added 'On Any Object' checkbioxes for on contact node and for hast contact node, simplifuies workflow and better performence i think

This commit is contained in:
vuaieo
2025-08-18 23:58:50 +02:00
parent 4492995a59
commit d726686125
2 changed files with 130 additions and 67 deletions

View File

@ -6,6 +6,14 @@ import leenkx.trait.physics.RigidBody;
class HasContactNode extends LogicNode {
public var property0: Bool; // "any object" checkbox
// Performance optimization: Cache RigidBody lookups
var cachedRb1: RigidBody = null;
var cachedRb2: RigidBody = null;
var lastObject1: Object = null;
var lastObject2: Object = null;
var lastContactCount: Int = 0;
var lastFrame: Int = -1;
public function new(tree: LogicTree) {
super(tree);
@ -13,33 +21,53 @@ class HasContactNode extends LogicNode {
override function get(from: Int): Dynamic {
var object1: Object = inputs[0].get();
if (object1 == null) return false;
#if lnx_physics
var physics = leenkx.trait.physics.PhysicsWorld.active;
var rb1 = object1.getTrait(RigidBody);
if (rb1 != null) {
var rbs = physics.getContacts(rb1);
if (rbs != null) {
// If "any object" is enabled, check for any contact
if (property0) {
return rbs.length > 0;
} else {
// Original logic: check for specific object contact
// Only try to get object2 if we have a second input
if (inputs.length > 1) {
var object2: Object = inputs[1].get();
if (object2 == null) return false;
var rb2 = object2.getTrait(RigidBody);
for (rb in rbs) {
if (rb == rb2) return true;
}
}
}
// Enhanced caching: Check both object reference AND RigidBody availability
var shouldUpdateCache1 = false;
if (object1 != lastObject1) {
// Object reference changed - always update cache
shouldUpdateCache1 = true;
} else if (cachedRb1 == null) {
// Same object but no cached RigidBody - check if one was added
var currentRb1 = object1.getTrait(RigidBody);
if (currentRb1 != null) {
shouldUpdateCache1 = true;
}
}
if (shouldUpdateCache1) {
cachedRb1 = object1.getTrait(RigidBody);
lastObject1 = object1;
}
if (cachedRb1 == null) return false;
var physics = leenkx.trait.physics.PhysicsWorld.active;
var rbs = physics.getContacts(cachedRb1);
// Early exit if no contacts
if (rbs == null || rbs.length == 0) return false;
// If "any object" mode, any contact is valid - return immediately
if (property0) return true;
// Specific object mode - check if second input exists
if (inputs.length <= 1) return false;
var object2: Object = inputs[1].get();
if (object2 == null) return false;
// Cache second RigidBody lookup
if (object2 != lastObject2) {
cachedRb2 = object2.getTrait(RigidBody);
lastObject2 = object2;
}
if (cachedRb2 == null) return false;
// Use indexOf for better performance than manual loop
// This is more efficient for small arrays and uses native array methods
return rbs.indexOf(cachedRb2) >= 0;
#end
return false;
}

View File

@ -5,64 +5,99 @@ import leenkx.trait.physics.RigidBody;
class OnContactNode extends LogicNode {
public var property0: String;
public var property1: Bool; // "on any object" checkbox
var lastContact = false;
public var property0: String; // Contact type: "begin", "overlap", "end"
public var property1: Bool; // "On Any Object" checkbox
// Cache for performance optimization
var cachedRb1: RigidBody = null;
var cachedRb2: RigidBody = null;
var lastObject1: Object = null;
var lastObject2: Object = null;
var lastObject1TraitCount: Int = 0;
var lastObject2TraitCount: Int = 0;
var lastContact = false; // Track previous contact state
public function new(tree: LogicTree) {
super(tree);
// Subscribe to update events for event-based triggering
tree.notifyOnUpdate(update);
}
function update() {
var object1: Object = inputs[0].get();
if (object1 == null) object1 = tree.object;
var contact = false;
if (object1 == null) return;
#if lnx_physics
var physics = leenkx.trait.physics.PhysicsWorld.active;
var rb1 = object1.getTrait(RigidBody);
if (rb1 != null) {
var rbs = physics.getContacts(rb1);
if (rbs != null) {
// If "on any object" is enabled, check for any contact
if (property1) {
contact = rbs.length > 0;
} else {
// Original logic: check for specific object contact
// Only try to get object2 if we have a second input
if (inputs.length > 1) {
var object2: Object = inputs[1].get();
if (object2 == null) object2 = tree.object;
var rb2 = object2.getTrait(RigidBody);
for (rb in rbs) {
if (rb == rb2) {
contact = true;
break;
}
}
}
}
// Smart caching: update cache if object changes OR if trait count changes
var shouldUpdateCache1 = (object1 != lastObject1) ||
(lastObject1 != null && lastObject1.traits.length != lastObject1TraitCount);
if (shouldUpdateCache1) {
cachedRb1 = object1.getTrait(RigidBody);
lastObject1 = object1;
lastObject1TraitCount = object1.traits.length;
}
if (cachedRb1 == null) return;
var rbs = leenkx.trait.physics.PhysicsWorld.active.getContacts(cachedRb1);
if (rbs == null || rbs.length == 0) {
// No contacts - handle "end" event
if (lastContact && property0 == "end") {
runOutput(0);
}
lastContact = false;
return;
}
// Check for contact
var contact = false;
// If "On Any Object" mode, any contact is valid
if (property1) {
contact = true;
} else {
// Specific object mode - check if second input exists
if (inputs.length <= 1) return;
var object2: Object = inputs[1].get();
if (object2 == null) return;
// Smart caching for second object
var shouldUpdateCache2 = (object2 != lastObject2) ||
(lastObject2 != null && lastObject2.traits.length != lastObject2TraitCount);
if (shouldUpdateCache2) {
cachedRb2 = object2.getTrait(RigidBody);
lastObject2 = object2;
lastObject2TraitCount = object2.traits.length;
}
if (cachedRb2 == null) return;
// Check if target object is in contact list
contact = rbs.indexOf(cachedRb2) >= 0;
}
// Handle different contact event types
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);
}
#end
}
var b = false;
switch (property0) {
case "begin":
b = contact && !lastContact;
case "overlap":
b = contact;
case "end":
b = !contact && lastContact;
}
lastContact = contact;
if (b) runOutput(0);
// Keep the get method for backward compatibility, but it's not the primary interface
override function get(from: Int): Dynamic {
return lastContact;
}
}