function Node_3D_Scene(_x, _y, _group = noone) : Node_3D(_x, _y, _group) constructor { name = "3D Scene"; outputs[| 0] = nodeValue("Scene", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3Scene, noone); setIsDynamicInput(1); object_lists = []; static createNewInput = function() { #region var index = ds_list_size(inputs); inputs[| index] = nodeValue("Object", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Mesh, noone ) .setVisible(true, true); } #endregion if(!LOADING && !APPENDING) createNewInput(); static refreshDynamicInput = function() { #region 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(); } #endregion static onValueFromUpdate = function(index) { #region if(index < input_fix_len) return; if(LOADING || APPENDING) return; refreshDynamicInput(); } #endregion static processData = function(_output, _data, _output_index, _array_index = 0) { #region var _scene = new __3dGroup(); for( var i = input_fix_len, n = ds_list_size(inputs); i < n; i += data_length ) { var _obj = _data[i]; if(_obj == noone) continue; array_push(_scene.objects, _obj); } return _scene; } #endregion }