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).
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@ -1,30 +1,74 @@
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package armory.logicnode;
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package armory.logicnode;
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import iron.math.Vec4;
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import iron.math.Vec4;
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import iron.math.Mat4;
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import iron.math.RayCaster;
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class ScreenToWorldSpaceNode extends LogicNode {
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class ScreenToWorldSpaceNode extends LogicNode {
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public var property0: String;
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public var property0: Bool; // Separator Out
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var v = new Vec4();
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var m = Mat4.identity();
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public function new(tree: LogicTree) {
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public function new(tree: LogicTree) {
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super(tree);
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super(tree);
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}
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}
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override function get(from: Int): Dynamic {
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override function get(from: Int): Dynamic {
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var v1: Vec4 = inputs[0].get();
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var vInput: Vec4 = new Vec4();
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vInput.x = inputs[0].get();
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if (v1 == null) return null;
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vInput.y = inputs[1].get();
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var cam = iron.Scene.active.camera;
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var cam = iron.Scene.active.camera;
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v.setFrom(v1);
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if (cam == null) return null;
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m.getInverse(cam.P);
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v.applyproj(m);
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m.getInverse(cam.V);
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v.applyproj(m);
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return v;
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// Separator Out
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if (property0) {
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switch (from) {
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// World
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case 0: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).origin;
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}
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// World X
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case 1: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).origin.x;
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}
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// World Y
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case 2: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).origin.y;
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}
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// World Z
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case 3: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).origin.z;
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}
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// Direction
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case 4: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize();
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}
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// Direction X
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case 5: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize().x;
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}
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// Direction Y
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case 6: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize().y;
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}
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// Direction Z
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case 7: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize().z;
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}
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}
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}
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else
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{
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switch (from) {
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// World
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case 0: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).origin;
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}
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// Direction
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case 1: {
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return RayCaster.getRay(vInput.x, vInput.y, cam).direction.normalize();
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}
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}
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}
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return null;
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}
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}
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}
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}
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@ -4,11 +4,46 @@ class ScreenToWorldSpaceNode(ArmLogicTreeNode):
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"""Transforms the given screen coordinates into world coordinates."""
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"""Transforms the given screen coordinates into world coordinates."""
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bl_idname = 'LNScreenToWorldSpaceNode'
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bl_idname = 'LNScreenToWorldSpaceNode'
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bl_label = 'Screen To World Space'
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bl_label = 'Screen To World Space'
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node_index: StringProperty(name='Node Index', default='')
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arm_version = 1
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arm_version = 1
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min_outputs = 2
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max_outputs = 8
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# Separator
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@property
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def property0(self):
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return True if self.property0_ else False
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property0_: BoolProperty(name='Separator Out', default=False)
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def init(self, context):
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def init(self, context):
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super(ScreenToWorldSpaceNode, self).init(context)
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super(ScreenToWorldSpaceNode, self).init(context)
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self.add_input('NodeSocketVector', 'Screen')
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self.add_input('NodeSocketInt', 'Screen X')
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self.add_input('NodeSocketInt', 'Screen Y')
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self.add_output('NodeSocketVector', 'World')
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self.add_output('NodeSocketVector', 'World')
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self.add_output('NodeSocketVector', 'Direction')
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def draw_buttons(self, context, layout):
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layout.prop(self, 'property0_') # Separator Out
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if self.property0_:
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if len(self.outputs) < self.max_outputs:
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self.outputs.remove(self.outputs.values()[-1]) # Direction vector
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self.add_output('NodeSocketFloat', 'X') # World X
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self.add_output('NodeSocketFloat', 'Y') # World Y
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self.add_output('NodeSocketFloat', 'Z') # World Z
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self.add_output('NodeSocketVector', 'Direction') # Vector
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self.add_output('NodeSocketFloat', 'X') # Direction X
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self.add_output('NodeSocketFloat', 'Y') # Direction Y
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self.add_output('NodeSocketFloat', 'Z') # Direction Z
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else:
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if len(self.outputs) == self.max_outputs:
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self.outputs.remove(self.outputs.values()[-1]) # Z
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self.outputs.remove(self.outputs.values()[-1]) # Y
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self.outputs.remove(self.outputs.values()[-1]) # X
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self.outputs.remove(self.outputs.values()[-1]) # Direction
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self.outputs.remove(self.outputs.values()[-1]) # Z
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self.outputs.remove(self.outputs.values()[-1]) # Y
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self.outputs.remove(self.outputs.values()[-1]) # X
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self.add_output('NodeSocketVector', 'Direction')
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add_node(ScreenToWorldSpaceNode, category=PKG_AS_CATEGORY, section='matrix')
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add_node(ScreenToWorldSpaceNode, category=PKG_AS_CATEGORY, section='matrix')
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