Pixel-Composer/scripts/node_3d_camera/node_3d_camera.gml

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function Node_3D_Camera(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group) constructor {
name = "3D Camera";
object = new __3dCamera_object();
camera = new __3dCamera();
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lookat = new __3dGizmoSphere(0.5, c_ltgray, 1);
lookLine = noone;
lookRad = new __3dGizmoCircleZ(0.5, c_yellow, 0.5);
w = 128;
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scene = new __3dScene(camera);
scene.name = "Camera";
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inputs[| in_d3d + 0] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 60)
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.setDisplay(VALUE_DISPLAY.slider, [ 10, 90, 1 ]);
inputs[| in_d3d + 1] = nodeValue("Clipping Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0.01, 100 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| in_d3d + 2] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| in_d3d + 3] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]);
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inputs[| in_d3d + 4] = nodeValue("Scene", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Scene, noone )
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.setVisible(true, true);
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inputs[| in_d3d + 5] = nodeValue("Ambient Light", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black );
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inputs[| in_d3d + 6] = nodeValue("Show Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
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inputs[| in_d3d + 7] = nodeValue("Backface Culling", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "None", "CW", "CCW" ]);
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inputs[| in_d3d + 8] = nodeValue("Orthographic Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [ 0.01, 4, 0.01 ]);
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inputs[| in_d3d + 9] = nodeValue("Postioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Position + Rotation", "Position + Lookat", "Lookat + Rotation" ]);
inputs[| in_d3d + 10] = nodeValue("Lookat Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| in_d3d + 11] = nodeValue("Roll", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| in_d3d + 12] = nodeValue("Horizontal Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| in_d3d + 13] = nodeValue("Vertical Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 45)
.setDisplay(VALUE_DISPLAY.slider, [0, 90, 1]);
inputs[| in_d3d + 14] = nodeValue("Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ in_d3d + 4,
["Output", false], in_d3d + 2,
["Transform", false], in_d3d + 9, 0, 1, in_d3d + 10, in_d3d + 11, in_d3d + 12, in_d3d + 13, in_d3d + 14,
["Camera", false], in_d3d + 3, in_d3d + 0, in_d3d + 1, in_d3d + 8,
["Render", false], in_d3d + 5, in_d3d + 6, in_d3d + 7,
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];
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tool_lookat = new NodeTool( "Move Target", THEME.tools_3d_transform_object );
static getToolSettings = function() { #region
var _posm = inputs[| in_d3d + 9].getValue();
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switch(_posm) {
case 0 : return tool_settings;
case 1 :
case 2 : return [];
}
return [];
} #endregion
static drawOverlay3D = function(active, params, _mx, _my, _snx, _sny, _panel) { #region
var object = getPreviewObject();
if(array_empty(object)) return;
object = object[0];
var _pos = inputs[| 0].getValue(,,, true);
var _vpos = new __vec3( _pos[0], _pos[1], _pos[2] );
if(isUsingTool("Transform")) drawGizmoPosition(0, object, _vpos, active, params, _mx, _my, _snx, _sny, _panel);
else if(isUsingTool("Rotate")) drawGizmoRotation(1, object, _vpos, active, params, _mx, _my, _snx, _sny, _panel);
else if(isUsingTool("Move Target")) {
var _lkpos = inputs[| in_d3d + 10].getValue(,,, true);
var _lkvpos = new __vec3( _lkpos[0], _lkpos[1], _lkpos[2] );
drawGizmoPosition(in_d3d + 10, noone, _lkvpos, active, params, _mx, _my, _snx, _sny, _panel);
}
if(drag_axis != noone && mouse_release(mb_left)) {
drag_axis = noone;
UNDO_HOLDING = false;
}
} #endregion
static onValueUpdate = function(index) {
if(index == in_d3d + 9) PANEL_PREVIEW.tool_current = noone;
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}
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static step = function() { #region
var _proj = inputs[| in_d3d + 3].getValue();
var _posm = inputs[| in_d3d + 9].getValue();
inputs[| in_d3d + 0].setVisible(_proj == 0);
inputs[| in_d3d + 8].setVisible(_proj == 1);
inputs[| 0].setVisible(_posm == 0 || _posm == 1);
inputs[| 1].setVisible(_posm == 0);
inputs[| in_d3d + 10].setVisible(_posm == 1 || _posm == 2);
inputs[| in_d3d + 11].setVisible(_posm == 1);
inputs[| in_d3d + 12].setVisible(_posm == 2);
inputs[| in_d3d + 13].setVisible(_posm == 2);
inputs[| in_d3d + 14].setVisible(_posm == 2);
switch(_posm) {
case 0 :
tools = [ tool_pos, tool_rot ];
break;
case 1 :
tools = [ tool_pos, tool_lookat ];
tool_attribute.context = 1;
break;
case 2 :
tools = [ tool_lookat ];
tool_attribute.context = 1;
break;
}
} #endregion
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static processData = function(_output, _data, _output_index, _array_index = 0) { #region
var _pos = _data[0];
var _rot = _data[1];
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var _fov = _data[in_d3d + 0];
var _clip = _data[in_d3d + 1];
var _dim = _data[in_d3d + 2];
var _proj = _data[in_d3d + 3];
var _scne = _data[in_d3d + 4];
var _ambt = _data[in_d3d + 5];
var _dbg = _data[in_d3d + 6];
var _back = _data[in_d3d + 7];
var _orts = _data[in_d3d + 8];
var _posm = _data[in_d3d + 9];
var _look = _data[in_d3d + 10];
var _roll = _data[in_d3d + 11];
var _hAng = _data[in_d3d + 12];
var _vAng = _data[in_d3d + 13];
var _dist = _data[in_d3d + 14];
var _qi1 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(0, 1, 0), 90);
var _qi2 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(1, 0, 0), -90);
var _qi3 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(1, 0, 0), 90);
switch(_posm) {
case 0 :
camera.useFocus = false;
camera.position.set(_pos);
camera.rotation.set(_rot[0], _rot[1], _rot[2], _rot[3]);
break;
case 1 :
camera.useFocus = true;
camera.position.set(_pos);
camera.focus.set(_look);
camera.up.set(0, 0, -1);
var _for = camera.focus.subtract(camera.position);
if(!_for.isZero())
camera.rotation = new BBMOD_Quaternion().FromLookRotation(_for, camera.up).Mul(_qi1).Mul(_qi2);
lookat.position.set(_look);
lookLine = new __3dGizmoLineDashed(camera.position, camera.focus, 0.25, c_gray, 1);
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break;
case 2 :
camera.useFocus = true;
camera.focus.set(_look);
camera.setFocusAngle(_hAng, _vAng, _dist);
camera.setCameraLookRotate();
camera.up = camera.getUp();
var _for = camera.focus.subtract(camera.position);
if(!_for.isZero())
camera.rotation = new BBMOD_Quaternion().FromLookRotation(_for, camera.up).Mul(_qi1).Mul(_qi3);
lookat.position.set(_look);
lookLine = new __3dGizmoLineDashed(camera.position, camera.focus, 0.25, c_gray, 1);
var _camRad = camera.position.subtract(camera.focus);
var _rad = point_distance(0, 0, _camRad.x, _camRad.y) * 2;
lookRad.scale.set(_rad, _rad, 1);
lookRad.position.set(new __vec3(camera.focus.x, camera.focus.y, camera.position.z));
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break;
}
object.position.set(camera.position);
object.rotation = camera.rotation.Clone();
object.scale.set(1, _dim[0] / _dim[1], 1);
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if(_scne == noone) return;
camera.projection = _proj;
camera.setViewFov(_fov, _clip[0], _clip[1]);
if(_proj == 0) camera.setViewSize(_dim[0], _dim[1]);
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else if(_proj == 1) camera.setViewSize(1 / _orts, _dim[0] / _dim[1] / _orts);
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scene.lightAmbient = _ambt;
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_output = surface_verify(_output, _dim[0], _dim[1]);
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camera.setMatrix();
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surface_set_target(_output);
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if(_dbg) draw_clear(_ambt);
else DRAW_CLEAR
gpu_set_zwriteenable(true);
gpu_set_ztestenable(true);
gpu_set_cullmode(_back);
camera.applyCamera();
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scene.reset();
_scne.submitShader(scene);
scene.apply();
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_scne.submit(scene); //////////////// SUBMIT ////////////////
surface_reset_target();
scene.resetCamera();
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return _output;
} #endregion
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static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
}
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static getPreviewObject = function() { #region
var _posm = inputs[| in_d3d + 9].getValue();
var _scene = array_safe_get(all_inputs, in_d3d + 4, []);
if(is_array(_scene))
_scene = array_safe_get(_scene, preview_index, noone);
switch(_posm) {
case 0 : return [ object, _scene ];
case 1 : return [ object, lookat, lookLine, _scene ];
case 2 : return [ object, lookat, lookLine, lookRad, _scene ];
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}
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return [ object, _scene ];
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} #endregion
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static getPreviewObjectOutline = function() { return isUsingTool("Move Target")? [ lookat ] : [ object ]; }
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}