function Node_3D_Scene(_x, _y, _group = noone) : Node_3D(_x, _y, _group) constructor { name = "3D Scene"; //inputs[| 0] = nodeValue("Array in", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, []) // .setVisible(true, true); outputs[| 0] = nodeValue("Scene", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3Scene, self); setIsDynamicInput(1); static createNewInput = function() { var index = ds_list_size(inputs); inputs[| index] = nodeValue("Object", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Mesh, noone ) .setVisible(true, true); } if(!LOADING && !APPENDING) createNewInput(); static refreshDynamicInput = function() { var _l = ds_list_create(); for( var i = 0; i < ds_list_size(inputs); i++ ) { if(i < input_fix_len || inputs[| i].value_from) ds_list_add(_l, inputs[| i]); else delete inputs[| i]; } for( var i = 0; i < ds_list_size(_l); i++ ) _l[| i].index = i; ds_list_destroy(inputs); inputs = _l; createNewInput(); } static onValueFromUpdate = function(index) { if(index < input_fix_len) return; if(LOADING || APPENDING) return; refreshDynamicInput(); } static submitSel = function(params = {}) { for( var i = input_fix_len, n = ds_list_size(inputs); i < n; i += data_length ) { var _obj = inputs[| i].getValue(); if(_obj == noone) continue; _obj.submitSel(params); } } static submitUI = function(params = {}, shader = noone) { for( var i = input_fix_len, n = ds_list_size(inputs); i < n; i += data_length ) { var _obj = inputs[| i].getValue(); if(_obj == noone) continue; _obj.submitUI(params, shader); } } static submit = function(params = {}, shader = noone) { for( var i = input_fix_len, n = ds_list_size(inputs); i < n; i += data_length ) { var _obj = inputs[| i].getValue(); if(_obj == noone) continue; _obj.submit(params, shader); } } static update = function(frame = PROJECT.animator.current_frame) { } static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {} }