Fixed Enhanced Transform node.
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@ -7,13 +7,18 @@ These are Armory Nodes I've Made...
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# To Do
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# To Do
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I want to add the following:
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I want to add and fix the following:
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Add:
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<ul>
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<ul>
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<li>Near</li>
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<li>Near</li>
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<li>Track To</li>
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<li>Track To</li>
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</ul>
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</ul>
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Fix:
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<ul>
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<li>Look At</li>
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</ul>
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# Images
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# Images
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![1 Enhanced Transform](Images/Enhanced_Transform.png)
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![1 Enhanced Transform](Images/Enhanced_Transform.png)
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![2 Look At](Images/Look_At.png)
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![2 Look At](Images/Look_At.png)
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@ -1,37 +1,49 @@
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package armory.logicnode;
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package armory.logicnode;
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import iron.object.Object;
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import iron.math.Vec4;
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import armory.trait.physics.RigidBody;
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import armory.trait.physics.RigidBody;
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import iron.object.Object;
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import iron.math.Mat4;
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import iron.math.Vec4;
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import iron.math.Quat;
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class EnhancedTransformNode extends LogicNode {
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class EnhancedTransformNode extends LogicNode {
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var value:Mat4 = Mat4.identity();
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static var q = new Quat();
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public function new(tree:LogicTree) {
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public function new(tree:LogicTree) {
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super(tree);
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super(tree);
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}
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}
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override function run() {
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override function run() {
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var object:Object = inputs[1].get();
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var object:Object = inputs[1].get();
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var loc:Vec4 = inputs[2].get();
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var loc:Vec4 = inputs[2].get();
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var rot:Vec4 = inputs[3].get();
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var rot:Vec4 = inputs[3].get();
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var scale:Vec4 = inputs[4].get();
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var scale:Vec4 = inputs[4].get();
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if (loc == null || rot == null || scale == null) return;
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if (loc == null || rot == null || scale == null) return;
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// Location transform
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if(loc.x == 0.0 && loc.y == 0.0 && loc.z == 0.0) {
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object.transform.loc.x = loc.x;
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loc.x = object.transform.loc.x;
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object.transform.loc.y = loc.y;
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loc.y = object.transform.loc.y;
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object.transform.loc.z = loc.z;
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loc.z = object.transform.loc.z;
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}
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// Rotation transform
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if(rot.x == 0.0 && rot.y == 0.0 && rot.z == 0.0) {
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object.transform.rot.fromEuler(rot.x, rot.y, rot.z);
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rot.x = object.transform.rot.x;
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object.transform.buildMatrix();
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rot.y = object.transform.rot.y;
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rot.z = object.transform.rot.z;
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}
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// Scale transform
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if(scale.x == 0.0 && scale.y == 0.0 && scale.z == 0.0) {
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object.transform.scale.x = scale.x;
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scale.x = object.transform.scale.x;
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object.transform.scale.y = scale.y;
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scale.y = object.transform.scale.y;
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object.transform.scale.z = scale.z;
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scale.z = object.transform.scale.z;
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}
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q.fromEuler(rot.x, rot.y, rot.z);
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value.compose(loc, q, scale);
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object.transform.setMatrix(value);
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#if arm_physics
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#if arm_physics
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var rigidBody = object.getTrait(RigidBody);
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var rigidBody = object.getTrait(RigidBody);
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@ -14,7 +14,6 @@ class EnhancedTransformNode(Node, ArmLogicTreeNode):
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self.inputs.new('NodeSocketVector', 'Location')
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self.inputs.new('NodeSocketVector', 'Location')
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self.inputs.new('NodeSocketVector', 'Rotation')
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self.inputs.new('NodeSocketVector', 'Rotation')
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self.inputs.new('NodeSocketVector', 'Scale')
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self.inputs.new('NodeSocketVector', 'Scale')
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self.inputs[-1].default_value = [1.0, 1.0, 1.0]
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self.outputs.new('ArmNodeSocketAction', 'Out')
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self.outputs.new('ArmNodeSocketAction', 'Out')
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class LookAtNode(Node, ArmLogicTreeNode):
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class LookAtNode(Node, ArmLogicTreeNode):
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