Pixel-Composer/scripts/node_3d_combine/node_3d_combine.gml

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2023-01-01 02:06:02 +01:00
function Node_3D_Combine(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
name = "3D Combine";
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2)
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Object position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue(2, "Object rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Object scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 4] = nodeValue(4, "Render position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef( function() { return inputs[| 2].getValue(); });
inputs[| 5] = nodeValue(5, "Render scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 6] = nodeValue(6, "Light direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 7] = nodeValue(7, "Light height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, [-1, 1, 0.01]);
inputs[| 8] = nodeValue(8, "Light intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 9] = nodeValue(9, "Light color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 10] = nodeValue(10, "Ambient color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey);
input_display_list = [ 0,
["Object transform", false], 1, 2, 3,
["Render", false], 4, 5,
["Light", false], 6, 7, 8, 9, 10,
["Objects", true],
];
input_fix_len = ds_list_size(inputs);
input_display_len = array_length(input_display_list);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
outputs[| 1] = nodeValue(1, "3D objects", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3object, function() { return submit_vertex(); });
_3d_node_init(1, /*Transform*/ 4, 2, 5);
static createNewInput = function() {
var index = ds_list_size(inputs);
inputs[| index] = nodeValue( index, "3D object", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3object, noone )
.setVisible(true, true);
array_push(input_display_list, index);
}
if(!LOADING && !APPENDING) createNewInput();
static updateValueFrom = function(index) {
if(index < input_fix_len) return;
if(LOADING || APPENDING) return;
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;
var _d = [];
for( var i = 0; i < array_length(input_display_list); i++ ) {
var ind = input_display_list[i];
if(i < input_display_len || ind < ds_list_size(inputs))
array_push(_d, input_display_list[i]);
}
input_display_list = _d;
createNewInput();
}
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
_3d_gizmo(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
static submit_vertex = function() {
var _lpos = inputs[| 1].getValue();
var _lrot = inputs[| 2].getValue();
var _lsca = inputs[| 3].getValue();
_3d_local_transform(_lpos, _lrot, _lsca);
for( var i = input_fix_len; i < ds_list_size(inputs) - 1; i++ ) {
var sv = inputs[| i].getValue();
if(is_array(sv)) {
for( var j = 0; j < array_length(sv); j++ ) {
var _sv = sv[j];
_sv(j);
}
} else
sv();
}
_3d_clear_local_transform();
}
static update = function() {
var _dim = inputs[| 0].getValue();
var _lpos = inputs[| 1].getValue();
var _lrot = inputs[| 2].getValue();
var _lsca = inputs[| 3].getValue();
var _pos = inputs[| 4].getValue();
var _sca = inputs[| 5].getValue();
var _ldir = inputs[| 6].getValue();
var _lhgt = inputs[| 7].getValue();
var _lint = inputs[| 8].getValue();
var _lclr = inputs[| 9].getValue();
var _aclr = inputs[| 10].getValue();
var _outSurf = outputs[| 0].getValue();
outputs[| 0].setValue(surface_verify(_outSurf, _dim[0], _dim[1]));
_3d_pre_setup(_outSurf, _dim, _pos, _sca, _ldir, _lhgt, _lint, _lclr, _aclr, _lpos, _lrot, _lsca, false);
submit_vertex();
_3d_post_setup();
}
}