Files
LNXSDK/leenkx/Sources/leenkx/logicnode/MouseLookNode.hx

232 lines
7.6 KiB
Haxe

package leenkx.logicnode;
import iron.math.Vec4;
import iron.system.Input;
import iron.object.Object;
import kha.System;
import kha.FastFloat;
class MouseLookNode extends LogicNode {
// Note: This implementation works in degrees internally and converts to radians only when applying rotations
// Sub-pixel interpolation is always enabled for optimal precision
// Features: Resolution-adaptive scaling and precise low-sensitivity support
public var property0: String; // Front axis
public var property1: Bool; // Center Mouse
public var property2: Bool; // Invert X
public var property3: Bool; // Invert Y
public var property4: Bool; // Cap Left/Right
public var property5: Bool; // Cap Up/Down
// New strategy toggles
public var property6: Bool; // Resolution-Adaptive Scaling
// Smoothing variables
var smoothX: FastFloat = 0.0;
var smoothY: FastFloat = 0.0;
// Capping limits (in degrees)
var maxHorizontal: FastFloat = 180.0; // 180 degrees
var maxVertical: FastFloat = 90.0; // 90 degrees
// Current accumulated rotations for capping
var currentHorizontal: FastFloat = 0.0;
var currentVertical: FastFloat = 0.0;
// Sub-pixel interpolation accumulators
var accumulatedHorizontalRotation: FastFloat = 0.0;
var accumulatedVerticalRotation: FastFloat = 0.0;
var minimumRotationThreshold: FastFloat = 0.01; // degrees (was 0.0001 radians)
// Frame rate independence removed - not applicable to mouse input
// Resolution adaptive scaling
var baseResolutionWidth: FastFloat = 1920.0;
var baseResolutionHeight: FastFloat = 1080.0;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var bodyObject: Object = inputs[1].get();
var headObject: Object = inputs[2].get();
var sensitivity: FastFloat = inputs[3].get();
var smoothing: FastFloat = inputs[4].get();
if (bodyObject == null) {
runOutput(0);
return;
}
var mouse = Input.getMouse();
// Handle mouse centering/locking
if (property1) {
if (mouse.started() && !mouse.locked) {
mouse.lock();
}
}
// Only process if mouse is active
if (!mouse.locked && !mouse.down()) {
runOutput(0);
return;
}
// Get mouse movement deltas
var deltaX: FastFloat = mouse.movementX;
var deltaY: FastFloat = mouse.movementY;
// Note: Sensitivity will be applied later to preserve precision for small movements
// Apply inversion
if (property2) deltaX = -deltaX;
if (property3) deltaY = -deltaY;
// Strategy 1: Resolution-Adaptive Scaling
var resolutionMultiplier: FastFloat = 1.0;
if (property6) {
var currentWidth = System.windowWidth();
var currentHeight = System.windowHeight();
resolutionMultiplier = (currentWidth / baseResolutionWidth) * (currentHeight / baseResolutionHeight);
resolutionMultiplier = Math.sqrt(resolutionMultiplier); // Take square root to avoid over-scaling
}
// Frame Rate Independence disabled for mouse input - mouse deltas are inherently frame-rate independent
// Apply smoothing
if (smoothing > 0.0) {
var smoothFactor = 1.0 - Math.min(smoothing, 0.99); // Prevent complete smoothing
smoothX = smoothX * smoothing + deltaX * smoothFactor;
smoothY = smoothY * smoothing + deltaY * smoothFactor;
deltaX = smoothX;
deltaY = smoothY;
}
// Determine rotation axes based on front axis setting
var horizontalAxis = new Vec4();
var verticalAxis = new Vec4();
switch (property0) {
case "X": // X is front
horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw)
verticalAxis.set(0, 1, 0); // Y axis for vertical (pitch)
case "Y": // Y is front (default)
#if lnx_yaxisup
horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw)
verticalAxis.set(1, 0, 0); // X axis for vertical (pitch)
#else
horizontalAxis.set(0, 0, 1); // Z axis for horizontal (yaw)
verticalAxis.set(1, 0, 0); // X axis for vertical (pitch)
#end
case "Z": // Z is front
horizontalAxis.set(0, 1, 0); // Y axis for horizontal (yaw)
verticalAxis.set(1, 0, 0); // X axis for vertical (pitch)
}
// Base scaling
var baseScale: FastFloat = 1500.0;
var finalScale = baseScale;
// Apply resolution scaling
if (property6) {
finalScale *= resolutionMultiplier;
}
// Apply sensitivity scaling after all enhancement strategies to preserve precision
deltaX *= sensitivity;
deltaY *= sensitivity;
// Calculate rotation amounts (in degrees)
var horizontalRotation: FastFloat = (-deltaX / finalScale) * 180.0 / Math.PI;
var verticalRotation: FastFloat = (-deltaY / finalScale) * 180.0 / Math.PI;
// Note: Frame rate independence removed for mouse input as mouse deltas
// are already frame-rate independent by nature. Mouse input represents
// instantaneous user intent, not time-based movement.
// Strategy 2: Sub-Pixel Interpolation (always enabled)
accumulatedHorizontalRotation += horizontalRotation;
accumulatedVerticalRotation += verticalRotation;
// Only apply rotation if accumulated amount exceeds threshold
if (Math.abs(accumulatedHorizontalRotation) >= minimumRotationThreshold) {
horizontalRotation = accumulatedHorizontalRotation;
accumulatedHorizontalRotation = 0.0;
} else {
horizontalRotation = 0.0;
}
if (Math.abs(accumulatedVerticalRotation) >= minimumRotationThreshold) {
verticalRotation = accumulatedVerticalRotation;
accumulatedVerticalRotation = 0.0;
} else {
verticalRotation = 0.0;
}
// Apply capping constraints
if (property4) { // Cap Left/Right
currentHorizontal += horizontalRotation;
if (currentHorizontal > maxHorizontal) {
horizontalRotation -= (currentHorizontal - maxHorizontal);
currentHorizontal = maxHorizontal;
} else if (currentHorizontal < -maxHorizontal) {
horizontalRotation -= (currentHorizontal + maxHorizontal);
currentHorizontal = -maxHorizontal;
}
}
if (property5) { // Cap Up/Down
currentVertical += verticalRotation;
if (currentVertical > maxVertical) {
verticalRotation -= (currentVertical - maxVertical);
currentVertical = maxVertical;
} else if (currentVertical < -maxVertical) {
verticalRotation -= (currentVertical + maxVertical);
currentVertical = -maxVertical;
}
}
// Apply horizontal rotation to body (yaw)
if (Math.abs(horizontalRotation) > 0.01) { // 0.01 degrees threshold
bodyObject.transform.rotate(horizontalAxis, horizontalRotation * Math.PI / 180.0); // Convert degrees to radians
// Sync physics if needed
#if lnx_physics
var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody);
if (rigidBody != null) rigidBody.syncTransform();
#end
}
// Apply vertical rotation to head (pitch) if head object is provided
if (headObject != null && Math.abs(verticalRotation) > 0.01) { // 0.01 degrees threshold
// For head rotation, use the head's local coordinate system
var headVerticalAxis = headObject.transform.world.right();
headObject.transform.rotate(headVerticalAxis, verticalRotation * Math.PI / 180.0); // Convert degrees to radians
// Sync physics if needed
#if lnx_physics
var headRigidBody = headObject.getTrait(leenkx.trait.physics.RigidBody);
if (headRigidBody != null) headRigidBody.syncTransform();
#end
} else if (headObject == null) {
// If no head object, apply vertical rotation to body as well
if (Math.abs(verticalRotation) > 0.01) { // 0.01 degrees threshold
bodyObject.transform.rotate(verticalAxis, verticalRotation * Math.PI / 180.0); // Convert degrees to radians
// Sync physics if needed
#if lnx_physics
var rigidBody = bodyObject.getTrait(leenkx.trait.physics.RigidBody);
if (rigidBody != null) rigidBody.syncTransform();
#end
}
}
runOutput(0);
}
}