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105
leenkx/blender/lnx/logicnode/transform/LN_rotate_object.py
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105
leenkx/blender/lnx/logicnode/transform/LN_rotate_object.py
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from lnx.logicnode.lnx_nodes import *
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from lnx.logicnode.lnx_sockets import LnxRotationSocket as Rotation
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class RotateObjectNode(LnxLogicTreeNode):
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"""Rotates the given object."""
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bl_idname = 'LNRotateObjectNode'
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bl_label = 'Rotate Object'
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lnx_section = 'rotation'
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lnx_version = 2
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def lnx_init(self, context):
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self.add_input('LnxNodeSocketAction', 'In')
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self.add_input('LnxNodeSocketObject', 'Object')
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self.add_input('LnxRotationSocket', 'Rotation')
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self.add_output('LnxNodeSocketAction', 'Out')
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def draw_buttons(self, context, layout):
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layout.prop(self, 'property0_proxy')
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# this property swaperoo is kinda janky-looking, but listen out:
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# - when you reload an old file, the properties of loaded nodes can be mangled if the node class drops the property or the specific value within the property.
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# -> to fix this, 'property0' needs to contain the old values so that node replacement can be done decently.
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# - "but", I hear you ask, "why not make property0 a simple blender property, and create a property0v2 HaxeProperty to be bound to the haxe-time property0?"
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# -> well, at the time of writing, a HaxeProperty's prop_name is only used for livepatching, not at initial setup, so a freshly-compiled game would get completely borked properties.
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# solution: have a property0 HaxeProperty contain every possible value, and have a property0_proxy Property be in the UI.
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# NOTE FOR FUTURE MAINTAINERS: the value of the proxy property does **not** matter, only the value of property0 does. When eventually editing this class, you can safely drop the values in the proxy property, and *only* the proxy property.
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def on_proxyproperty_update(self, context=None):
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self.property0 = self.property0_proxy
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property0_proxy: EnumProperty(
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items = [('Local', 'Local F.O.R.', 'Frame of reference oriented with the object'),
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('Global', 'Global/Parent F.O.R.',
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'Frame of reference oriented with the object\'s parent or the world')],
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name='', default='Local',
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update = on_proxyproperty_update
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)
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property0: HaxeEnumProperty(
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'property0',
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items=[('Euler Angles', 'NODE REPLACEMENT ONLY', ''),
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('Angle Axies (Radians)', 'NODE REPLACEMENT ONLY', ''),
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('Angle Axies (Degrees)', 'NODE REPLACEMENT ONLY', ''),
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('Quaternion', 'NODE REPLACEMENT ONLY', ''),
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('Local', 'Local F.O.R.', 'Frame of reference oriented with the object'),
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('Global', 'Global/Parent F.O.R.',
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'Frame of reference oriented with the object\'s parent or the world')
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],
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name='', default='Local')
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def get_replacement_node(self, node_tree: bpy.types.NodeTree):
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if self.lnx_version not in (0, 1):
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raise LookupError()
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# transition from version 1 to version 2: make rotations their own sockets
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# this transition is a mess, I know.
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newself = self.id_data.nodes.new('LNRotateObjectNode')
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inputnode = self.id_data.nodes.new('LNRotationNode')
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self.id_data.links.new(inputnode.outputs[0], newself.inputs[2])
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newself.inputs[1].default_value_raw = self.inputs[1].default_value_raw
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inputnode.inputs[0].default_value = self.inputs[2].default_value
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inputnode.inputs[1].default_value = self.inputs[3].default_value
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if len(self.inputs[0].links) >0:
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self.id_data.links.new(self.inputs[0].links[0].from_socket, newself.inputs[0])
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if len(self.inputs[1].links) >0:
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self.id_data.links.new(self.inputs[1].links[0].from_socket, newself.inputs[1])
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if len(self.inputs[2].links) >0:
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self.id_data.links.new(self.inputs[2].links[0].from_socket, inputnode.inputs[0])
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if len(self.inputs[3].links) >0:
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self.id_data.links.new(self.inputs[3].links[0].from_socket, inputnode.inputs[1])
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# first, convert the default value
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if self.property0 == 'Quaternion':
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inputnode.property0 = 'Quaternion'
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elif self.property0 == 'Euler Angles':
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inputnode.property0 = 'EulerAngles'
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inputnode.property1 = 'Rad'
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inputnode.property2 = 'XZY' # legacy order
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else: # starts with "Angle Axies"
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inputnode.property0 = 'AxisAngle'
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if 'Degrees' in self.property0:
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inputnode.property1 = 'Deg'
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else:
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inputnode.property1 = 'Rad'
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quat = Rotation.convert_to_quaternion(
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self.inputs[2].default_value,
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self.inputs[3].default_value,
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inputnode.property0,
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inputnode.property1,
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inputnode.property2
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)
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newself.inputs[2].default_value_raw = quat
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return [newself, inputnode]
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