New logic node to spawn objects not in current active scene

This commit is contained in:
QuantumCoderQC 2021-05-02 01:33:38 +02:00
parent badc8853b4
commit 5b6875947c
2 changed files with 96 additions and 0 deletions

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package armory.logicnode;
import iron.data.SceneFormat.TSceneFormat;
import iron.data.Data;
import iron.object.Object;
import iron.math.Mat4;
import armory.trait.physics.RigidBody;
class SpawnObjectByNameNode extends LogicNode {
var object: Object;
var matrices: Array<Mat4> = [];
/** Scene from which to take the object **/
public var property0: Null<String>;
public function new(tree: LogicTree) {
super(tree);
}
override function run(from: Int) {
var objectName = inputs[1].get();
if (objectName == null) return;
#if arm_json
property0 += ".json";
#elseif arm_compress
property0 += ".lz4";
#end
var m: Mat4 = inputs[2].get();
matrices.push(m != null ? m.clone() : null);
var spawnChildren: Bool = inputs.length > 3 ? inputs[3].get() : true; // TODO
Data.getSceneRaw(property0, (rawScene: TSceneFormat) -> {
//Check if object with given name present in the specified scene
var objPresent: Bool = false;
for (o in rawScene.objects) {
if (o.name == objectName) {
objPresent = true;
break;
}
}
if (! objPresent) return;
//Spawn object if present
iron.Scene.active.spawnObject(objectName, null, function(o: Object) {
object = o;
var matrix = matrices.pop(); // Async spawn in a loop, order is non-stable
if (matrix != null) {
object.transform.setMatrix(matrix);
#if arm_physics
var rigidBody = object.getTrait(RigidBody);
if (rigidBody != null) {
object.transform.buildMatrix();
rigidBody.syncTransform();
}
#end
}
object.visible = true;
runOutput(0);
}, spawnChildren, rawScene);
});
}
override function get(from: Int): Dynamic {
return object;
}
}

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from arm.logicnode.arm_nodes import *
class SpawnObjectByNameNode(ArmLogicTreeNode):
"""Spawns an object bearing the given name, even if not present in the active scene"""
bl_idname = 'LNSpawnObjectByNameNode'
bl_label = 'Spawn Object By Name'
arm_version = 1
property0: PointerProperty(
type=bpy.types.Scene, name='Scene',
description='The scene from which to take the object')
def init(self, context):
super(SpawnObjectByNameNode, self).init(context)
self.add_input('ArmNodeSocketAction', 'In')
self.add_input('NodeSocketString', 'Name')
self.add_input('NodeSocketShader', 'Transform')
self.add_input('NodeSocketBool', 'Children', default_value=True)
self.add_output('ArmNodeSocketAction', 'Out')
self.add_output('ArmNodeSocketObject', 'Object')
def draw_buttons(self, context, layout):
layout.prop_search(self, 'property0', bpy.data, "scenes")