armory/Sources/armory/logicnode/SpawnObjectNode.hx

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package armory.logicnode;
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import iron.object.Object;
import iron.math.Mat4;
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import armory.trait.physics.RigidBody;
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class SpawnObjectNode extends LogicNode {
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var object: Object;
var matrices: Array<Mat4> = [];
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public function new(tree: LogicTree) {
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super(tree);
}
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override function run(from: Int) {
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var objectInput = inputs[1].get();
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if (objectInput == null) return;
var objectName = objectInput.name;
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if (objectName == "") objectName = tree.object.name;
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var m: Mat4 = inputs[2].get();
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matrices.push(m != null ? m.clone() : null);
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var spawnChildren: Bool = inputs.length > 3 ? inputs[3].get() : true; // TODO
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iron.Scene.active.spawnObject(objectName, null, function(o: Object) {
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object = o;
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var matrix = matrices.pop(); // Async spawn in a loop, order is non-stable
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if (matrix != null) {
object.transform.setMatrix(matrix);
#if arm_physics
var rigidBody = object.getTrait(RigidBody);
if (rigidBody != null) {
object.transform.buildMatrix();
rigidBody.syncTransform();
}
#end
}
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object.visible = true;
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runOutput(0);
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}, spawnChildren);
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}
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override function get(from: Int): Dynamic {
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return object;
}
}