Update leenkx/Sources/leenkx/logicnode/SetBoneTransformNode.hx
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package leenkx.logicnode;
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package leenkx.logicnode;
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import iron.object.Object;
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import iron.object.Object;
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#if lnx_skin
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#if lnx_skin
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import iron.object.BoneAnimation;
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import iron.object.BoneAnimation;
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#end
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#end
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import iron.math.Mat4;
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import iron.math.Mat4;
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class SetBoneTransformNode extends LogicNode {
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class SetBoneTransformNode extends LogicNode {
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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(from: Int) {
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override function run(from: Int) {
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#if lnx_skin
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#if lnx_skin
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var object: Object = inputs[1].get();
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var object: Object = inputs[1].get();
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if (object == null) return;
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if (object == null) return;
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var transform = inputs[3].get();
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var transform = inputs[3].get();
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if (transform == null) return;
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if (transform == null) return;
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var boneName: String = inputs[2].get();
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var boneName: String = inputs[2].get();
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var anim = object.animation != null ? cast(object.animation, BoneAnimation) : null;
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var anim = object.animation != null ? cast(object.animation, BoneAnimation) : null;
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if (anim == null) anim = object.getBoneAnimation(object.uid);
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if (anim == null) anim = object.getBoneAnimation(object.uid);
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// Get bone in armature
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// Get bone in armature
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var bone = anim.getBone(boneName);
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var bone = anim.getBone(boneName);
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anim.setBoneMatFromWorldMat(anim.skeletonMats, transform, bone);
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anim.setBoneMatFromWorldMat(anim.skeletonMats, transform, bone);
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//return anim.getAbsMat(bone).clone().multmat(object.transform.world);
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runOutput(0);
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runOutput(0);
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#end
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#end
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}
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}
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}
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}
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