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LN_screen_to_world_space.py
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LN_screen_to_world_space.py
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from arm.logicnode.arm_nodes import *
class ScreenToWorldSpaceNode(ArmLogicTreeNode):
"""Transforms the given screen coordinates into world coordinates."""
bl_idname = 'LNScreenToWorldSpaceNode'
bl_label = 'Screen to World Space'
arm_section = 'matrix'
arm_version = 1
max_outputs = 8
property0: HaxeBoolProperty('property0', name='Separator Out', default=False)
def arm_init(self, context):
self.add_input('ArmIntSocket', 'Screen X')
self.add_input('ArmIntSocket', 'Screen Y')
self.add_output('ArmVectorSocket', 'World')
self.add_output('ArmVectorSocket', 'Direction')
def draw_buttons(self, context, layout):
layout.prop(self, 'property0') # Separator Out
if self.property0:
if len(self.outputs) < self.max_outputs:
self.outputs.remove(self.outputs.values()[-1]) # Direction vector
self.add_output('ArmFloatSocket', 'X') # World X
self.add_output('ArmFloatSocket', 'Y') # World Y
self.add_output('ArmFloatSocket', 'Z') # World Z
self.add_output('ArmVectorSocket', 'Direction') # Vector
self.add_output('ArmFloatSocket', 'X') # Direction X
self.add_output('ArmFloatSocket', 'Y') # Direction Y
self.add_output('ArmFloatSocket', 'Z') # Direction Z
else:
if len(self.outputs) == self.max_outputs:
self.outputs.remove(self.outputs.values()[-1]) # Z
self.outputs.remove(self.outputs.values()[-1]) # Y
self.outputs.remove(self.outputs.values()[-1]) # X
self.outputs.remove(self.outputs.values()[-1]) # Direction
self.outputs.remove(self.outputs.values()[-1]) # Z
self.outputs.remove(self.outputs.values()[-1]) # Y
self.outputs.remove(self.outputs.values()[-1]) # X
self.add_output('ArmVectorSocket', 'Direction')