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Introduction to Logic Nodes

Moritz Brückner edited this page Jul 31, 2021 · 18 revisions

Introduction to Logic Nodes

Armory's logic nodes provide a visual way of creating interactive behaviour. Nodes are "building blocks" for some common procedures, which grouped together create a node tree that describes the behaviour of a trait. Each node can be executed and will then run the functionality it represents. When you build your project, the logic node trees that you've created are automatically translated into Haxe code.

A common mistake is to forget to add a trait to an object or scene when a new logic node tree was created. A logic tree alone is not a trait, it needs to be referenced from a node trait to be used!

The functionality of individual logic nodes is described in the reference, for an in-depth look over the internals of logic nodes, please read the page on logic node development.

The compilation to Haxe can lead to warnings depending on the name of the node tree. If you see such a warning, please read this note.

Table of Content:

Logic Node Editor

Logic nodes can be edited in the Logic Node Editor. To open it, change the type of an area in the Blender user interface to Logic Node Editor as shown in the following screenshot:

Open the logic editor

To create a new node tree, click on New at the header of the node editor. A node tree contains all logic nodes that belong to the trait.

Create a logic tree

You can add nodes to the current tree with Shift + A or via Add in the node editor's menu bar. If you press S while the Add menu is opened, you can search for logic nodes. Logic nodes can also be added via Blender's search operator (F3). Logic nodes are grouped into categories for easier navigation.

Add logic nodes

Logic Nodes

A logic node looks like this:

Logic node screenshot

The inputs and outputs of Blender nodes are called sockets. To connect nodes, simply drag with the mouse from one input socket to another output socket. Input sockets can either activate the node (execute it) or can be used by the node to retrieve data from other node's outputs. Output sockets can send impulses to other connected nodes to activate them or hold data to be retrieved. This is explained in more detail further below.

In addition to that, nodes can have further settings (operators and properties in Blender terminology), which can alter the functionality of a node. Operators are buttons in the user interface with some functionality (for example adding new outputs). Properties are values that are unique to a node, they behave like input sockets but without the ability to connect them to another node.

Sockets

Each socket has a type which is denoted by the socket's color. The type defines the kind of data with which the socket can interact, for example this could be numbers or objects. If the socket is an input socket it expects to receive data of its type, and if it's an output socket, it holds data of its type. When connecting nodes, make sure to only connect sockets that are compatible with each other and do not create cyclic connections.

Socket Types

The following is a list of sockets used in Armory's logic nodes. External logic node packages might define their own socket types. Please click on a socket type below to see its corresponding description.

Action socket

Special socket that represents an impulse to activate connected nodes. If an output with an action socket is activated, all nodes that are connected to it are activated through the connected inputs. A node can have different functionality depending on what input is activated. This is usually described by the input's name, and in more detail in the node's documentation in the Logic Nodes Reference.

Please do not confuse action sockets with boolean sockets! Action sockets do not have a value, they're either active or not. They're simply connections between nodes, nothing more.


Animation socket

Represents an animation.


Array socket

Represents a sequence of arbitrary data. The contained data might have different types depending on the use case, please make sure to only use types that fit the specific use case.

More information: Haxe manual: Array.


Boolean socket

Represents a value that is either true or false.


Color socket

Represents a color value. Internally, this is stored as a iron.math.Vec4 object.


Dynamic socket

Special socket for values of arbitrary/dynamic types. For more information on this, please read Haxe manual: Dynamic.


Float socket

Represents a floating point number, the precision might vary between platforms. Many math related logic nodes use the 32 bit kha.FastFloat type.


Integer socket

Represents an integer number.


Object socket

Represents an object in the scene.


String socket

Represents a sequence of characters (text).


Vector socket

Represents a vector of iron.math.Vec4. The actual used dimension might vary between nodes.


Variable Sockets

Some sockets have a small dot inside of them. This dot tells you that this socket is an interface to a variable value that is stored between executions of this trait (over mulitple frames). Nodes for working with variables can be found in the Variable category.

Performance

Although logic nodes are automatically converted to Haxe code, using them results in a slight overhead compared to hand-made Haxe scripts. The connections between nodes have to be followed before executing a connected node and calling functions of node classes usually requires a very small amount of time, with no inlining possible.

Also, logic nodes don't know anything about their surrounding context which can lead to redundant calculations, for example due to two different nodes doing the same sub-task twice. If in doubt, you can check the source code of each logic node by selecting Open [.hx/.py] source in the browser in its right-click context menu in Blender or by clicking the links in its documentation on the Logic Nodes Reference page.

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