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)
26 lines
975 B
Python
26 lines
975 B
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 RotateObjectAroundAxisNode(Node, ArmLogicTreeNode):
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'''Rotate object around axis node'''
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bl_idname = 'LNRotateObjectAroundAxisNode'
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bl_label = 'Rotate Object Around Axis'
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bl_description = 'Rotate Object Around Axis (Depreciated: use "Rotate Object")'
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bl_icon = 'ERROR'
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def init(self, context):
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self.inputs.new('ArmNodeSocketAction', 'In')
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self.inputs.new('ArmNodeSocketObject', 'Object')
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self.inputs.new('NodeSocketVector', 'Axis')
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self.inputs[-1].default_value = [0, 0, 1]
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self.inputs.new('NodeSocketFloat', 'Angle')
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self.outputs.new('ArmNodeSocketAction', 'Out')
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def draw_buttons(self, context, layout):
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row = layout.row(align=True)
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row.label(text='Depreciated. Consider using "Rotate Object"')
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add_node(RotateObjectAroundAxisNode, category='Action')
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