armory/blender/arm/logicnode/variable_quaternion.py
niacdoial 17daabeb29 Improved quaternion and angle handling in logic nodes (+2bugfixes)
- 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)
2020-08-30 15:50:06 +02:00

24 lines
755 B
Python

import bpy
from bpy.props import *
from bpy.types import Node, NodeSocket
from arm.logicnode.arm_nodes import *
class QuaternionNode(Node, ArmLogicTreeNode):
'''Quaternion node'''
bl_idname = 'LNQuaternionNode'
bl_label = 'Quaternion'
bl_icon = 'NONE'
def init(self, context):
self.inputs.new('NodeSocketFloat', 'X')
self.inputs.new('NodeSocketFloat', 'Y')
self.inputs.new('NodeSocketFloat', 'Z')
self.inputs.new('NodeSocketFloat', 'W')
self.inputs[-1].default_value = 1.0
self.outputs.new('NodeSocketVector', 'Quaternion')
self.outputs.new('NodeSocketVector', 'XYZ')
self.outputs.new('NodeSocketFloat', 'W')
add_node(QuaternionNode, category='Variable')