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@ -13,21 +13,22 @@ class ApplyForceNode extends LogicNode {
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override function run(from:Int) {
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var object:Object = inputs[1].get();
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var force:Vec4 = inputs[2].get();
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var local:Bool = inputs[3].get();
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var look:Vec4; var right:Vec4; var up:Vec4;
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var local:Bool = inputs.length > 3 ? inputs[3].get() : false;
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if (object == null || force == null) return;
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#if arm_physics
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var rb:RigidBody = object.getTrait(RigidBody);
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if (!local) {
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rb.applyForce(force);
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rb.applyForce(force);
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}
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else {
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look = object.transform.world.look().mult(force.x);
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right = object.transform.world.right().mult(force.y);
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up = object.transform.world.up().mult(force.z);
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rb.applyForce(look); rb.applyImpulse(right); rb.applyImpulse(up);
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var look = object.transform.world.look().mult(force.x);
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var right = object.transform.world.right().mult(force.y);
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var up = object.transform.world.up().mult(force.z);
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rb.applyForce(look);
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rb.applyImpulse(right);
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rb.applyImpulse(up);
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}
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#end
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@ -13,21 +13,22 @@ class ApplyImpulseNode extends LogicNode {
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override function run(from:Int) {
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var object:Object = inputs[1].get();
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var impulse:Vec4 = inputs[2].get();
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var local:Bool = inputs[3].get();
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var look:Vec4; var right:Vec4; var up:Vec4;
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var local:Bool = inputs.length > 3 ? inputs[3].get() : false;
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if (object == null || impulse == null) return;
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#if arm_physics
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var rb:RigidBody = object.getTrait(RigidBody);
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if (!local) {
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rb.applyImpulse(impulse);
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rb.applyImpulse(impulse);
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}
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else {
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look = object.transform.world.look().mult(impulse.x);
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right = object.transform.world.right().mult(impulse.y);
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up = object.transform.world.up().mult(impulse.z);
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rb.applyImpulse(look); rb.applyImpulse(right); rb.applyImpulse(up);
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var look = object.transform.world.look().mult(impulse.x);
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var right = object.transform.world.right().mult(impulse.y);
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var up = object.transform.world.up().mult(impulse.z);
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rb.applyImpulse(look);
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rb.applyImpulse(right);
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rb.applyImpulse(up);
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}
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#end
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@ -14,19 +14,18 @@ class TranslateObjectNode extends LogicNode {
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override function run(from:Int) {
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var object:Object = inputs[1].get();
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var vec:Vec4 = inputs[2].get();
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var local:Bool = inputs[3].get();
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var look:Vec4; var right:Vec4; var up:Vec4;
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var local:Bool = inputs.length > 3 ? inputs[3].get() : false;
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if (object == null || vec == null) return;
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if(!local) {
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object.transform.loc.add(vec);
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object.transform.buildMatrix();
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object.transform.loc.add(vec);
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object.transform.buildMatrix();
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}
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else {
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look = object.transform.world.look().mult(vec.x);
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right = object.transform.world.right().mult(vec.y);
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up = object.transform.world.up().mult(vec.z);
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var look = object.transform.world.look().mult(vec.x);
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var right = object.transform.world.right().mult(vec.y);
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var up = object.transform.world.up().mult(vec.z);
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object.transform.loc.add(look);
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object.transform.loc.add(right);
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object.transform.loc.add(up);
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@ -40,11 +39,4 @@ class TranslateObjectNode extends LogicNode {
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runOutput(0);
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}
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function multVecs(a:Vec4, b:Vec4):Vec4{
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var r; r = new Vec4();
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r.x=a.x*b.x;
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r.y=a.y*b.y;
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r.z=a.z*b.z;
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return r;
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}
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}
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@ -24,14 +24,14 @@ class TranslateOnLocalAxisNode extends LogicNode {
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if (l == 1) loc.setFrom(object.transform.world.look());
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else if (l == 2) loc.setFrom(object.transform.world.up());
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else if (l == 3) loc.setFrom(object.transform.world.right());
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if (ini) {
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loc.x = -loc.x;
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loc.y = -loc.y;
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loc.z = -loc.z;
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}
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}
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vec.x = loc.x * sp;
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vec.y = loc.y * sp;
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vec.z = loc.z * sp;
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