Pixel-Composer/scripts/node_scatter_points/node_scatter_points.gml

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function Node_Scatter_Points(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "Scatter Points";
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color = COLORS.node_blend_number;
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setDimension(96, 48);
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onSurfaceSize = function() { return getInputData(7, DEF_SURF); };
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inputs[| 0] = nodeValue("Point area", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_AREA_REF )
.setUnitRef(onSurfaceSize, VALUE_UNIT.reference)
.setDisplay(VALUE_DISPLAY.area, { onSurfaceSize });
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inputs[| 1] = nodeValue("Point distribution", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Area", "Border", "Map" ])
.rejectArray();
inputs[| 2] = nodeValue("Scatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Random" ])
.rejectArray();
inputs[| 3] = nodeValue("Point amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2, "Amount of particle spawn in that frame.")
.rejectArray();
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inputs[| 4] = nodeValue("Distribution map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone)
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.rejectArray();
inputs[| 5] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6))
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.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 5].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) })
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.rejectArray();
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inputs[| 6] = nodeValue("Fixed position", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Fix point position, and only select point in the area.");
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inputs[| 7] = nodeValue("Reference dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 8] = nodeValue("Reference value", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 9] = nodeValue("Output 3D", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 10] = nodeValue("Normal", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "X", "Y", "Z" ]);
inputs[| 11] = nodeValue("Plane position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
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input_display_list = [
["Base", false], 5, 6, 7,
["Scatter", false], 0, 1, 4, 2, 3,
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["3D", true, 9], 10, 11
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];
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outputs[| 0] = nodeValue("Points", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, [ ])
.setDisplay(VALUE_DISPLAY.vector);
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static step = function() { #region
var _dist = getInputData(1);
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inputs[| 2].setVisible(_dist != 2);
inputs[| 4].setVisible(_dist == 2, _dist == 2);
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} #endregion
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
inputs[| 0].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
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} #endregion
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static getPreviewValues = function() { return inputs[| 8].getValue(); }
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static update = function(frame = CURRENT_FRAME) { #region
var _area = getInputData(0);
var _dist = getInputData(1);
var _scat = getInputData(2);
var _amo = getInputData(3);
var _distMap = getInputData(4);
var _seed = getInputData(5);
var _fix = getInputData(6);
var _fixRef = getInputData(7);
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var _3d = getInputData( 9);
__temp_3dNorm = getInputData(10);
__temp_3dPos = getInputData(11);
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inputs[| 7].setVisible(_fix);
var pos = [];
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random_set_seed(_seed);
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if(_fix) {
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var ref = getInputData(8);
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ref = surface_verify(ref, _fixRef[0], _fixRef[1]);
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inputs[| 8].setValue(ref);
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}
var aBox = area_get_bbox(_area);
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if(_dist != 2) {
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pos = [];
for( var i = 0; i < _amo; i++ ) {
if(_fix) {
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var p = area_get_random_point([_fixRef[0], _fixRef[1], _fixRef[0], _fixRef[1]], _dist, _scat, i, _amo);
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if(point_in_rectangle(p[0], p[1], aBox[0], aBox[1], aBox[2], aBox[3]))
array_push(pos, p);
} else
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pos[i] = area_get_random_point(_area, _dist, _scat, i, _amo);
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}
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} else {
pos = [];
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var p = get_points_from_dist(_distMap, _amo, _seed, 8);
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for( var i = 0, n = array_length(p); i < n; i++ ) {
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if(p[i] == 0) continue;
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if(_fix) {
p[i][0] *= _fixRef[0];
p[i][1] *= _fixRef[1];
} else {
p[i][0] = _area[0] + _area[2] * (p[i][0] * 2 - 1);
p[i][1] = _area[1] + _area[3] * (p[i][1] * 2 - 1);
}
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array_push(pos, p[i]);
}
}
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if(_3d)
pos = array_map(pos, function(value, index) {
var val = value;
switch(__temp_3dNorm) {
case 0 : val = [ __temp_3dPos, value[0], value[1] ]; break;
case 1 : val = [ value[0], __temp_3dPos, value[1] ]; break;
case 2 : val = [ value[0], value[1], __temp_3dPos ]; break;
}
return val;
});
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outputs[| 0].setValue(pos);
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} #endregion
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static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { #region
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var bbox = drawGetBbox(xx, yy, _s);
draw_sprite_fit(s_node_scatter_point, 0, bbox.xc, bbox.yc, bbox.w, bbox.h);
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} #endregion
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}