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function Node_create_3D_Obj_path(_x, _y, path) {
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if(!file_exists(path)) return noone;
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var node = new Node_3D_Obj(_x, _y, PANEL_GRAPH.getCurrentContext());
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node.setPath(path);
return node;
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}
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function Node_3D_Obj(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
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name = "3D Object";
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inputs[| 0] = nodeValue(0, "Path", self, JUNCTION_CONNECT.input, VALUE_TYPE.path, "")
.setDisplay(VALUE_DISPLAY.path_load, [ "*.obj", "" ]);
inputs[| 1] = nodeValue(1, "Generate", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.button, [ function() {
updateObj();
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doUpdate();
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}, "Generate"] );
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inputs[| 2] = nodeValue(2, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue(3, "Render position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2 ])
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.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef( function() { return inputs[| 2].getValue(); });
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inputs[| 4] = nodeValue(4, "Render rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 5] = nodeValue(5, "Render scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ])
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.setDisplay(VALUE_DISPLAY.vector);
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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);
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inputs[| 10] = nodeValue(10, "Ambient color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey);
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inputs[| 11] = nodeValue(11, "Object scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 12] = nodeValue(12, "Flip UV", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Flip UV axis, can be use to fix some texture mapping error.");
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inputs[| 13] = nodeValue(13, "Object rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 180 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 14] = nodeValue(14, "Object position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 15] = nodeValue(15, "Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Orthographic", "Perspective" ]);
inputs[| 16] = nodeValue(16, "Field of view", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 60)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 90, 1 ]);
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input_display_list = [ 2,
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["Geometry", false], 0, 1,
["Object transform", false], 14, 13, 11,
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["Camera", false], 15, 16, 3, 5,
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["Light", false], 6, 7, 8, 9, 10,
["Textures", true], 12,
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];
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input_length = ds_list_size(inputs);
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input_display_len = array_length(input_display_list);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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outputs[| 1] = nodeValue(1, "3D object", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3object, function() { return submit_vertex(); });
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outputs[| 2] = nodeValue(2, "Normal pass", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
output_display_list = [
0, 2, 1
]
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_3d_node_init(2, /*Transform*/ 3, 13, 5);
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function reset_tex() {
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tex_surface = PIXEL_SURFACE;
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surface_set_target(tex_surface);
draw_clear(c_black);
surface_reset_target();
}
reset_tex();
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static onValueUpdate = function(index) {
if(index == 12) updateObj();
}
function setPath(path) {
inputs[| 0].setValue(path);
updateObj();
doUpdate();
}
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function createMaterial(m_index) {
var index = ds_list_size(inputs);
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inputs[| index] = nodeValue( index, materialNames[m_index] + " texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, tex_surface);
inputs[| index].setVisible(true);
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input_display_list[input_display_len + m_index] = index;
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if(m_index >= array_length(materials)) return;
var matY = y - (array_length(materials) - 1) / 2 * (128 + 32);
var mat = materials[m_index];
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if(file_exists(mat.diff_path)) {
var sol = Node_create_Image_path(x - (w + 64), matY + m_index * (128 + 32), mat.diff_path);
sol.name = mat.name + " texture";
inputs[| index].setFrom(sol.outputs[| 0]);
} else {
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var sol = nodeBuild("Node_Solid", x - (w + 64), matY + m_index * (128 + 32));
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sol.name = mat.name + " texture";
sol.inputs[| 1].setValue(mat.diff);
inputs[| index].setFrom(sol.outputs[| 0]);
}
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}
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materialNames = [];
materialIndex = [];
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materials = [];
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static updateObj = function() {
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var _path = inputs[| 0].getValue();
var _flip = inputs[| 12].getValue();
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var _pathMtl = string_copy(_path, 1, string_length(_path) - 4) + ".mtl";
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var _v = readObj(_path, _flip);
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if(_v != noone) {
VB = _v[0];
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materialNames = _v[1];
materialIndex = _v[2];
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use_normal = _v[3];
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}
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if(array_length(materialNames))
materials = readMtl(_pathMtl);
else {
materialNames = ["Material"];
materialIndex = [0];
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materials = [ new MTLmaterial("Material") ];
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}
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do_reset_material = true;
}
do_reset_material = false;
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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_3d_gizmo(active, _x, _y, _s, _mx, _my, _snx, _sny, true, false);
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}
static submit_vertex = function() {
var _lpos = inputs[| 14].getValue();
var _lrot = inputs[| 13].getValue();
var _lsca = inputs[| 11].getValue();
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_3d_local_transform(_lpos, _lrot, _lsca);
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for(var i = 0; i < array_length(VB); i++) {
if(i >= ds_list_size(inputs)) break;
if(i >= array_length(materialIndex)) continue;
var mIndex = materialIndex[i];
var tex = inputs[| input_length + mIndex].getValue();
if(!is_surface(tex)) continue;
vertex_submit(VB[i], pr_trianglelist, surface_get_texture(tex));
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}
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_3d_clear_local_transform();
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}
static update = function() {
if(!surface_exists(tex_surface)) reset_tex();
if(do_reset_material) {
array_resize(input_display_list, input_display_len);
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while(ds_list_size(inputs) > input_length)
ds_list_delete(inputs, input_length);
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for(var i = 0; i < array_length(materialNames); i++)
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createMaterial(i);
do_reset_material = false;
}
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var _dim = inputs[| 2].getValue();
var _pos = inputs[| 3].getValue();
//var _rot = inputs[| 4].getValue();
var _sca = inputs[| 5].getValue();
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var _ldir = inputs[| 6].getValue();
var _lhgt = inputs[| 7].getValue();
var _lint = inputs[| 8].getValue();
var _lclr = inputs[| 9].getValue();
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var _aclr = inputs[| 10].getValue();
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var _lpos = inputs[| 14].getValue();
var _lrot = inputs[| 13].getValue();
var _lsca = inputs[| 11].getValue();
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var _proj = inputs[| 15].getValue();
var _fov = inputs[| 16].getValue();
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inputs[| 16].setVisible(_proj == 1);
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for( var i = 0; i < array_length(output_display_list) - 1; i++ ) {
var ind = output_display_list[i];
var _outSurf = outputs[| ind].getValue();
outputs[| ind].setValue(surface_verify(_outSurf, _dim[0], _dim[1]));
var pass = "diff";
switch(ind) {
case 0 : pass = "diff" break;
case 2 : pass = "norm" break;
}
_3d_pre_setup(_outSurf, _dim, _pos, _sca, _ldir, _lhgt, _lint, _lclr, _aclr, _lpos, _lrot, _lsca, _proj, _fov, pass, false);
submit_vertex();
_3d_post_setup();
}
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}
}