armory/Sources/armory/logicnode/ScreenToWorldSpaceNode.hx

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package armory.logicnode;
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import iron.math.Vec4;
import iron.math.RayCaster;
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class ScreenToWorldSpaceNode extends LogicNode {
public var property0: Bool; // Separator Out
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public function new(tree: LogicTree) {
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super(tree);
}
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override function get(from: Int): Dynamic {
var vInput: Vec4 = new Vec4();
vInput.x = inputs[0].get();
vInput.y = inputs[1].get();
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var cam = iron.Scene.active.camera;
if (cam == null) return null;
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// Separator Out
if (property0) {
switch (from) {
// World
case 0: {
return RayCaster.getRay(vInput.x, vInput.y, cam).origin;
}
// World X
case 1: {
return RayCaster.getRay(vInput.x, vInput.y, cam).origin.x;
}
// World Y
case 2: {
return RayCaster.getRay(vInput.x, vInput.y, cam).origin.y;
}
// World Z
case 3: {
return RayCaster.getRay(vInput.x, vInput.y, cam).origin.z;
}
// Direction
case 4: {
return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize();
}
// Direction X
case 5: {
return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize().x;
}
// Direction Y
case 6: {
return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize().y;
}
// Direction Z
case 7: {
return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize().z;
}
}
}
else
{
switch (from) {
// World
case 0: {
return RayCaster.getRay(vInput.x, vInput.y, cam).origin;
}
// Direction
case 1: {
return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize();
}
}
}
return null;
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}
}