|
public var property4: String; // Disable rotation on aligning axis (true/false)
|
||||||
|
public var property5: String; // Use local space (true/false)
|
||||||
|
|
||||||
|
// Store the calculated rotation for output
|
||||||
|
var calculatedRotation: Quat = null;
|
||||||
|
// Store the previous rotation for smooth interpolation
|
||||||
|
var previousRotation: Quat = null;
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
previousRotation = new Quat();
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int): Void {
|
||||||
|
// Determine if we're using a vector or an object as source
|
||||||
|
var useSourceVector: Bool = property2 == "true";
|
||||||
|
var objectToUse: Object = null;
|
||||||
|
var objectLoc: Vec4 = null;
|
||||||
|
|
||||||
|
if (useSourceVector) {
|
||||||
|
// Use tree.object as the object to rotate
|
||||||
|
objectToUse = tree.object;
|
||||||
|
if (objectToUse == null) {
|
||||||
|
runOutput(0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get the source location directly
|
||||||
|
objectLoc = inputs[1].get();
|
||||||
|
if (objectLoc == null) {
|
||||||
|
runOutput(0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Get the source object (or fallback to tree.object)
|
||||||
|
objectToUse = (inputs.length > 1 && inputs[1] != null) ? inputs[1].get() : tree.object;
|
||||||
|
if (objectToUse == null) {
|
||||||
|
runOutput(0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get source object's WORLD position (important for child objects)
|
||||||
|
objectLoc = new Vec4(objectToUse.transform.worldx(), objectToUse.transform.worldy(), objectToUse.transform.worldz());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Determine if we're using a vector or an object as target
|
||||||
|
var useTargetVector: Bool = property1 == "true";
|
||||||
|
var targetLoc: Vec4 = null;
|
||||||
|
|
||||||
|
if (useTargetVector) {
|
||||||
|
// Get the target location directly
|
||||||
|
targetLoc = inputs[2].get();
|
||||||
|
if (targetLoc == null) {
|
||||||
|
runOutput(0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Get the target object
|
||||||
|
var targetObject: Object = inputs[2].get();
|
||||||
|
if (targetObject == null) {
|
||||||
|
runOutput(0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get target object's WORLD position (important for child objects)
|
||||||
|
targetLoc = new Vec4(targetObject.transform.worldx(), targetObject.transform.worldy(), targetObject.transform.worldz());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate direction to target
|
||||||
|
var direction = new Vec4(
|
||||||
|
targetLoc.x - objectLoc.x,
|
||||||
|
targetLoc.y - objectLoc.y,
|
||||||
|
targetLoc.z - objectLoc.z
|
||||||
|
);
|
||||||
|
direction.normalize();
|
||||||
|
|
||||||
|
// Calculate target rotation based on selected axis
|
||||||
|
calculatedRotation = new Quat();
|
||||||
|
switch (property0) {
|
||||||
|
case "X":
|
||||||
|
calculatedRotation.fromTo(new Vec4(1, 0, 0), direction);
|
||||||
|
case "-X":
|
||||||
|
calculatedRotation.fromTo(new Vec4(-1, 0, 0), direction);
|
||||||
|
case "Y":
|
||||||
|
calculatedRotation.fromTo(new Vec4(0, 1, 0), direction);
|
||||||
|
case "-Y":
|
||||||
|
calculatedRotation.fromTo(new Vec4(0, -1, 0), direction);
|
||||||
|
case "Z":
|
||||||
|
calculatedRotation.fromTo(new Vec4(0, 0, 1), direction);
|
||||||
|
case "-Z":
|
||||||
|
calculatedRotation.fromTo(new Vec4(0, 0, -1), direction);
|
||||||
|
}
|
||||||
|
|
||||||
|
// If disable rotation on aligning axis is enabled, constrain the target rotation
|
||||||
|
if (property4 == "true") {
|
||||||
|
// Apply constraint to the target rotation BEFORE damping to avoid jiggling
|
||||||
|
var eulerAngles = calculatedRotation.toEulerOrdered("XYZ");
|
||||||
|
|
||||||
|
// Set the rotation around the selected axis to 0
|
||||||
|
switch (property0) {
|
||||||
|
case "X", "-X":
|
||||||
|
eulerAngles.x = 0.0;
|
||||||
|
case "Y", "-Y":
|
||||||
|
eulerAngles.y = 0.0;
|
||||||
|
case "Z", "-Z":
|
||||||
|
eulerAngles.z = 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Convert back to quaternion
|
||||||
|
calculatedRotation.fromEulerOrdered(eulerAngles, "XYZ");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Convert world rotation to local rotation if local space is enabled and object has a parent
|
||||||
|
var targetRotation = new Quat();
|
||||||
|
if (property5 == "true" && objectToUse.parent != null) {
|
||||||
|
// Get parent's world rotation
|
||||||
|
var parentWorldLoc = new Vec4();
|
||||||
|
var parentWorldRot = new Quat();
|
||||||
|
var parentWorldScale = new Vec4();
|
||||||
|
objectToUse.parent.transform.world.decompose(parentWorldLoc, parentWorldRot, parentWorldScale);
|
||||||
|
|
||||||
|
// Convert world rotation to local space by removing parent's rotation influence
|
||||||
|
// local_rotation = inverse(parent_world_rotation) * world_rotation
|
||||||
|
var invParentRot = new Quat().setFrom(parentWorldRot);
|
||||||
|
invParentRot.x = -invParentRot.x;
|
||||||
|
invParentRot.y = -invParentRot.y;
|
||||||
|
invParentRot.z = -invParentRot.z;
|
||||||
|
|
||||||
|
targetRotation.multquats(invParentRot, calculatedRotation);
|
||||||
|
} else {
|
||||||
|
// No local space conversion needed, use world rotation directly
|
||||||
|
targetRotation.setFrom(calculatedRotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Apply rotation with damping
|
||||||
|
var dampingValue: Float = 0.0;
|
||||||
|
|
||||||
|
// Try to get damping from input socket first (index 3), fallback to property
|
||||||
|
if (inputs.length > 3 && inputs[3] != null) {
|
||||||
|
var dampingInput: Dynamic = inputs[3].get();
|
||||||
|
if (dampingInput != null) {
|
||||||
|
dampingValue = dampingInput;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// Fallback to property for backward compatibility
|
||||||
|
dampingValue = Std.parseFloat(property3);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (dampingValue > 0.0) {
|
||||||
|
// Create a fixed interpolation rate that never reaches exactly 1.0
|
||||||
|
// Higher damping = slower rotation (smaller step)
|
||||||
|
var step = Math.max(0.001, (1.0 - dampingValue) * 0.2); // 0.001 to 0.2 range
|
||||||
|
|
||||||
|
// Get current local rotation as quaternion
|
||||||
|
var currentLocalRot = new Quat().setFrom(objectToUse.transform.rot);
|
||||||
|
|
||||||
|
// Calculate the difference between current and target rotation
|
||||||
|
var diffQuat = new Quat();
|
||||||
|
// q1 * inverse(q2) gives the rotation from q2 to q1
|
||||||
|
var invCurrent = new Quat().setFrom(currentLocalRot);
|
||||||
|
invCurrent.x = -invCurrent.x;
|
||||||
|
invCurrent.y = -invCurrent.y;
|
||||||
|
invCurrent.z = -invCurrent.z;
|
||||||
|
diffQuat.multquats(targetRotation, invCurrent);
|
||||||
|
|
||||||
|
// Convert to axis-angle representation
|
||||||
|
var axis = new Vec4();
|
||||||
|
var angle = diffQuat.toAxisAngle(axis);
|
||||||
|
|
||||||
|
// Apply only a portion of this rotation (step)
|
||||||
|
var partialAngle = angle * step;
|
||||||
|
|
||||||
|
// Create partial rotation quaternion
|
||||||
|
var partialRot = new Quat().fromAxisAngle(axis, partialAngle);
|
||||||
|
|
||||||
|
// Apply this partial rotation to current local rotation
|
||||||
|
var newLocalRot = new Quat();
|
||||||
|
newLocalRot.multquats(partialRot, currentLocalRot);
|
||||||
|
|
||||||
|
// Apply the new local rotation
|
||||||
|
objectToUse.transform.rot.setFrom(newLocalRot);
|
||||||
|
} else {
|
||||||
|
// No damping, apply instant rotation
|
||||||
|
objectToUse.transform.rot.setFrom(targetRotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
objectToUse.transform.buildMatrix();
|
||||||
|
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// No output sockets needed - this node only performs actions
|
||||||
|
}
|
||||||
@ -0,0 +1,74 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import iron.object.Object;
|
||||||
|
import iron.math.Vec4;
|
||||||
|
import iron.math.Mat4;
|
||||||
|
import iron.system.Time;
|
||||||
|
|
||||||
|
class SetObjectDelayedLocationNode extends LogicNode {
|
||||||
|
public var use_local_space: Bool = false;
|
||||||
|
|
||||||
|
private var initialOffset: Vec4 = null;
|
||||||
|
private var targetPos: Vec4 = new Vec4();
|
||||||
|
private var currentPos: Vec4 = new Vec4();
|
||||||
|
private var deltaVec: Vec4 = new Vec4();
|
||||||
|
private var tempVec: Vec4 = new Vec4();
|
||||||
|
|
||||||
|
private var lastParent: Object = null;
|
||||||
|
private var invParentMatrix: Mat4 = null;
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
var follower: Object = inputs[1].get();
|
||||||
|
var target: Object = inputs[2].get();
|
||||||
|
var delay: Float = inputs[3].get();
|
||||||
|
|
||||||
|
if (follower == null || target == null) return runOutput(0);
|
||||||
|
|
||||||
|
if (initialOffset == null) {
|
||||||
|
initialOffset = new Vec4();
|
||||||
|
var followerPos = follower.transform.world.getLoc();
|
||||||
|
var targetPos = target.transform.world.getLoc();
|
||||||
|
initialOffset.setFrom(followerPos);
|
||||||
|
initialOffset.sub(targetPos);
|
||||||
|
}
|
||||||
|
|
||||||
|
targetPos.setFrom(target.transform.world.getLoc());
|
||||||
|
currentPos.setFrom(follower.transform.world.getLoc());
|
||||||
|
|
||||||
|
tempVec.setFrom(targetPos).add(initialOffset);
|
||||||
|
|
||||||
|
deltaVec.setFrom(tempVec).sub(currentPos);
|
||||||
|
|
||||||
|
if (deltaVec.length() < 0.001 && delay < 0.01) {
|
||||||
|
runOutput(0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (delay == 0.0) {
|
||||||
|
currentPos.setFrom(tempVec);
|
||||||
|
} else {
|
||||||
|
var smoothFactor = Math.exp(-Time.delta / Math.max(0.0001, delay));
|
||||||
|
currentPos.x = tempVec.x + (currentPos.x - tempVec.x) * smoothFactor;
|
||||||
|
currentPos.y = tempVec.y + (currentPos.y - tempVec.y) * smoothFactor;
|
||||||
|
currentPos.z = tempVec.z + (currentPos.z - tempVec.z) * smoothFactor;
|
||||||
|
}
|
||||||
|
if (use_local_space && follower.parent != null) {
|
||||||
|
if (follower.parent != lastParent || invParentMatrix == null) {
|
||||||
|
lastParent = follower.parent;
|
||||||
|
invParentMatrix = Mat4.identity();
|
||||||
|
invParentMatrix.getInverse(follower.parent.transform.world);
|
||||||
|
}
|
||||||
|
tempVec.setFrom(currentPos);
|
||||||
|
tempVec.applymat(invParentMatrix);
|
||||||
|
follower.transform.loc.set(tempVec.x, tempVec.y, tempVec.z);
|
||||||
|
} else {
|
||||||
|
follower.transform.loc.set(currentPos.x, currentPos.y, currentPos.z);
|
||||||
|
}
|
||||||
|
follower.transform.buildMatrix();
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -55,9 +55,9 @@ class SetParticleDataNode extends LogicNode {
|
|||||||
@:privateAccess psys.aligny = vel.y;
|
@:privateAccess psys.aligny = vel.y;
|
||||||
@:privateAccess psys.alignz = vel.z;
|
@:privateAccess psys.alignz = vel.z;
|
||||||
case 'Velocity Random':
|
case 'Velocity Random':
|
||||||
psys.r.factor_random = inputs[3].get();
|
@:privateAccess psys.r.factor_random = inputs[3].get();
|
||||||
case 'Weight Gravity':
|
case 'Weight Gravity':
|
||||||
psys.r.weight_gravity = inputs[3].get();
|
@:privateAccess psys.r.weight_gravity = inputs[3].get();
|
||||||
if (iron.Scene.active.raw.gravity != null) {
|
if (iron.Scene.active.raw.gravity != null) {
|
||||||
@:privateAccess psys.gx = iron.Scene.active.raw.gravity[0] * @:privateAccess psys.r.weight_gravity;
|
@:privateAccess psys.gx = iron.Scene.active.raw.gravity[0] * @:privateAccess psys.r.weight_gravity;
|
||||||
@:privateAccess psys.gy = iron.Scene.active.raw.gravity[1] * @:privateAccess psys.r.weight_gravity;
|
@:privateAccess psys.gy = iron.Scene.active.raw.gravity[1] * @:privateAccess psys.r.weight_gravity;
|
||||||
|
|||||||
39
leenkx/Sources/leenkx/logicnode/SetPositionSpeakerNode.hx
Normal file
39
leenkx/Sources/leenkx/logicnode/SetPositionSpeakerNode.hx
Normal file
@ -0,0 +1,39 @@
|
|||||||
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
#if lnx_audio
|
||||||
|
import iron.object.SpeakerObject;
|
||||||
|
import kha.audio1.AudioChannel;
|
||||||
|
import iron.system.Audio;
|
||||||
|
#end
|
||||||
|
|
||||||
|
class SetPositionSpeakerNode extends LogicNode {
|
||||||
|
|
||||||
|
public function new(tree: LogicTree) {
|
||||||
|
super(tree);
|
||||||
|
}
|
||||||
|
|
||||||
|
override function run(from: Int) {
|
||||||
|
#if lnx_audio
|
||||||
|
var object: SpeakerObject = cast(inputs[1].get(), SpeakerObject);
|
||||||
|
if (object == null || object.sound == null) return;
|
||||||
|
|
||||||
|
var positionInSeconds:Float = inputs[2].get();
|
||||||
|
if (positionInSeconds < 0) positionInSeconds = 0;
|
||||||
|
|
||||||
|
var volume = object.data.volume;
|
||||||
|
var loop = object.data.loop;
|
||||||
|
var stream = object.data.stream;
|
||||||
|
|
||||||
|
object.stop();
|
||||||
|
|
||||||
|
var channel = Audio.play(object.sound, loop, stream);
|
||||||
|
if (channel != null) {
|
||||||
|
object.channels.push(channel);
|
||||||
|
channel.volume = volume;
|
||||||
|
@:privateAccess channel.set_position(positionInSeconds);
|
||||||
|
}
|
||||||
|
|
||||||
|
#end
|
||||||
|
runOutput(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -1,5 +1,7 @@
|
|||||||
package leenkx.logicnode;
|
package leenkx.logicnode;
|
||||||
|
|
||||||
|
import iron.data.SceneFormat;
|
||||||
|
|
||||||
class SetWorldNode extends LogicNode {
|
class SetWorldNode extends LogicNode {
|
||||||
|
|
||||||
public function new(tree: LogicTree) {
|
public function new(tree: LogicTree) {
|
||||||
@ -10,25 +12,6 @@ class SetWorldNode extends LogicNode {
|
|||||||
var world: String = inputs[1].get();
|
var world: String = inputs[1].get();
|
||||||
|
|
||||||
if (world != null){
|
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;
|
iron.Scene.active.raw.world_ref = world;
|
||||||
var npath = leenkx.renderpath.RenderPathCreator.get();
|
var npath = leenkx.renderpath.RenderPathCreator.get();
|
||||||
npath.loadShader("shader_datas/World_" + world + "/World_" + world);
|
npath.loadShader("shader_datas/World_" + world + "/World_" + world);
|
||||||
|
|||||||
@ -672,17 +672,19 @@ class RenderPathForward {
|
|||||||
var framebuffer = "";
|
var framebuffer = "";
|
||||||
#end
|
#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;
|
target = framebuffer;
|
||||||
path.setTarget(framebuffer);
|
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
{
|
{
|
||||||
path.setTarget("buf");
|
target = "buf";
|
||||||
RenderPathCreator.finalTarget = path.currentTarget;
|
|
||||||
}
|
}
|
||||||
#end
|
#end
|
||||||
|
path.setTarget(target);
|
||||||
|
|
||||||
#if rp_compositordepth
|
#if rp_compositordepth
|
||||||
{
|
{
|
||||||
@ -702,6 +704,15 @@ class RenderPathForward {
|
|||||||
}
|
}
|
||||||
#end
|
#end
|
||||||
|
|
||||||
|
#if rp_overlays
|
||||||
|
{
|
||||||
|
path.setTarget(target);
|
||||||
|
path.clearTarget(null, 1.0);
|
||||||
|
path.drawMeshes("overlay");
|
||||||
|
}
|
||||||
|
#end
|
||||||
|
|
||||||
|
|
||||||
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
|
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA"))
|
||||||
{
|
{
|
||||||
path.setTarget("bufa");
|
path.setTarget("bufa");
|
||||||
@ -732,12 +743,6 @@ class RenderPathForward {
|
|||||||
}
|
}
|
||||||
#end
|
#end
|
||||||
|
|
||||||
#if rp_overlays
|
|
||||||
{
|
|
||||||
path.clearTarget(null, 1.0);
|
|
||||||
path.drawMeshes("overlay");
|
|
||||||
}
|
|
||||||
#end
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static function setupDepthTexture() {
|
public static function setupDepthTexture() {
|
||||||
|
|||||||
@ -3,33 +3,35 @@ package leenkx.system;
|
|||||||
import haxe.Constraints.Function;
|
import haxe.Constraints.Function;
|
||||||
|
|
||||||
class Signal {
|
class Signal {
|
||||||
var callbacks:Array<Function> = [];
|
var callbacks: Array<Function> = [];
|
||||||
|
|
||||||
public function new() {
|
public function new() {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public function connect(callback:Function) {
|
public function connect(callback: Function) {
|
||||||
if (!callbacks.contains(callback)) callbacks.push(callback);
|
if (!callbacks.contains(callback)) callbacks.push(callback);
|
||||||
}
|
}
|
||||||
|
|
||||||
public function disconnect(callback:Function) {
|
public function disconnect(callback: Function) {
|
||||||
if (callbacks.contains(callback)) callbacks.remove(callback);
|
if (callbacks.contains(callback)) callbacks.remove(callback);
|
||||||
}
|
}
|
||||||
|
|
||||||
public function emit(...args:Any) {
|
public function emit(...args: Any) {
|
||||||
for (callback in callbacks) Reflect.callMethod(this, callback, args);
|
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;
|
return callbacks;
|
||||||
}
|
}
|
||||||
|
|
||||||
public function isConnected(callBack:Function):Bool {
|
public function isConnected(callBack: Function):Bool {
|
||||||
return callbacks.contains(callBack);
|
return callbacks.contains(callBack);
|
||||||
}
|
}
|
||||||
|
|
||||||
public function isNull():Bool {
|
public function isNull(): Bool {
|
||||||
return callbacks.length == 0;
|
return callbacks.length == 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -61,7 +61,7 @@ class Starter {
|
|||||||
iron.Scene.getRenderPath = getRenderPath;
|
iron.Scene.getRenderPath = getRenderPath;
|
||||||
#end
|
#end
|
||||||
#if lnx_draworder_shader
|
#if lnx_draworder_shader
|
||||||
iron.RenderPath.active.drawOrder = iron.RenderPath.DrawOrder.Shader;
|
iron.RenderPath.active.drawOrder = iron.RenderPath.DrawOrder.Index;
|
||||||
#end // else Distance
|
#end // else Distance
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|||||||
@ -1,87 +1,243 @@
|
|||||||
package leenkx.trait;
|
package leenkx.trait;
|
||||||
|
|
||||||
|
import iron.Trait;
|
||||||
import iron.math.Vec4;
|
import iron.math.Vec4;
|
||||||
import iron.system.Input;
|
import iron.system.Input;
|
||||||
import iron.object.Object;
|
import iron.object.Object;
|
||||||
import iron.object.CameraObject;
|
import iron.object.CameraObject;
|
||||||
import leenkx.trait.physics.PhysicsWorld;
|
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)
|
#if (!lnx_physics)
|
||||||
public function new() { super(); }
|
public function new() { super(); }
|
||||||
#else
|
#else
|
||||||
|
|
||||||
var head: Object;
|
@prop public var rotationSpeed:Float = 0.15;
|
||||||
static inline var rotationSpeed = 2.0;
|
@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() {
|
@prop public var forwardKey:String = "w";
|
||||||
super();
|
@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() {
|
@prop public var canRun:Bool = true;
|
||||||
head = object.getChildOfType(CameraObject);
|
@prop public var runKey:String = "shift";
|
||||||
|
@prop public var runSpeed:Float = 1000.0;
|
||||||
|
|
||||||
PhysicsWorld.active.notifyOnPreUpdate(preUpdate);
|
// Sistema de estamina
|
||||||
notifyOnUpdate(update);
|
@prop public var stamina:Bool = false;
|
||||||
notifyOnRemove(removed);
|
@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 mouse = Input.getMouse();
|
// Var Privadas
|
||||||
var kb = Input.getKeyboard();
|
var head:CameraObject;
|
||||||
|
var pitch:Float = 0.0;
|
||||||
|
var body:RigidBody;
|
||||||
|
|
||||||
if (mouse.started() && !mouse.locked) mouse.lock();
|
var moveForward:Bool = false;
|
||||||
else if (kb.started("escape") && mouse.locked) mouse.unlock();
|
var moveBackward:Bool = false;
|
||||||
|
var moveLeft:Bool = false;
|
||||||
|
var moveRight:Bool = false;
|
||||||
|
var isRunning:Bool = false;
|
||||||
|
|
||||||
if (mouse.locked || mouse.down()) {
|
var canJump:Bool = true;
|
||||||
head.transform.rotate(xVec, -mouse.movementY / 250 * rotationSpeed);
|
var staminaValue:Float = 0.0;
|
||||||
transform.rotate(zVec, -mouse.movementX / 250 * rotationSpeed);
|
var timeSinceStop:Float = 0.0;
|
||||||
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() {
|
staminaValue -= staDecreasePerJump;
|
||||||
PhysicsWorld.active.removePreUpdate(preUpdate);
|
if (staminaValue < 0.0) staminaValue = 0.0;
|
||||||
}
|
timeSinceStop = 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
var dir = new Vec4();
|
if (jumpPower > 0) {
|
||||||
function update() {
|
body.applyImpulse(new Vec4(0, 0, jumpPower));
|
||||||
if (!body.ready) return;
|
if (!allowAirJump) canJump = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (jump) {
|
// Control de estamina y correr
|
||||||
body.applyImpulse(new Vec4(0, 0, 16));
|
if (canRun && kb.down(runKey) && isMoving) {
|
||||||
jump = false;
|
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
|
// Activar fatiga despues de correr continuamente durante cierto umbral
|
||||||
dir.set(0, 0, 0);
|
if (enableFatigue && fatigueTimer >= fatigueThreshold) {
|
||||||
if (moveForward) dir.add(transform.look());
|
isFatigueActive = true;
|
||||||
if (moveBackward) dir.add(transform.look().mult(-1));
|
}
|
||||||
if (moveLeft) dir.add(transform.right().mult(-1));
|
|
||||||
if (moveRight) dir.add(transform.right());
|
|
||||||
|
|
||||||
// Push down
|
// Eliminar la fatiga despues de recuperarse
|
||||||
var btvec = body.getLinearVelocity();
|
if (enableFatigue && isFatigueActive && fatigueCooldown >= fatRecoveryThreshold) {
|
||||||
body.setLinearVelocity(0.0, 0.0, btvec.z - 1.0);
|
isFatigueActive = false;
|
||||||
|
fatigueTimer = 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
if (moveForward || moveBackward || moveLeft || moveRight) {
|
// Recuperar estamina si no esta corriendo
|
||||||
var dirN = dir.normalize();
|
if (stamina && !isRunning && staminaValue < staminaBase && !isFatigued()) {
|
||||||
dirN.mult(6);
|
if (timeSinceStop >= staRecoverTime) {
|
||||||
body.activate();
|
staminaValue += staRecoverPerSec * deltaTime;
|
||||||
body.setLinearVelocity(dirN.x, dirN.y, btvec.z - 1.0);
|
if (staminaValue > staminaBase) staminaValue = staminaBase;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Keep vertical
|
// Movimiento ejes (local)
|
||||||
body.setAngularFactor(0, 0, 0);
|
dir.set(0, 0, 0);
|
||||||
camera.buildMatrix();
|
if (moveForward) dir.add(object.transform.look());
|
||||||
}
|
if (moveBackward) dir.add(object.transform.look().mult(-1));
|
||||||
#end
|
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.....
|
||||||
@ -73,7 +73,17 @@ class PhysicsBreak extends Trait {
|
|||||||
collisionMargin: 0.04,
|
collisionMargin: 0.04,
|
||||||
linearDeactivationThreshold: 0.0,
|
linearDeactivationThreshold: 0.0,
|
||||||
angularDeactivationThrshold: 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
|
||||||
};
|
};
|
||||||
o.addTrait(new RigidBody(Shape.ConvexHull, ud.mass, ud.friction, 0, 1, params));
|
o.addTrait(new RigidBody(Shape.ConvexHull, ud.mass, ud.friction, 0, 1, params));
|
||||||
if (cast(o, MeshObject).data.geom.positions.values.length < 600) {
|
if (cast(o, MeshObject).data.geom.positions.values.length < 600) {
|
||||||
|
|||||||
@ -280,7 +280,11 @@ class DebugConsole extends Trait {
|
|||||||
|
|
||||||
function drawObjectNameInList(object: iron.object.Object, selected: Bool) {
|
function drawObjectNameInList(object: iron.object.Object, selected: Bool) {
|
||||||
var _y = ui._y;
|
var _y = ui._y;
|
||||||
ui.text(object.uid+'_'+object.name);
|
|
||||||
|
if (object.parent.name == 'Root' && object.raw == null)
|
||||||
|
ui.text(object.uid+'_'+object.name+' ('+iron.Scene.active.raw.world_ref+')');
|
||||||
|
else
|
||||||
|
ui.text(object.uid+'_'+object.name);
|
||||||
|
|
||||||
if (object == iron.Scene.active.camera) {
|
if (object == iron.Scene.active.camera) {
|
||||||
var tagWidth = 100;
|
var tagWidth = 100;
|
||||||
|
|||||||
98
leenkx/Sources/leenkx/trait/physics/PhysicsCache.hx
Normal file
98
leenkx/Sources/leenkx/trait/physics/PhysicsCache.hx
Normal file
@ -0,0 +1,98 @@
|
|||||||
|
package leenkx.trait.physics;
|
||||||
|
|
||||||
|
import iron.object.Object;
|
||||||
|
|
||||||
|
class PhysicsCache {
|
||||||
|
#if lnx_physics
|
||||||
|
static var rbCache: Map<Int, Dynamic> = new Map();
|
||||||
|
static var contactsCache: Map<Int, Array<Dynamic>> = new Map();
|
||||||
|
static var physicsFrame: Int = 0;
|
||||||
|
static var lastQueryFrame: Int = -1;
|
||||||
|
#end
|
||||||
|
|
||||||
|
public static function getCachedRigidBody(object: Object): Dynamic {
|
||||||
|
#if (!lnx_physics)
|
||||||
|
return null;
|
||||||
|
#else
|
||||||
|
if (object == null) return null;
|
||||||
|
|
||||||
|
var cached = rbCache.get(object.uid);
|
||||||
|
if (cached != null) return cached;
|
||||||
|
|
||||||
|
#if lnx_bullet
|
||||||
|
var rb = object.getTrait(leenkx.trait.physics.bullet.RigidBody);
|
||||||
|
#else
|
||||||
|
var rb = object.getTrait(leenkx.trait.physics.oimo.RigidBody);
|
||||||
|
#end
|
||||||
|
|
||||||
|
if (rb != null) rbCache.set(object.uid, rb);
|
||||||
|
return rb;
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
|
||||||
|
public static function getCachedContacts(rb: Dynamic): Array<Dynamic> {
|
||||||
|
#if (!lnx_physics)
|
||||||
|
return null;
|
||||||
|
#else
|
||||||
|
if (rb == null) return null;
|
||||||
|
|
||||||
|
var rbObjectId = (rb.object != null) ? rb.object.uid : -1;
|
||||||
|
|
||||||
|
if (rbObjectId == -1) {
|
||||||
|
#if lnx_bullet
|
||||||
|
if (leenkx.trait.physics.bullet.PhysicsWorld.active == null) return null;
|
||||||
|
return leenkx.trait.physics.bullet.PhysicsWorld.active.getContacts(rb);
|
||||||
|
#else
|
||||||
|
if (leenkx.trait.physics.oimo.PhysicsWorld.active == null) return null;
|
||||||
|
return leenkx.trait.physics.oimo.PhysicsWorld.active.getContacts(rb);
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
|
||||||
|
if (lastQueryFrame == physicsFrame) {
|
||||||
|
var cached = contactsCache.get(rbObjectId);
|
||||||
|
if (cached != null) return cached;
|
||||||
|
}
|
||||||
|
|
||||||
|
lastQueryFrame = physicsFrame;
|
||||||
|
|
||||||
|
var cached = contactsCache.get(rbObjectId);
|
||||||
|
if (cached != null) return cached;
|
||||||
|
|
||||||
|
#if lnx_bullet
|
||||||
|
if (leenkx.trait.physics.bullet.PhysicsWorld.active == null) return null;
|
||||||
|
var contacts = leenkx.trait.physics.bullet.PhysicsWorld.active.getContacts(rb);
|
||||||
|
#else
|
||||||
|
if (leenkx.trait.physics.oimo.PhysicsWorld.active == null) return null;
|
||||||
|
var contacts = leenkx.trait.physics.oimo.PhysicsWorld.active.getContacts(rb);
|
||||||
|
#end
|
||||||
|
|
||||||
|
if (contacts != null) {
|
||||||
|
contactsCache.set(rbObjectId, contacts);
|
||||||
|
}
|
||||||
|
|
||||||
|
return contacts;
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
|
||||||
|
public static inline function hasContactWith(contacts: Array<Dynamic>, target: Dynamic): Bool {
|
||||||
|
#if (!lnx_physics)
|
||||||
|
return false;
|
||||||
|
#else
|
||||||
|
return contacts != null && target != null && contacts.indexOf(target) >= 0;
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
|
||||||
|
public static function clearCache() {
|
||||||
|
#if lnx_physics
|
||||||
|
rbCache.clear();
|
||||||
|
contactsCache.clear();
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
|
||||||
|
public static function clearContactsCache() {
|
||||||
|
#if lnx_physics
|
||||||
|
physicsFrame++;
|
||||||
|
contactsCache.clear();
|
||||||
|
#end
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -8,11 +8,9 @@ class PhysicsWorld extends iron.Trait { public function new() { super(); } }
|
|||||||
#else
|
#else
|
||||||
|
|
||||||
#if lnx_bullet
|
#if lnx_bullet
|
||||||
|
|
||||||
typedef PhysicsWorld = leenkx.trait.physics.bullet.PhysicsWorld;
|
typedef PhysicsWorld = leenkx.trait.physics.bullet.PhysicsWorld;
|
||||||
typedef Hit = leenkx.trait.physics.bullet.PhysicsWorld.Hit;
|
typedef Hit = leenkx.trait.physics.bullet.PhysicsWorld.Hit;
|
||||||
#else
|
#else
|
||||||
|
|
||||||
typedef PhysicsWorld = leenkx.trait.physics.oimo.PhysicsWorld;
|
typedef PhysicsWorld = leenkx.trait.physics.oimo.PhysicsWorld;
|
||||||
typedef Hit = leenkx.trait.physics.oimo.PhysicsWorld.Hit;
|
typedef Hit = leenkx.trait.physics.oimo.PhysicsWorld.Hit;
|
||||||
#end
|
#end
|
||||||
|
|||||||
@ -7,6 +7,7 @@ import iron.system.Time;
|
|||||||
import iron.math.Vec4;
|
import iron.math.Vec4;
|
||||||
import iron.math.Quat;
|
import iron.math.Quat;
|
||||||
import iron.math.RayCaster;
|
import iron.math.RayCaster;
|
||||||
|
import leenkx.trait.physics.PhysicsCache;
|
||||||
|
|
||||||
class Hit {
|
class Hit {
|
||||||
|
|
||||||
@ -145,6 +146,7 @@ class PhysicsWorld extends Trait {
|
|||||||
|
|
||||||
iron.Scene.active.notifyOnRemove(function() {
|
iron.Scene.active.notifyOnRemove(function() {
|
||||||
sceneRemoved = true;
|
sceneRemoved = true;
|
||||||
|
PhysicsCache.clearCache();
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -303,6 +305,8 @@ class PhysicsWorld extends Trait {
|
|||||||
var t = Time.fixedStep * timeScale * Time.scale;
|
var t = Time.fixedStep * timeScale * Time.scale;
|
||||||
if (t == 0.0) return; // Simulation paused
|
if (t == 0.0) return; // Simulation paused
|
||||||
|
|
||||||
|
PhysicsCache.clearContactsCache();
|
||||||
|
|
||||||
#if lnx_debug
|
#if lnx_debug
|
||||||
var startTime = kha.Scheduler.realTime();
|
var startTime = kha.Scheduler.realTime();
|
||||||
#end
|
#end
|
||||||
|
|||||||
@ -36,6 +36,18 @@ class RigidBody extends iron.Trait {
|
|||||||
var useDeactivation: Bool;
|
var useDeactivation: Bool;
|
||||||
var deactivationParams: Array<Float>;
|
var deactivationParams: Array<Float>;
|
||||||
var ccd = false; // Continuous collision detection
|
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 group = 1;
|
||||||
public var mask = 1;
|
public var mask = 1;
|
||||||
var trigger = false;
|
var trigger = false;
|
||||||
@ -120,7 +132,17 @@ class RigidBody extends iron.Trait {
|
|||||||
collisionMargin: 0.0,
|
collisionMargin: 0.0,
|
||||||
linearDeactivationThreshold: 0.0,
|
linearDeactivationThreshold: 0.0,
|
||||||
angularDeactivationThrshold: 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 = {
|
if (flags == null) flags = {
|
||||||
@ -139,6 +161,18 @@ class RigidBody extends iron.Trait {
|
|||||||
this.angularFactors = [params.angularFactorsX, params.angularFactorsY, params.angularFactorsZ];
|
this.angularFactors = [params.angularFactorsX, params.angularFactorsY, params.angularFactorsZ];
|
||||||
this.collisionMargin = params.collisionMargin;
|
this.collisionMargin = params.collisionMargin;
|
||||||
this.deactivationParams = [params.linearDeactivationThreshold, params.angularDeactivationThrshold, params.deactivationTime];
|
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.animated = flags.animated;
|
||||||
this.trigger = flags.trigger;
|
this.trigger = flags.trigger;
|
||||||
this.ccd = flags.ccd;
|
this.ccd = flags.ccd;
|
||||||
@ -291,11 +325,25 @@ class RigidBody extends iron.Trait {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (linearFactors != null) {
|
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) {
|
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);
|
if (trigger) bodyColl.setCollisionFlags(bodyColl.getCollisionFlags() | CF_NO_CONTACT_RESPONSE);
|
||||||
@ -411,6 +459,55 @@ class RigidBody extends iron.Trait {
|
|||||||
var rbs = physics.getContacts(this);
|
var rbs = physics.getContacts(this);
|
||||||
if (rbs != null) for (rb in rbs) for (f in onContact) f(rb);
|
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() {
|
public function disableCollision() {
|
||||||
@ -745,6 +842,16 @@ typedef RigidBodyParams = {
|
|||||||
var linearDeactivationThreshold: Float;
|
var linearDeactivationThreshold: Float;
|
||||||
var angularDeactivationThrshold: Float;
|
var angularDeactivationThrshold: Float;
|
||||||
var deactivationTime: 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 = {
|
typedef RigidBodyFlags = {
|
||||||
|
|||||||
Binary file not shown.
BIN
leenkx/blender/data/lnx_data_2.blend
Normal file
BIN
leenkx/blender/data/lnx_data_2.blend
Normal file
Binary file not shown.
@ -1,9 +1,17 @@
|
|||||||
import importlib
|
import importlib
|
||||||
import sys
|
import sys
|
||||||
import types
|
import types
|
||||||
|
import bpy
|
||||||
|
|
||||||
# This gets cleared if this package/the __init__ module is reloaded
|
# This gets cleared if this package/the __init__ module is reloaded
|
||||||
_module_cache: dict[str, types.ModuleType] = {}
|
if bpy.app.version < (2, 92, 0):
|
||||||
|
from typing import Dict
|
||||||
|
ModuleCacheType = Dict[str, types.ModuleType]
|
||||||
|
else:
|
||||||
|
ModuleCacheType = dict[str, types.ModuleType]
|
||||||
|
|
||||||
|
_module_cache: ModuleCacheType = {}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
def enable_reload(module_name: str):
|
def enable_reload(module_name: str):
|
||||||
|
|||||||
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Binary file not shown.
@ -15,7 +15,14 @@ from enum import Enum, unique
|
|||||||
import math
|
import math
|
||||||
import os
|
import os
|
||||||
import time
|
import time
|
||||||
from typing import Any, Dict, List, Tuple, Union, Optional
|
from typing import Any, Dict, List, Tuple, Union, Optional, TYPE_CHECKING
|
||||||
|
import bpy
|
||||||
|
|
||||||
|
|
||||||
|
if bpy.app.version >= (3, 0, 0):
|
||||||
|
VertexColorType = bpy.types.Attribute
|
||||||
|
else:
|
||||||
|
VertexColorType = bpy.types.MeshLoopColorLayer
|
||||||
|
|
||||||
import numpy as np
|
import numpy as np
|
||||||
|
|
||||||
@ -138,7 +145,7 @@ class LeenkxExporter:
|
|||||||
self.world_array = []
|
self.world_array = []
|
||||||
self.particle_system_array = {}
|
self.particle_system_array = {}
|
||||||
|
|
||||||
self.referenced_collections: list[bpy.types.Collection] = []
|
self.referenced_collections: List[bpy.types.Collection] = []
|
||||||
"""Collections referenced by collection instances"""
|
"""Collections referenced by collection instances"""
|
||||||
|
|
||||||
self.has_spawning_camera = False
|
self.has_spawning_camera = False
|
||||||
@ -151,7 +158,7 @@ class LeenkxExporter:
|
|||||||
self.default_part_material_objects = []
|
self.default_part_material_objects = []
|
||||||
self.material_to_lnx_object_dict = {}
|
self.material_to_lnx_object_dict = {}
|
||||||
# Stores the link between a blender object and its
|
# Stores the link between a blender object and its
|
||||||
# corresponding export data (arm object)
|
# corresponding export data (lnx object)
|
||||||
self.object_to_lnx_object_dict: Dict[bpy.types.Object, Dict] = {}
|
self.object_to_lnx_object_dict: Dict[bpy.types.Object, Dict] = {}
|
||||||
|
|
||||||
self.bone_tracks = []
|
self.bone_tracks = []
|
||||||
@ -540,9 +547,17 @@ class LeenkxExporter:
|
|||||||
o['material_refs'].append(lnx.utils.asset_name(material))
|
o['material_refs'].append(lnx.utils.asset_name(material))
|
||||||
|
|
||||||
def export_particle_system_ref(self, psys: bpy.types.ParticleSystem, out_object):
|
def export_particle_system_ref(self, psys: bpy.types.ParticleSystem, out_object):
|
||||||
if psys.settings.instance_object is None or psys.settings.render_type != 'OBJECT' or not psys.settings.instance_object.lnx_export or not bpy.data.objects[out_object['name']].modifiers[psys.name].show_render:
|
if psys.settings.instance_object is None or psys.settings.render_type != 'OBJECT' or not psys.settings.instance_object.lnx_export:
|
||||||
return
|
return
|
||||||
|
|
||||||
|
for obj in bpy.data.objects:
|
||||||
|
if obj.name == out_object['name']:
|
||||||
|
for mod in obj.modifiers:
|
||||||
|
if mod.type == 'PARTICLE_SYSTEM':
|
||||||
|
if mod.particle_system.name == psys.name:
|
||||||
|
if not mod.show_render:
|
||||||
|
return
|
||||||
|
|
||||||
self.particle_system_array[psys.settings] = {"structName": psys.settings.name}
|
self.particle_system_array[psys.settings] = {"structName": psys.settings.name}
|
||||||
pref = {
|
pref = {
|
||||||
'name': psys.name,
|
'name': psys.name,
|
||||||
@ -630,7 +645,10 @@ class LeenkxExporter:
|
|||||||
continue
|
continue
|
||||||
|
|
||||||
for slot in bobject.material_slots:
|
for slot in bobject.material_slots:
|
||||||
if slot.material is None or slot.material.library is not None:
|
if slot.material is None:
|
||||||
|
continue
|
||||||
|
if slot.material.library is not None:
|
||||||
|
slot.material.lnx_particle_flag = True
|
||||||
continue
|
continue
|
||||||
if slot.material.name.endswith(variant_suffix):
|
if slot.material.name.endswith(variant_suffix):
|
||||||
continue
|
continue
|
||||||
@ -917,8 +935,12 @@ class LeenkxExporter:
|
|||||||
out_object['particle_refs'] = []
|
out_object['particle_refs'] = []
|
||||||
out_object['render_emitter'] = bobject.show_instancer_for_render
|
out_object['render_emitter'] = bobject.show_instancer_for_render
|
||||||
for i in range(num_psys):
|
for i in range(num_psys):
|
||||||
if bobject.modifiers[bobject.particle_systems[i].name].show_render:
|
for obj in bpy.data.objects:
|
||||||
self.export_particle_system_ref(bobject.particle_systems[i], out_object)
|
for mod in obj.modifiers:
|
||||||
|
if mod.type == 'PARTICLE_SYSTEM':
|
||||||
|
if mod.particle_system.name == bobject.particle_systems[i].name:
|
||||||
|
if mod.show_render:
|
||||||
|
self.export_particle_system_ref(bobject.particle_systems[i], out_object)
|
||||||
|
|
||||||
aabb = bobject.data.lnx_aabb
|
aabb = bobject.data.lnx_aabb
|
||||||
if aabb[0] == 0 and aabb[1] == 0 and aabb[2] == 0:
|
if aabb[0] == 0 and aabb[1] == 0 and aabb[2] == 0:
|
||||||
@ -1434,31 +1456,38 @@ class LeenkxExporter:
|
|||||||
@staticmethod
|
@staticmethod
|
||||||
def get_num_vertex_colors(mesh: bpy.types.Mesh) -> int:
|
def get_num_vertex_colors(mesh: bpy.types.Mesh) -> int:
|
||||||
"""Return the amount of vertex color attributes of the given mesh."""
|
"""Return the amount of vertex color attributes of the given mesh."""
|
||||||
num = 0
|
if bpy.app.version >= (3, 0, 0):
|
||||||
for attr in mesh.attributes:
|
num = 0
|
||||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
for attr in mesh.attributes:
|
||||||
if attr.domain == 'CORNER':
|
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||||
num += 1
|
if attr.domain == 'CORNER':
|
||||||
else:
|
num += 1
|
||||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
else:
|
||||||
|
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||||
return num
|
return num
|
||||||
|
else:
|
||||||
|
return len(mesh.vertex_colors)
|
||||||
|
|
||||||
@staticmethod
|
@staticmethod
|
||||||
def get_nth_vertex_colors(mesh: bpy.types.Mesh, n: int) -> Optional[bpy.types.Attribute]:
|
def get_nth_vertex_colors(mesh: bpy.types.Mesh, n: int) -> Optional[VertexColorType]:
|
||||||
"""Return the n-th vertex color attribute from the given mesh,
|
"""Return the n-th vertex color attribute from the given mesh,
|
||||||
ignoring all other attribute types and unsupported domains.
|
ignoring all other attribute types and unsupported domains.
|
||||||
"""
|
"""
|
||||||
i = 0
|
if bpy.app.version >= (3, 0, 0):
|
||||||
for attr in mesh.attributes:
|
i = 0
|
||||||
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
for attr in mesh.attributes:
|
||||||
if attr.domain != 'CORNER':
|
if attr.data_type in ('BYTE_COLOR', 'FLOAT_COLOR'):
|
||||||
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
if attr.domain != 'CORNER':
|
||||||
continue
|
log.warn(f'Only vertex colors with domain "Face Corner" are supported for now, ignoring "{attr.name}"')
|
||||||
if i == n:
|
continue
|
||||||
return attr
|
if i == n:
|
||||||
i += 1
|
return attr
|
||||||
return None
|
i += 1
|
||||||
|
return None
|
||||||
|
else:
|
||||||
|
if 0 <= n < len(mesh.vertex_colors):
|
||||||
|
return mesh.vertex_colors[n]
|
||||||
|
return None
|
||||||
|
|
||||||
@staticmethod
|
@staticmethod
|
||||||
def check_uv_precision(mesh: bpy.types.Mesh, uv_max_dim: float, max_dim_uvmap: bpy.types.MeshUVLoopLayer, invscale_tex: float):
|
def check_uv_precision(mesh: bpy.types.Mesh, uv_max_dim: float, max_dim_uvmap: bpy.types.MeshUVLoopLayer, invscale_tex: float):
|
||||||
@ -1712,6 +1741,7 @@ class LeenkxExporter:
|
|||||||
tangdata = np.array(tangdata, dtype='<i2')
|
tangdata = np.array(tangdata, dtype='<i2')
|
||||||
|
|
||||||
# Output
|
# Output
|
||||||
|
o['sorting_index'] = bobject.lnx_sorting_index
|
||||||
o['vertex_arrays'] = []
|
o['vertex_arrays'] = []
|
||||||
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
|
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
|
||||||
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
|
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
|
||||||
@ -1964,7 +1994,7 @@ class LeenkxExporter:
|
|||||||
if bobject.parent is None or bobject.parent.name not in collection.objects:
|
if bobject.parent is None or bobject.parent.name not in collection.objects:
|
||||||
asset_name = lnx.utils.asset_name(bobject)
|
asset_name = lnx.utils.asset_name(bobject)
|
||||||
|
|
||||||
if collection.library:
|
if collection.library and not collection.name in self.scene.collection.children:
|
||||||
# Add external linked objects
|
# Add external linked objects
|
||||||
# Iron differentiates objects based on their names,
|
# Iron differentiates objects based on their names,
|
||||||
# so errors will happen if two objects with the
|
# so errors will happen if two objects with the
|
||||||
@ -2193,6 +2223,9 @@ class LeenkxExporter:
|
|||||||
elif material.lnx_cull_mode != 'clockwise':
|
elif material.lnx_cull_mode != 'clockwise':
|
||||||
o['override_context'] = {}
|
o['override_context'] = {}
|
||||||
o['override_context']['cull_mode'] = material.lnx_cull_mode
|
o['override_context']['cull_mode'] = material.lnx_cull_mode
|
||||||
|
if material.lnx_compare_mode != 'less':
|
||||||
|
o['override_context'] = {}
|
||||||
|
o['override_context']['compare_mode'] = material.lnx_compare_mode
|
||||||
|
|
||||||
o['contexts'] = []
|
o['contexts'] = []
|
||||||
|
|
||||||
@ -2289,12 +2322,12 @@ class LeenkxExporter:
|
|||||||
self.output['particle_datas'] = []
|
self.output['particle_datas'] = []
|
||||||
for particleRef in self.particle_system_array.items():
|
for particleRef in self.particle_system_array.items():
|
||||||
padd = False;
|
padd = False;
|
||||||
for obj in self.output['objects']:
|
for obj in bpy.data.objects:
|
||||||
if 'particle_refs' in obj:
|
for mod in obj.modifiers:
|
||||||
for pref in obj['particle_refs']:
|
if mod.type == 'PARTICLE_SYSTEM':
|
||||||
if pref['particle'] == particleRef[1]["structName"]:
|
if mod.particle_system.settings.name == particleRef[1]["structName"]:
|
||||||
if bpy.data.objects[obj['name']].modifiers[pref['name']].show_render == True:
|
if mod.show_render:
|
||||||
padd = True;
|
padd = True
|
||||||
if not padd:
|
if not padd:
|
||||||
continue;
|
continue;
|
||||||
psettings = particleRef[0]
|
psettings = particleRef[0]
|
||||||
@ -2315,6 +2348,7 @@ class LeenkxExporter:
|
|||||||
'name': particleRef[1]["structName"],
|
'name': particleRef[1]["structName"],
|
||||||
'type': 0 if psettings.type == 'EMITTER' else 1, # HAIR
|
'type': 0 if psettings.type == 'EMITTER' else 1, # HAIR
|
||||||
'auto_start': psettings.lnx_auto_start,
|
'auto_start': psettings.lnx_auto_start,
|
||||||
|
'dynamic_emitter': psettings.lnx_dynamic_emitter,
|
||||||
'is_unique': psettings.lnx_is_unique,
|
'is_unique': psettings.lnx_is_unique,
|
||||||
'loop': psettings.lnx_loop,
|
'loop': psettings.lnx_loop,
|
||||||
# Emission
|
# Emission
|
||||||
@ -2380,7 +2414,7 @@ class LeenkxExporter:
|
|||||||
world = self.scene.world
|
world = self.scene.world
|
||||||
|
|
||||||
if world is not None:
|
if world is not None:
|
||||||
world_name = lnx.utils.safestr(world.name)
|
world_name = lnx.utils.safestr(lnx.utils.asset_name(world) if world.library else world.name)
|
||||||
|
|
||||||
if world_name not in self.world_array:
|
if world_name not in self.world_array:
|
||||||
self.world_array.append(world_name)
|
self.world_array.append(world_name)
|
||||||
@ -2529,12 +2563,12 @@ class LeenkxExporter:
|
|||||||
if collection.name.startswith(('RigidBodyWorld', 'Trait|')):
|
if collection.name.startswith(('RigidBodyWorld', 'Trait|')):
|
||||||
continue
|
continue
|
||||||
|
|
||||||
if self.scene.user_of_id(collection) or collection.library or collection in self.referenced_collections:
|
if self.scene.user_of_id(collection) or collection in self.referenced_collections:
|
||||||
self.export_collection(collection)
|
self.export_collection(collection)
|
||||||
|
|
||||||
if not LeenkxExporter.option_mesh_only:
|
if not LeenkxExporter.option_mesh_only:
|
||||||
if self.scene.camera is not None:
|
if self.scene.camera is not None:
|
||||||
self.output['camera_ref'] = self.scene.camera.name
|
self.output['camera_ref'] = lnx.utils.asset_name(self.scene.camera) if self.scene.library else self.scene.camera.name
|
||||||
else:
|
else:
|
||||||
if self.scene.name == lnx.utils.get_project_scene_name():
|
if self.scene.name == lnx.utils.get_project_scene_name():
|
||||||
log.warn(f'Scene "{self.scene.name}" is missing a camera')
|
log.warn(f'Scene "{self.scene.name}" is missing a camera')
|
||||||
@ -2558,7 +2592,7 @@ class LeenkxExporter:
|
|||||||
self.export_tilesheets()
|
self.export_tilesheets()
|
||||||
|
|
||||||
if self.scene.world is not None:
|
if self.scene.world is not None:
|
||||||
self.output['world_ref'] = lnx.utils.safestr(self.scene.world.name)
|
self.output['world_ref'] = lnx.utils.safestr(lnx.utils.asset_name(self.scene.world) if self.scene.world.library else self.scene.world.name)
|
||||||
|
|
||||||
if self.scene.use_gravity:
|
if self.scene.use_gravity:
|
||||||
self.output['gravity'] = [self.scene.gravity[0], self.scene.gravity[1], self.scene.gravity[2]]
|
self.output['gravity'] = [self.scene.gravity[0], self.scene.gravity[1], self.scene.gravity[2]]
|
||||||
@ -2828,6 +2862,18 @@ class LeenkxExporter:
|
|||||||
body_params['linearDeactivationThreshold'] = deact_lv
|
body_params['linearDeactivationThreshold'] = deact_lv
|
||||||
body_params['angularDeactivationThrshold'] = deact_av
|
body_params['angularDeactivationThrshold'] = deact_av
|
||||||
body_params['deactivationTime'] = deact_time
|
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 = {}
|
||||||
body_flags['animated'] = rb.kinematic
|
body_flags['animated'] = rb.kinematic
|
||||||
body_flags['trigger'] = bobject.lnx_rb_trigger
|
body_flags['trigger'] = bobject.lnx_rb_trigger
|
||||||
@ -2988,7 +3034,10 @@ class LeenkxExporter:
|
|||||||
# mesh = obj.data
|
# mesh = obj.data
|
||||||
# for face in mesh.faces:
|
# for face in mesh.faces:
|
||||||
# face.v.reverse()
|
# face.v.reverse()
|
||||||
# bpy.ops.export_scene.obj(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
|
# if bpy.app.version[0] >= 4:
|
||||||
|
# bpy.ops.wm.obj_export(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
|
||||||
|
# else:
|
||||||
|
# bpy.ops.export_scene.obj(override, use_selection=True, filepath=nav_filepath, check_existing=False, use_normals=False, use_uvs=False, use_materials=False)
|
||||||
# bobject.scale.y *= -1
|
# bobject.scale.y *= -1
|
||||||
armature = bobject.find_armature()
|
armature = bobject.find_armature()
|
||||||
apply_modifiers = not armature
|
apply_modifiers = not armature
|
||||||
@ -3027,6 +3076,8 @@ class LeenkxExporter:
|
|||||||
|
|
||||||
if trait_prop.type.endswith("Object"):
|
if trait_prop.type.endswith("Object"):
|
||||||
value = lnx.utils.asset_name(trait_prop.value_object)
|
value = lnx.utils.asset_name(trait_prop.value_object)
|
||||||
|
elif trait_prop.type == "TSceneFormat":
|
||||||
|
value = lnx.utils.asset_name(trait_prop.value_scene)
|
||||||
else:
|
else:
|
||||||
value = trait_prop.get_value()
|
value = trait_prop.get_value()
|
||||||
|
|
||||||
@ -3057,7 +3108,18 @@ class LeenkxExporter:
|
|||||||
|
|
||||||
rbw = self.scene.rigidbody_world
|
rbw = self.scene.rigidbody_world
|
||||||
if rbw is not None and rbw.enabled:
|
if rbw is not None and rbw.enabled:
|
||||||
out_trait['parameters'] = [str(rbw.time_scale), str(rbw.substeps_per_frame), str(rbw.solver_iterations), str(wrd.lnx_physics_fixed_step)]
|
if hasattr(rbw, 'substeps_per_frame'):
|
||||||
|
substeps = str(rbw.substeps_per_frame)
|
||||||
|
elif hasattr(rbw, 'steps_per_second'):
|
||||||
|
scene_fps = bpy.context.scene.render.fps
|
||||||
|
substeps_per_frame = rbw.steps_per_second / scene_fps
|
||||||
|
substeps = str(int(round(substeps_per_frame)))
|
||||||
|
else:
|
||||||
|
print("WARNING: Physics rigid body world cannot determine steps/substeps. Please report this for further investigation.")
|
||||||
|
print("Setting steps to 10 [ low ]")
|
||||||
|
substeps = '10'
|
||||||
|
|
||||||
|
out_trait['parameters'] = [str(rbw.time_scale), substeps, str(rbw.solver_iterations), str(wrd.lnx_physics_fixed_step)]
|
||||||
|
|
||||||
if phys_pkg == 'bullet' or phys_pkg == 'oimo':
|
if phys_pkg == 'bullet' or phys_pkg == 'oimo':
|
||||||
debug_draw_mode = 1 if wrd.lnx_physics_dbg_draw_wireframe else 0
|
debug_draw_mode = 1 if wrd.lnx_physics_dbg_draw_wireframe else 0
|
||||||
@ -3344,7 +3406,7 @@ class LeenkxExporter:
|
|||||||
if mobile_mat:
|
if mobile_mat:
|
||||||
lnx_radiance = False
|
lnx_radiance = False
|
||||||
|
|
||||||
out_probe = {'name': world.name}
|
out_probe = {'name': lnx.utils.asset_name(world) if world.library else world.name}
|
||||||
if lnx_irradiance:
|
if lnx_irradiance:
|
||||||
ext = '' if wrd.lnx_minimize else '.json'
|
ext = '' if wrd.lnx_minimize else '.json'
|
||||||
out_probe['irradiance'] = irrsharmonics + '_irradiance' + ext
|
out_probe['irradiance'] = irrsharmonics + '_irradiance' + ext
|
||||||
|
|||||||
@ -2,8 +2,7 @@
|
|||||||
Exports smaller geometry but is slower.
|
Exports smaller geometry but is slower.
|
||||||
To be replaced with https://github.com/zeux/meshoptimizer
|
To be replaced with https://github.com/zeux/meshoptimizer
|
||||||
"""
|
"""
|
||||||
from typing import Optional
|
from typing import Optional, TYPE_CHECKING
|
||||||
|
|
||||||
import bpy
|
import bpy
|
||||||
from mathutils import Vector
|
from mathutils import Vector
|
||||||
import numpy as np
|
import numpy as np
|
||||||
@ -21,7 +20,12 @@ else:
|
|||||||
class Vertex:
|
class Vertex:
|
||||||
__slots__ = ("co", "normal", "uvs", "col", "loop_indices", "index", "bone_weights", "bone_indices", "bone_count", "vertex_index")
|
__slots__ = ("co", "normal", "uvs", "col", "loop_indices", "index", "bone_weights", "bone_indices", "bone_count", "vertex_index")
|
||||||
|
|
||||||
def __init__(self, mesh: bpy.types.Mesh, loop: bpy.types.MeshLoop, vcol0: Optional[bpy.types.Attribute]):
|
def __init__(
|
||||||
|
self,
|
||||||
|
mesh: 'bpy.types.Mesh',
|
||||||
|
loop: 'bpy.types.MeshLoop',
|
||||||
|
vcol0: Optional['bpy.types.MeshLoopColor' if bpy.app.version < (3, 0, 0) else 'bpy.types.Attribute']
|
||||||
|
):
|
||||||
self.vertex_index = loop.vertex_index
|
self.vertex_index = loop.vertex_index
|
||||||
loop_idx = loop.index
|
loop_idx = loop.index
|
||||||
self.co = mesh.vertices[self.vertex_index].co[:]
|
self.co = mesh.vertices[self.vertex_index].co[:]
|
||||||
@ -129,7 +133,7 @@ def export_mesh_data(self, export_mesh: bpy.types.Mesh, bobject: bpy.types.Objec
|
|||||||
# Shape keys UV are exported separately, so reduce UV count by 1
|
# Shape keys UV are exported separately, so reduce UV count by 1
|
||||||
num_uv_layers -= 1
|
num_uv_layers -= 1
|
||||||
morph_uv_index = self.get_morph_uv_index(bobject.data)
|
morph_uv_index = self.get_morph_uv_index(bobject.data)
|
||||||
has_tex = self.get_export_uvs(export_mesh) and num_uv_layers > 0
|
has_tex = self.get_export_uvs(export_mesh) or num_uv_layers > 0 # TODO FIXME: this should use an `and` instead of `or`. Workaround to completely ignore if the mesh has the `export_uvs` flag. Only checking the `uv_layers` to bypass issues with materials in linked objects.
|
||||||
if self.has_baked_material(bobject, export_mesh.materials):
|
if self.has_baked_material(bobject, export_mesh.materials):
|
||||||
has_tex = True
|
has_tex = True
|
||||||
has_tex1 = has_tex and num_uv_layers > 1
|
has_tex1 = has_tex and num_uv_layers > 1
|
||||||
@ -335,6 +339,7 @@ def export_mesh_data(self, export_mesh: bpy.types.Mesh, bobject: bpy.types.Objec
|
|||||||
tangdata = np.array(tangdata, dtype='<i2')
|
tangdata = np.array(tangdata, dtype='<i2')
|
||||||
|
|
||||||
# Output
|
# Output
|
||||||
|
o['sorting_index'] = bobject.lnx_sorting_index
|
||||||
o['vertex_arrays'] = []
|
o['vertex_arrays'] = []
|
||||||
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
|
o['vertex_arrays'].append({ 'attrib': 'pos', 'values': pdata, 'data': 'short4norm' })
|
||||||
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
|
o['vertex_arrays'].append({ 'attrib': 'nor', 'values': ndata, 'data': 'short2norm' })
|
||||||
|
|||||||
@ -2,7 +2,10 @@ import importlib
|
|||||||
import os
|
import os
|
||||||
import queue
|
import queue
|
||||||
import sys
|
import sys
|
||||||
|
import threading
|
||||||
|
import time
|
||||||
import types
|
import types
|
||||||
|
from typing import Dict, Tuple, Callable, Set
|
||||||
|
|
||||||
import bpy
|
import bpy
|
||||||
from bpy.app.handlers import persistent
|
from bpy.app.handlers import persistent
|
||||||
@ -30,6 +33,10 @@ if lnx.is_reload(__name__):
|
|||||||
else:
|
else:
|
||||||
lnx.enable_reload(__name__)
|
lnx.enable_reload(__name__)
|
||||||
|
|
||||||
|
# Module-level storage for active threads (eliminates re-queuing overhead)
|
||||||
|
_active_threads: Dict[threading.Thread, Callable] = {}
|
||||||
|
_last_poll_time = 0.0
|
||||||
|
_consecutive_empty_polls = 0
|
||||||
|
|
||||||
@persistent
|
@persistent
|
||||||
def on_depsgraph_update_post(self):
|
def on_depsgraph_update_post(self):
|
||||||
@ -91,7 +98,7 @@ def on_operator_post(operator_id: str) -> None:
|
|||||||
target_obj.lnx_rb_collision_filter_mask = source_obj.lnx_rb_collision_filter_mask
|
target_obj.lnx_rb_collision_filter_mask = source_obj.lnx_rb_collision_filter_mask
|
||||||
|
|
||||||
elif operator_id == "NODE_OT_new_node_tree":
|
elif operator_id == "NODE_OT_new_node_tree":
|
||||||
if bpy.context.space_data.tree_type == lnx.nodes_logic.LnxLogicTree.bl_idname:
|
if bpy.context.space_data is not None and bpy.context.space_data.tree_type == lnx.nodes_logic.LnxLogicTree.bl_idname:
|
||||||
# In Blender 3.5+, new node trees are no longer called "NodeTree"
|
# In Blender 3.5+, new node trees are no longer called "NodeTree"
|
||||||
# but follow the bl_label attribute by default. New logic trees
|
# but follow the bl_label attribute by default. New logic trees
|
||||||
# are thus called "Leenkx Logic Editor" which conflicts with Haxe's
|
# are thus called "Leenkx Logic Editor" which conflicts with Haxe's
|
||||||
@ -125,9 +132,10 @@ def send_operator(op):
|
|||||||
def always() -> float:
|
def always() -> float:
|
||||||
# Force ui redraw
|
# Force ui redraw
|
||||||
if state.redraw_ui:
|
if state.redraw_ui:
|
||||||
for area in bpy.context.screen.areas:
|
if bpy.context.screen is not None:
|
||||||
if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
|
for area in bpy.context.screen.areas:
|
||||||
area.tag_redraw()
|
if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
|
||||||
|
area.tag_redraw()
|
||||||
state.redraw_ui = False
|
state.redraw_ui = False
|
||||||
|
|
||||||
return 0.5
|
return 0.5
|
||||||
@ -135,38 +143,116 @@ def always() -> float:
|
|||||||
|
|
||||||
|
|
||||||
def poll_threads() -> float:
|
def poll_threads() -> float:
|
||||||
"""Polls the thread callback queue and if a thread has finished, it
|
|
||||||
is joined with the main thread and the corresponding callback is
|
|
||||||
executed in the main thread.
|
|
||||||
"""
|
"""
|
||||||
|
Improved thread polling with:
|
||||||
|
- No re-queuing overhead
|
||||||
|
- Batch processing of completed threads
|
||||||
|
- Adaptive timing based on activity
|
||||||
|
- Better memory management
|
||||||
|
- Simplified logic flow
|
||||||
|
"""
|
||||||
|
global _last_poll_time, _consecutive_empty_polls
|
||||||
|
current_time = time.time()
|
||||||
|
|
||||||
|
# Process all new threads from queue at once (batch processing)
|
||||||
|
new_threads_added = 0
|
||||||
try:
|
try:
|
||||||
thread, callback = make.thread_callback_queue.get(block=False)
|
while True:
|
||||||
|
thread, callback = make.thread_callback_queue.get(block=False)
|
||||||
|
_active_threads[thread] = callback
|
||||||
|
new_threads_added += 1
|
||||||
except queue.Empty:
|
except queue.Empty:
|
||||||
|
pass
|
||||||
|
|
||||||
|
# Early return if no active threads
|
||||||
|
if not _active_threads:
|
||||||
|
_consecutive_empty_polls += 1
|
||||||
|
# Adaptive timing: longer intervals when consistently empty
|
||||||
|
if _consecutive_empty_polls > 10:
|
||||||
|
return 0.5 # Back off when no activity
|
||||||
return 0.25
|
return 0.25
|
||||||
if thread.is_alive():
|
|
||||||
try:
|
# Reset empty poll counter when we have active threads
|
||||||
make.thread_callback_queue.put((thread, callback), block=False)
|
_consecutive_empty_polls = 0
|
||||||
except queue.Full:
|
|
||||||
return 0.5
|
# Find completed threads (single pass, no re-queuing)
|
||||||
return 0.1
|
completed_threads = []
|
||||||
|
for thread in list(_active_threads.keys()):
|
||||||
|
if not thread.is_alive():
|
||||||
|
completed_threads.append(thread)
|
||||||
|
|
||||||
|
# Batch process all completed threads
|
||||||
|
if completed_threads:
|
||||||
|
_process_completed_threads(completed_threads)
|
||||||
|
|
||||||
|
# Adaptive timing based on activity level
|
||||||
|
active_count = len(_active_threads)
|
||||||
|
if active_count == 0:
|
||||||
|
return 0.25
|
||||||
|
elif active_count <= 3:
|
||||||
|
return 0.05 # Medium frequency for low activity
|
||||||
else:
|
else:
|
||||||
|
return 0.01 # High frequency for high activity
|
||||||
|
|
||||||
|
def _process_completed_threads(completed_threads: list) -> None:
|
||||||
|
"""Process a batch of completed threads with robust error handling."""
|
||||||
|
for thread in completed_threads:
|
||||||
|
callback = _active_threads.pop(thread) # Remove from tracking
|
||||||
|
|
||||||
try:
|
try:
|
||||||
thread.join()
|
thread.join() # Should be instant since thread is dead
|
||||||
callback()
|
callback()
|
||||||
except Exception as e:
|
except Exception as e:
|
||||||
# If there is an exception, we can no longer return the time to
|
# Robust error recovery
|
||||||
# the next call to this polling function, so to keep it running
|
_handle_callback_error(e)
|
||||||
# we re-register it and then raise the original exception.
|
continue # Continue processing other threads
|
||||||
try:
|
|
||||||
bpy.app.timers.unregister(poll_threads)
|
# Explicit cleanup for better memory management
|
||||||
except ValueError:
|
del thread, callback
|
||||||
pass
|
|
||||||
bpy.app.timers.register(poll_threads, first_interval=0.01, persistent=True)
|
def _handle_callback_error(exception: Exception) -> None:
|
||||||
# Quickly check if another thread has finished
|
"""Centralized error handling with better recovery."""
|
||||||
return 0.01
|
try:
|
||||||
|
# Try to unregister existing timer
|
||||||
|
bpy.app.timers.unregister(poll_threads)
|
||||||
|
except ValueError:
|
||||||
|
pass # Timer wasn't registered, that's fine
|
||||||
|
|
||||||
|
# Re-register timer with slightly longer interval for stability
|
||||||
|
bpy.app.timers.register(poll_threads, first_interval=0.1, persistent=True)
|
||||||
|
|
||||||
|
# Re-raise the original exception after ensuring timer continuity
|
||||||
|
raise exception
|
||||||
|
|
||||||
|
def cleanup_polling_system() -> None:
|
||||||
|
"""Optional cleanup function for proper shutdown."""
|
||||||
|
global _active_threads, _consecutive_empty_polls
|
||||||
|
|
||||||
|
# Wait for remaining threads to complete (with timeout)
|
||||||
|
for thread in list(_active_threads.keys()):
|
||||||
|
if thread.is_alive():
|
||||||
|
thread.join(timeout=1.0) # 1 second timeout
|
||||||
|
|
||||||
|
# Clear tracking structures
|
||||||
|
_active_threads.clear()
|
||||||
|
_consecutive_empty_polls = 0
|
||||||
|
|
||||||
|
# Unregister timer
|
||||||
|
try:
|
||||||
|
bpy.app.timers.unregister(poll_threads)
|
||||||
|
except ValueError:
|
||||||
|
pass
|
||||||
|
|
||||||
|
def get_polling_stats() -> dict:
|
||||||
|
"""Get statistics about the polling system for monitoring."""
|
||||||
|
return {
|
||||||
|
'active_threads': len(_active_threads),
|
||||||
|
'consecutive_empty_polls': _consecutive_empty_polls,
|
||||||
|
'thread_ids': [t.ident for t in _active_threads.keys()]
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
loaded_py_libraries: dict[str, types.ModuleType] = {}
|
loaded_py_libraries: Dict[str, types.ModuleType] = {}
|
||||||
context_screen = None
|
context_screen = None
|
||||||
|
|
||||||
|
|
||||||
@ -262,10 +348,18 @@ def reload_blend_data():
|
|||||||
|
|
||||||
|
|
||||||
def load_library(asset_name):
|
def load_library(asset_name):
|
||||||
if bpy.data.filepath.endswith('lnx_data.blend'): # Prevent load in library itself
|
# Prevent load in library itself
|
||||||
return
|
if bpy.app.version <= (2, 93, 0):
|
||||||
|
if bpy.data.filepath.endswith('lnx_data_2.blend'):
|
||||||
|
return
|
||||||
|
else:
|
||||||
|
if bpy.data.filepath.endswith('lnx_data.blend'):
|
||||||
|
return
|
||||||
sdk_path = lnx.utils.get_sdk_path()
|
sdk_path = lnx.utils.get_sdk_path()
|
||||||
data_path = sdk_path + '/leenkx/blender/data/lnx_data.blend'
|
if bpy.app.version <= (2, 93, 0):
|
||||||
|
data_path = sdk_path + '/leenkx/blender/data/lnx_data_2.blend'
|
||||||
|
else:
|
||||||
|
data_path = sdk_path + '/leenkx/blender/data/lnx_data.blend'
|
||||||
data_names = [asset_name]
|
data_names = [asset_name]
|
||||||
|
|
||||||
# Import
|
# Import
|
||||||
|
|||||||
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Reference in New Issue
Block a user