Pixel-Composer/scripts/d3d_path_extrude/d3d_path_extrude.gml

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function __3dPathExtrude(radius = 0.5, sides = 8, smooth = false) : __3dObject() constructor {
VF = global.VF_POS_NORM_TEX_COL;
render_type = pr_trianglelist;
object_counts = 3;
self.radius = radius;
self.sides = sides;
self.smooth = smooth;
endCap = true;
points = [];
uvProg = [];
radiusOverPath = [];
uvScale = [ 1, 1 ];
static initModel = function() {
var vs = [];
var v0 = [];
var v1 = [];
var o = new __vec3();
var n = new __vec3();
var v = new __vec3();
var u = new __vec3();
var w = new __vec3();
var len;
var prevp = array_create((sides + 1) * 3);
var prevn = array_create((sides + 1) * 3);
var _subd = array_length(points) / 3;
var _ind = 0;
var _in0 = 0;
var _in1 = 0;
var _u0 = new __vec3(0, 1, 0);
var _u1 = new __vec3(0, 0, 1);
if(_subd < 2) return;
o.x = points[0];
o.y = points[1];
o.z = points[2];
var _us = uvScale[0];
var _vs = uvScale[1];
for(var i = 1; i < _subd; i++) {
n.x = points[i * 3 + 0];
n.y = points[i * 3 + 1];
n.z = points[i * 3 + 2];
if(i == 1) {
v.x = n.x - o.x;
v.y = n.y - o.y;
v.z = n.z - o.z;
v._normalize();
if(v.z == v.z) u = v.cross(_u0);
else u = v.cross(_u1);
u._normalize();
w = v.cross(u);
var _rr = radius * radiusOverPath[0];
for(var j = 0; j <= sides; j++) {
var a0 = j / sides * 360;
var _u = u.multiply(dcos(a0));
var _w = w.multiply(dsin(a0));
var _pp = _u.add(_w);
prevp[j * 3 + 0] = o.x + _pp.x * _rr;
prevp[j * 3 + 1] = o.y + _pp.y * _rr;
prevp[j * 3 + 2] = o.z + _pp.z * _rr;
}
for(var j = 0; j < sides; j++) {
var cx0 = prevp[j * 3 + 0];
var cy0 = prevp[j * 3 + 1];
var cz0 = prevp[j * 3 + 2];
var cx1 = prevp[j * 3 + 0 + 3];
var cy1 = prevp[j * 3 + 1 + 3];
var cz1 = prevp[j * 3 + 2 + 3];
var a0 = (j + 0) / sides * 360;
var a1 = (j + 1) / sides * 360;
var __u0 = 0.5 + lengthdir_x(0.5, a0);
var __v0 = 0.5 + lengthdir_y(0.5, a0);
var __u1 = 0.5 + lengthdir_x(0.5, a1);
var __v1 = 0.5 + lengthdir_y(0.5, a1);
v0[_in0++] = new __vertex(o.x, o.y, o.z).setNormal(-v.x, -v.y, -v.z).setUV(0.5, 0.5);
v0[_in0++] = new __vertex(cx0, cy0, cz0).setNormal(-v.x, -v.y, -v.z).setUV(__u0, __v0);
v0[_in0++] = new __vertex(cx1, cy1, cz1).setNormal(-v.x, -v.y, -v.z).setUV(__u1, __v1);
}
}
if(i) {
if(i < _subd - 1) {
v.x = points[(i + 1) * 3 + 0] - o.x;
v.y = points[(i + 1) * 3 + 1] - o.y;
v.z = points[(i + 1) * 3 + 2] - o.z;
} else {
v.x = n.x - o.x;
v.y = n.y - o.y;
v.z = n.z - o.z;
}
v._normalize();
if(v.z == v.z) u = v.cross(_u0);
else u = v.cross(_u1);
u._normalize();
w = v.cross(u);
var _rr = radius * radiusOverPath[i];
var __v0 = 1. - uvProg[i-1];
var __v1 = 1. - uvProg[i ];
// print($"{i}: {__v0} - {__v1}")
for(var j = 0; j <= sides; j++) {
var a0 = j / sides * 360;
var _u = u.multiply(dcos(a0));
var _w = w.multiply(dsin(a0));
var _pp = _u.add(_w);
prevn[j * 3 + 0] = n.x + _pp.x * _rr;
prevn[j * 3 + 1] = n.y + _pp.y * _rr;
prevn[j * 3 + 2] = n.z + _pp.z * _rr;
if(j) {
var x0 = prevp[(j - 1) * 3 + 0];
var y0 = prevp[(j - 1) * 3 + 1];
var z0 = prevp[(j - 1) * 3 + 2];
var x1 = prevp[j * 3 + 0];
var y1 = prevp[j * 3 + 1];
var z1 = prevp[j * 3 + 2];
var x2 = prevn[(j - 1) * 3 + 0];
var y2 = prevn[(j - 1) * 3 + 1];
var z2 = prevn[(j - 1) * 3 + 2];
var x3 = prevn[j * 3 + 0];
var y3 = prevn[j * 3 + 1];
var z3 = prevn[j * 3 + 2];
var _n0, _n1, _n2, _n3;
if(smooth) {
_n0 = new __vec3(x0 - o.x, y0 - o.y, z0 - o.z).normalize();
_n1 = new __vec3(x1 - o.x, y1 - o.y, z1 - o.z).normalize();
_n2 = new __vec3(x2 - n.x, y2 - n.y, z2 - n.z).normalize();
_n3 = new __vec3(x3 - n.x, y3 - n.y, z3 - n.z).normalize();
} else {
_n0 = _pp.normalize();
_n1 = _n0;
_n2 = _n0;
_n3 = _n0;
}
var __u0 = (j-1) / sides;
var __u1 = (j ) / sides;
vs[_ind++] = new __vertex(x0, y0, z0).setNormal(_n0.x, _n0.y, _n0.z).setUV(__u0 * _us, __v0 * _vs);
vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__u0 * _us, __v1 * _vs);
vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__u1 * _us, __v0 * _vs);
vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__u1 * _us, __v0 * _vs);
vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__u0 * _us, __v1 * _vs);
vs[_ind++] = new __vertex(x3, y3, z3).setNormal(_n3.x, _n3.y, _n3.z).setUV(__u1 * _us, __v1 * _vs);
}
}
for (var j = 0, m = array_length(prevn); j < m; j++)
prevp[j] = prevn[j];
}
if(i == _subd - 1) {
for(var j = 0; j < sides; j++) {
var cx0 = prevp[j * 3 + 0];
var cy0 = prevp[j * 3 + 1];
var cz0 = prevp[j * 3 + 2];
var cx1 = prevp[j * 3 + 0 + 3];
var cy1 = prevp[j * 3 + 1 + 3];
var cz1 = prevp[j * 3 + 2 + 3];
var a0 = (j + 0) / sides * 360;
var a1 = (j + 1) / sides * 360;
var __u0 = 0.5 + lengthdir_x(0.5, a0);
var __v0 = 0.5 + lengthdir_y(0.5, a0);
var __u1 = 0.5 + lengthdir_x(0.5, a1);
var __v1 = 0.5 + lengthdir_y(0.5, a1);
v1[_in1++] = new __vertex(n.x, n.y, n.z).setNormal(-v.x, -v.y, -v.z).setUV(0.5, 0.5);
v1[_in1++] = new __vertex(cx0, cy0, cz0).setNormal(-v.x, -v.y, -v.z).setUV(__u0, __v0);
v1[_in1++] = new __vertex(cx1, cy1, cz1).setNormal(-v.x, -v.y, -v.z).setUV(__u1, __v1);
}
}
o.x = n.x;
o.y = n.y;
o.z = n.z;
}
vertex = endCap? [ vs, v0, v1 ] : [ vs ];
object_counts = array_length(vertex);
VB = build();
} initModel();
static onParameterUpdate = initModel;
}