Modifying the Screen To World Space node

Modifying the Screen To World Space node

Input parameters:
- Screen X - value of screen coordinates along the X axis (data type Int);
- Screen Y - the value of the screen coordinates along the Y axis (data type Int).

Options:
- Separator Out - whether or not to separate the output parameters (vectors) into components (XYZ).

Output parameters:
- World - coordinates of a point in 3D space (Vector data type)
- Direction - normalized direction vector from the camera towards the point/cursor indication (data type Vector).
- X, Y, Z - components of the corresponding vectors (data type Float).
This commit is contained in:
E1e5en 2020-10-13 20:50:30 +03:00
parent 20c8be3d0d
commit 6116c665c4
2 changed files with 93 additions and 14 deletions

View file

@ -1,30 +1,74 @@
package armory.logicnode;
import iron.math.Vec4;
import iron.math.Mat4;
import iron.math.RayCaster;
class ScreenToWorldSpaceNode extends LogicNode {
public var property0: String;
var v = new Vec4();
var m = Mat4.identity();
public var property0: Bool; // Separator Out
public function new(tree: LogicTree) {
super(tree);
}
override function get(from: Int): Dynamic {
var v1: Vec4 = inputs[0].get();
if (v1 == null) return null;
var vInput: Vec4 = new Vec4();
vInput.x = inputs[0].get();
vInput.y = inputs[1].get();
var cam = iron.Scene.active.camera;
v.setFrom(v1);
m.getInverse(cam.P);
v.applyproj(m);
m.getInverse(cam.V);
v.applyproj(m);
if (cam == null) return null;
return v;
// 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;
}
}

View file

@ -4,11 +4,46 @@ class ScreenToWorldSpaceNode(ArmLogicTreeNode):
"""Transforms the given screen coordinates into world coordinates."""
bl_idname = 'LNScreenToWorldSpaceNode'
bl_label = 'Screen To World Space'
node_index: StringProperty(name='Node Index', default='')
arm_version = 1
min_outputs = 2
max_outputs = 8
# Separator
@property
def property0(self):
return True if self.property0_ else False
property0_: BoolProperty(name='Separator Out', default=False)
def init(self, context):
super(ScreenToWorldSpaceNode, self).init(context)
self.add_input('NodeSocketVector', 'Screen')
self.add_input('NodeSocketInt', 'Screen X')
self.add_input('NodeSocketInt', 'Screen Y')
self.add_output('NodeSocketVector', 'World')
self.add_output('NodeSocketVector', 'Direction')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0_') # Separator Out
if self.property0_:
if len(self.outputs) < self.max_outputs:
self.outputs.remove(self.outputs.values()[-1]) # Direction vector
self.add_output('NodeSocketFloat', 'X') # World X
self.add_output('NodeSocketFloat', 'Y') # World Y
self.add_output('NodeSocketFloat', 'Z') # World Z
self.add_output('NodeSocketVector', 'Direction') # Vector
self.add_output('NodeSocketFloat', 'X') # Direction X
self.add_output('NodeSocketFloat', 'Y') # Direction Y
self.add_output('NodeSocketFloat', 'Z') # Direction Z
else:
if len(self.outputs) == self.max_outputs:
self.outputs.remove(self.outputs.values()[-1]) # Z
self.outputs.remove(self.outputs.values()[-1]) # Y
self.outputs.remove(self.outputs.values()[-1]) # X
self.outputs.remove(self.outputs.values()[-1]) # Direction
self.outputs.remove(self.outputs.values()[-1]) # Z
self.outputs.remove(self.outputs.values()[-1]) # Y
self.outputs.remove(self.outputs.values()[-1]) # X
self.add_output('NodeSocketVector', 'Direction')
add_node(ScreenToWorldSpaceNode, category=PKG_AS_CATEGORY, section='matrix')