Pixel-Composer/scripts/node_3d_particle/node_3d_particle.gml

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function Node_3D_Particle(_x, _y, _group = noone) : Node_3D_Modifier(_x, _y, _group) constructor {
name = "3D Particle";
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update_on_frame = true;
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inputs[| in_mesh + 0] = nodeValue("Amounts", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1);
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part_pool_size = 128;
parts = array_create(part_pool_size);
for( var i = 0; i < part_pool_size; i++ )
parts[i] = new __3DVFX();
part_pos = array_create(part_pool_size);
part_rot = array_create(part_pool_size);
part_sca = array_create(part_pool_size);
seed = irandom_range(100000, 999999);
static processData_prebatch = function() {
if(CURRENT_FRAME == 0) {
var _sed = seed;
for( var i = 0; i < part_pool_size; i++ )
parts[i].reset(_sed++);
return;
}
for( var i = 0; i < part_pool_size; i++ )
parts[i].step();
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}
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static processData = function(_output, _data, _output_index, _array_index = 0) {
var _obj = _data[0];
if(!is_instanceof(_obj, __3dObject)) return noone;
if(_obj.VF != global.VF_POS_NORM_TEX_COL) return noone;
var _amo = _data[in_mesh + 0];
if(_amo <= 0) return noone;
var _res = new __3dObjectInstancer();
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var _scaleZero = [ 0, 0, 0 ];
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_res.object_counts = max(1, _amo);
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for( var i = 0; i < part_pool_size; i++ ) {
var _part = parts[i];
part_pos[i] = _part.position;
part_rot[i] = _part.rotation;
part_sca[i] = _part.active? _part.scale : _scaleZero;
}
_res.positions = part_pos;
_res.rotations = part_rot;
_res.scales = part_sca;
_res.object_counts = part_pool_size;
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_res.vertex = _obj.vertex;
_res.VB = _obj.VB;
_res.render_type = _obj.render_type;
_res.custom_shader = _obj.custom_shader;
_res.transform = _obj.transform.clone();
_res.size = _obj.size.clone();
_res.materials = _obj.materials;
_res.material_index = _obj.material_index;
_res.texture_flip = _obj.texture_flip;
_res.setData();
return _res;
}
}