forked from LeenkxTeam/LNXSDK
Merge pull request 'main' (#126) from Onek8/LNXSDK:main into main
Reviewed-on: LeenkxTeam/LNXSDK#126
This commit is contained in:
@ -55,6 +55,8 @@ class Geometry {
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// Skinned
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#if lnx_skin
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public var skeletonTransformsI: Array<Mat4> = null;
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public var actions: Map<String, Array<iron.data.SceneFormat.TObj>> = new Map();
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public var mats: Map<String, Array<Mat4>> = new Map();
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#end
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public function new(data: MeshData, indices: Array<Uint32Array>, materialIndices: Array<Int>, usage: Usage = null) {
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@ -1,193 +0,0 @@
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package leenkx.logicnode;
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import iron.object.Animation;
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import iron.object.Object;
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import iron.Scene;
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import kha.arrays.Float32Array;
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import iron.object.ObjectAnimation;
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class PlayActionFromNode extends LogicNode {
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var animation: Animation;
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var startFrame: Int;
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var endFrame: Int = -1;
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var loop: Bool;
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var reverse: Bool;
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var action: String;
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var actionR: String;
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public function new(tree: LogicTree) {
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super(tree);
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tree.notifyOnUpdate(update);
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}
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function update() {
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if (animation != null && action == animation.action) {
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if (animation.currentFrame() == endFrame-1) {
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if (loop) animation.setFrame(startFrame);
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else {
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if (!animation.paused) {
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animation.pause();
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runOutput(1);
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}
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}
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}
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}
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}
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override function run(from: Int) {
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var object: Object = inputs[1].get();
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action = inputs[2].get();
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startFrame = inputs[3].get();
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endFrame = inputs[4].get();
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var blendTime: Float = inputs[5].get();
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var speed: Float = inputs[6].get();
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loop = inputs[7].get();
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reverse = inputs[8].get();
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if (object == null) return;
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animation = object.animation;
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if (animation == null) animation = object.getParentArmature(object.name);
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if (reverse){
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var isnew = true;
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actionR = action+'Reverse';
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if (animation.isSkinned){
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for(a in animation.armature.actions)
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if (a.name == actionR) isnew = false;
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if (isnew){
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for(a in animation.armature.actions)
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if(a.name == action){
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var bones = [];
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var cn = [];
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for(bone in a.bones){
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var v = bone.anim.tracks[0];
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var len: Int = v.values.length;
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var val = new Float32Array(len);
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var l = Std.int(len/16);
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for(i in 0...l)
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for(j in 0...16){
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val[i*16+j] = v.values[(l-i)*16+j-16];
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}
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if (bone.children != null){
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var cdn = [];
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for (child in bone.children)
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cdn.push(child.name);
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cn.push(cdn);
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} else cn.push(null);
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var a: iron.data.SceneFormat.TObj = {
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type : bone.type,
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name : bone.name,
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transform : {
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//target : null,
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values : bone.transform.values
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},
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anim : {
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tracks : [{
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target : v.target,
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frames : v.frames,
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values : val,
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ref_values : null
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}]//,
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//begin : null,
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//end : null,
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//has_delta : null,
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//marker_frames : null,
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//marker_names : null
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},
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children : bone.children,
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data_ref : null
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}
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if (bone.parent != null){
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a.parent = bone.parent;
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}
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bones.push(a);
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}
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for (i in 0...bones.length){
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var cd = [];
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if (cn[i] != null)
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for (name in cn[i])
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for (bone in bones)
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if (bone.name == name)
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cd.push(bone);
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bones[i].children = cd;
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}
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for (i in 0...bones.length){
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if (bones[i].parent != null)
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for (bone in bones)
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if (bone.name == bones[i].parent.name)
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bones[i].parent = bone;
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}
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animation.armature.actions.push({
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name: actionR,
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bones: bones,
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mats: null});
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var mats: Array<iron.math.Mat4> = [];
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for (bone in a.bones) mats.push(iron.math.Mat4.fromFloat32Array(bone.transform.values));
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var castBoneAnim = cast(animation, iron.object.BoneAnimation);
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castBoneAnim.data.geom.actions.set(actionR, bones);
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castBoneAnim.data.geom.mats.set(actionR, mats);
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for(o in iron.Scene.active.raw.objects)
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if (o.name == object.name) o.bone_actions.push('action_'+o.bone_actions[0].split('_')[1]+'_'+actionR);
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}
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}
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}
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else {
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var oaction = null;
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var tracks: Array<iron.data.SceneFormat.TTrack> = [];
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var oactions = cast(animation, ObjectAnimation).oactions;
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for (a in oactions)
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if (a != null && a.objects[0].name == actionR) isnew = false;
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if (isnew){
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for (a in oactions){
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if (a != null && a.objects[0].name == action){
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oaction = a.objects[0];
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for(b in a.objects[0].anim.tracks){
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var val: Array<Float> = [];
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for(c in b.values) val.unshift(c);
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var vali = new Float32Array(val.length);
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for(i in 0...val.length) vali[i] = val[i];
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tracks.push({target: b.target, frames: b.frames, values: vali});
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}
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oactions.push({
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objects: [{name: actionR,
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anim: {begin: oaction.anim.begin, end: oaction.anim.end, tracks: tracks},
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type: 'object',
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data_ref: '',
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transform: null}]});
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for(o in iron.Scene.active.raw.objects)
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if (o.name == object.name) o.object_actions.push('action_'+actionR);
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}
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}
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}
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}
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}
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animation.play(reverse ? actionR : action, function() {
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runOutput(1);
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}, blendTime, speed, loop);
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animation.update(startFrame * Scene.active.raw.frame_time);
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runOutput(0);
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}
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}
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