function Node_3D_Repeat(_x, _y, _group = noone) : Node_3D(_x, _y, _group) constructor { name = "3D Repeat"; inputs[| 0] = nodeValue("Objects", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Mesh, noone ) .setArrayDepth(1) .setVisible(true, true); inputs[| 1] = nodeValue("Object Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_button, [ "Duplicate", "Array" ] ) .rejectArray(); inputs[| 2] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1 ); inputs[| 3] = nodeValue("Starting Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue("Starting Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0, 1 ] ) .setDisplay(VALUE_DISPLAY.d3quarternion); inputs[| 5] = nodeValue("Starting Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 6] = nodeValue("Shift Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 7] = nodeValue("Shift Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0, 1 ] ) .setDisplay(VALUE_DISPLAY.d3quarternion); inputs[| 8] = nodeValue("Shift Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector); outputs[| 0] = nodeValue("Scene", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3Scene, noone); input_display_list = [ ["Objects", false], 0, 3, 4, 5, ["Repeat", false], 1, 2, 6, 7, 8, ] static step = function() { #region var _mode = array_safe_get(current_data, 1, 0); //var _tran = array_safe_get(current_data, 9, 0); inputs[| 0].setArrayDepth(_mode == 1); inputs[| 2].setVisible(_mode == 0); //inputs[| 6].setVisible(_tran == 0); //inputs[| 7].setVisible(_tran == 0); //inputs[| 8].setVisible(_tran == 0); } #endregion static processData = function(_output, _data, _output_index, _array_index = 0) { #region var _object = _data[0]; var _mode = _data[1]; var _Spos = _data[3]; var _Srot = _data[4]; var _Ssca = _data[5]; var _Rpos = _data[6]; var _Rrot = _data[7]; var _Rsca = _data[8]; if(_mode == 1 && !is_array(_object)) return noone; var _amo = _mode == 1? array_length(_object) : _data[2]; var _scene = new __3dGroup(); for( var i = 0; i < _amo; i++ ) { var _obj = _mode == 1? _object[i] : _object; if(_obj == noone) continue; var _subScene = new __3dGroup(); var _sPos = [ _Spos[0] + _Rpos[0] * i, _Spos[1] + _Rpos[1] * i, _Spos[2] + _Rpos[2] * i ]; var _sSca = [ _Ssca[0] + _Rsca[0] * i, _Ssca[1] + _Rsca[1] * i, _Ssca[2] + _Rsca[2] * i ]; var _sRot = new BBMOD_Quaternion(_Srot[0], _Srot[1], _Srot[2], _Srot[3]); var _rRot = new BBMOD_Quaternion(_Rrot[0], _Rrot[1], _Rrot[2], _Rrot[3]); var _sRotE = _sRot.ToEuler(); var _rRotE = _rRot.ToEuler(); var _fRotE = [ _sRotE.x + _rRotE.x * i, _sRotE.y + _rRotE.y * i, _sRotE.z + _rRotE.z * i ]; var _fRot = new BBMOD_Quaternion().FromEuler(_fRotE[0], _fRotE[1], _fRotE[2]); _subScene.transform.position.set(_sPos); _subScene.transform.rotation.set(_fRot.X, _fRot.Y, _fRot.Z, _fRot.W); _subScene.transform.scale.set(_sSca); array_push(_subScene.objects, _obj); array_push(_scene.objects, _subScene); } return _scene; } #endregion }