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)
48 lines
1 KiB
Haxe
48 lines
1 KiB
Haxe
package armory.logicnode;
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import iron.math.Quat;
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import iron.math.Vec4;
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class QuaternionNode extends LogicNode {
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var value = new Quat();
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public function new(tree: LogicTree, x: Null<Float> = null, y: Null<Float> = null, z: Null<Float> = null, w: Null<Float> = null) {
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super(tree);
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if (x != null) {
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addInput(new FloatNode(tree, x), 0);
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addInput(new FloatNode(tree, y), 0);
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addInput(new FloatNode(tree, z), 0);
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addInput(new FloatNode(tree, w), 0);
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}
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}
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override function get(from: Int): Dynamic {
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value.x = inputs[0].get();
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value.y = inputs[1].get();
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value.z = inputs[2].get();
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value.w = inputs[3].get();
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value.normalize();
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switch (from){
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case 0:
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return value;
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case 1:
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var value1 = new Vec4();
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value1.x = value.x;
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value1.y = value.y;
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value1.z = value.z;
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value1.w = 0; // use 0 to avoid this vector being translated.
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return value1;
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case 2:
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return value.w;
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default:
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return null;
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}
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}
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override function set(value: Dynamic) {
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this.value = value;
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}
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}
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