17daabeb29
- Made so all nodes outputting a quaternion object also output it as a XYZ (vector) + W (float) combination - Modernized the interface of the "Action/Rotate Object" node, to align on the newer "Action/Set Rotation" node interface ("Action/Rotate Object Along Axis" is now depreciated, but still usable) - Fixed a blender-side-only bug with the "Logic/Switch" node (...which technically could have lead to a compile-time problem if exploited the right way) - Fixed a bug on the "Action/Set Rotation" node: now, quaternion input is automatically normalized in order to avoid accidental scaling - Added a "Value/Separate Quaternion" node - Made so the names of some sockets change in the "Set Rotation" and "Rotate Object" nodes, so they adapt to those nodes' input types. (Same thing with "Value/Vector From Transform"'s output type)
35 lines
1.1 KiB
Python
35 lines
1.1 KiB
Python
import bpy
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from bpy.props import *
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from bpy.types import Node, NodeSocket
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from arm.logicnode.arm_nodes import *
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class SwitchNode(Node, ArmLogicTreeNode):
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'''Switch node'''
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bl_idname = 'LNSwitchNode'
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bl_label = 'Switch'
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bl_icon = 'NONE'
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min_inputs = 2
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min_outputs = 1
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def __init__(self):
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array_nodes[str(id(self))] = self
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def init(self, context):
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self.inputs.new('ArmNodeSocketAction', 'In')
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self.inputs.new('NodeSocketShader', 'Value')
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self.outputs.new('ArmNodeSocketAction', 'Default')
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def draw_buttons(self, context, layout):
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row = layout.row(align=True)
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op = row.operator('arm.node_add_input_output', text='New', icon='PLUS', emboss=True)
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op.node_index = str(id(self))
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op.in_socket_type = 'NodeSocketShader'
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op.out_socket_type = 'ArmNodeSocketAction'
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op.in_name_format = 'Case {0}'
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op.out_name_format = 'Case {0}'
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op.in_index_name_offset = -1
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op2 = row.operator('arm.node_remove_input_output', text='', icon='X', emboss=True)
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op2.node_index = str(id(self))
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add_node(SwitchNode, category='Logic')
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