New logic node to spawn objects not in current active scene
This commit is contained in:
parent
badc8853b4
commit
5b6875947c
72
Sources/armory/logicnode/SpawnObjectByNameNode.hx
Normal file
72
Sources/armory/logicnode/SpawnObjectByNameNode.hx
Normal file
|
@ -0,0 +1,72 @@
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
24
blender/arm/logicnode/object/LN_spawn_object_by_name.py
Normal file
24
blender/arm/logicnode/object/LN_spawn_object_by_name.py
Normal file
|
@ -0,0 +1,24 @@
|
||||||
|
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")
|
Loading…
Reference in a new issue