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119
leenkx/Sources/leenkx/logicnode/SwitchActionMultiNode.hx
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119
leenkx/Sources/leenkx/logicnode/SwitchActionMultiNode.hx
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package leenkx.logicnode;
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import iron.system.Tween;
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import kha.FastFloat;
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import iron.object.ObjectAnimation;
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import iron.object.Animation;
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#if lnx_skin
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import iron.object.BoneAnimation;
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#end
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import leenkx.object.AnimationExtension;
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import iron.math.Mat4;
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import iron.object.Object;
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class SwitchActionMultiNode extends LogicNode {
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static final MIN_INDEX: Int = 6;
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var object: Object;
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#if lnx_skin
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var animationBone: BoneAnimation;
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#end
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var animationObject: ObjectAnimation;
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var switchActionOp: SwitchActionOperator;
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var tempMatsObject: Map<String, FastFloat>;
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var tempMatsBone: Array<Mat4>;
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var animMatsObject: Map<String, FastFloat>;
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var animMatsBone: Array<Mat4>;
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var ready = false;
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var result: Dynamic = null;
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var forward = true;
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var switchFrom: Int = 1;
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var switchTo: Int = 2;
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var fromId = 0;
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var toId = 0;
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public function new(tree: LogicTree) {
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super(tree);
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}
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public function init() {
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object = inputs[2].get();
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assert(Error, object != null, "The object input not be null");
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fromId = MIN_INDEX;
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toId = MIN_INDEX + 1;
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if(object.animation == null) {
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#if lnx_skin
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animationBone = object.getBoneAnimation(object.uid);
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tempMatsBone = animationBone.initMatsEmpty();
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animMatsBone = animationBone.initMatsEmpty();
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result = resultBone;
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#end
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}
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else {
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animationObject = cast(object.animation, ObjectAnimation);
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tempMatsObject = animationObject.initTransformMap();
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animMatsObject = animationObject.initTransformMap();
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result = resultObject;
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}
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ready = true;
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initSwitchAction();
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}
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public function initSwitchAction(){
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if( animationObject == null){
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#if lnx_skin
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switchActionOp = new SwitchActionOperator(animationBone);
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#end
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}
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else {
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switchActionOp = new SwitchActionOperator(animationObject);
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}
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}
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public function resultBone(resultMats: Array<Mat4>){
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inputs[fromId].get()(animMatsBone);
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inputs[toId].get()(tempMatsBone);
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switchActionOp.update(animMatsBone, tempMatsBone, resultMats);
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}
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public function resultObject(resultMats: Map<String, FastFloat>){
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inputs[fromId].get()(animMatsObject);
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inputs[toId].get()(tempMatsObject);
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switchActionOp.update(animMatsObject, tempMatsObject, resultMats);
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}
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override function get(from: Int): Dynamic {
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if(!ready) init();
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return result;
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}
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override function run(from:Int) {
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if(!ready) init();
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switchTo = inputs[1].get();
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var restart = inputs[3].get();
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var duration: FastFloat = inputs[4].get();
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var boneLayer: Null<Int> = inputs[5].get();
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if(!forward) {
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forward = !forward;
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fromId = MIN_INDEX + switchTo;
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switchActionOp.switchAction(action1, duration, restart, done, boneLayer);
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}
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else {
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forward = !forward;
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toId = MIN_INDEX + switchTo;
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switchActionOp.switchAction(action2, duration, restart, done, boneLayer);
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}
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}
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function done() {
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runOutput(0);
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}
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}
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