New logic node to spawn objects not in current active scene
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Sources/armory/logicnode/SpawnObjectByNameNode.hx
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72
Sources/armory/logicnode/SpawnObjectByNameNode.hx
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package armory.logicnode;
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import iron.data.SceneFormat.TSceneFormat;
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import iron.data.Data;
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import iron.object.Object;
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import iron.math.Mat4;
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import armory.trait.physics.RigidBody;
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class SpawnObjectByNameNode extends LogicNode {
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var object: Object;
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var matrices: Array<Mat4> = [];
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/** Scene from which to take the object **/
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public var property0: Null<String>;
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public function new(tree: LogicTree) {
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super(tree);
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}
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override function run(from: Int) {
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var objectName = inputs[1].get();
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if (objectName == null) return;
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#if arm_json
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property0 += ".json";
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#elseif arm_compress
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property0 += ".lz4";
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#end
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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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Data.getSceneRaw(property0, (rawScene: TSceneFormat) -> {
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//Check if object with given name present in the specified scene
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var objPresent: Bool = false;
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for (o in rawScene.objects) {
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if (o.name == objectName) {
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objPresent = true;
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break;
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}
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}
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if (! objPresent) return;
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//Spawn object if present
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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) {
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object.transform.setMatrix(matrix);
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#if arm_physics
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var rigidBody = object.getTrait(RigidBody);
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if (rigidBody != null) {
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object.transform.buildMatrix();
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rigidBody.syncTransform();
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}
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#end
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}
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object.visible = true;
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runOutput(0);
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}, spawnChildren, rawScene);
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});
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}
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override function get(from: Int): Dynamic {
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return object;
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}
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}
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24
blender/arm/logicnode/object/LN_spawn_object_by_name.py
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24
blender/arm/logicnode/object/LN_spawn_object_by_name.py
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from arm.logicnode.arm_nodes import *
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class SpawnObjectByNameNode(ArmLogicTreeNode):
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"""Spawns an object bearing the given name, even if not present in the active scene"""
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bl_idname = 'LNSpawnObjectByNameNode'
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bl_label = 'Spawn Object By Name'
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arm_version = 1
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property0: PointerProperty(
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type=bpy.types.Scene, name='Scene',
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description='The scene from which to take the object')
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def init(self, context):
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super(SpawnObjectByNameNode, self).init(context)
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self.add_input('ArmNodeSocketAction', 'In')
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self.add_input('NodeSocketString', 'Name')
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self.add_input('NodeSocketShader', 'Transform')
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self.add_input('NodeSocketBool', 'Children', default_value=True)
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self.add_output('ArmNodeSocketAction', 'Out')
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self.add_output('ArmNodeSocketObject', 'Object')
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def draw_buttons(self, context, layout):
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layout.prop_search(self, 'property0', bpy.data, "scenes")
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