Pixel-Composer/scripts/node_3d_repeat/node_3d_repeat.gml

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function Node_3D_Repeat(_x, _y, _group = noone) : Node_3D(_x, _y, _group) constructor {
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name = "3D Repeat";
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inputs[| 0] = nodeValue("Objects", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Mesh, noone )
.setArrayDepth(1)
.setVisible(true, true);
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inputs[| 1] = nodeValue("Object Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
.setDisplay(VALUE_DISPLAY.enum_button, [ "Duplicate", "Array" ] )
.rejectArray();
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inputs[| 2] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1 );
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inputs[| 3] = nodeValue("Starting Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 4] = nodeValue("Starting Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0, 1 ] )
.setDisplay(VALUE_DISPLAY.d3quarternion);
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inputs[| 5] = nodeValue("Starting Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ] )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 6] = nodeValue("Shift Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 7] = nodeValue("Shift Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0, 1 ] )
.setDisplay(VALUE_DISPLAY.d3quarternion);
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inputs[| 8] = nodeValue("Shift Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 9] = nodeValue("Positions", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [] )
.setArrayDepth(2);
inputs[| 10] = nodeValue("Rotations", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [] )
.setArrayDepth(2);
inputs[| 11] = nodeValue("Scales", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [] )
.setArrayDepth(2);
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outputs[| 0] = nodeValue("Scene", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3Scene, noone);
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input_display_list = [
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["Objects", false], 0, 3, 4, 5,
["Repeat", false], 1, 2,
["Transforms", false], 9, 10, 11,
["Shift", false], 6, 7, 8,
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]
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static step = function() { #region
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var _mode = getSingleValue(1);
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inputs[| 0].setArrayDepth(_mode == 1);
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inputs[| 2].setVisible(_mode == 0);
} #endregion
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static processData = function(_output, _data, _output_index, _array_index = 0) { #region
var _object = _data[0];
var _mode = _data[1];
var _Spos = _data[3];
var _Srot = _data[4];
var _Ssca = _data[5];
var _Rpos = _data[6];
var _Rrot = _data[7];
var _Rsca = _data[8];
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var _Apos = _data[ 9];
var _Arot = _data[10];
var _Asca = _data[11];
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if(_mode == 1 && !is_array(_object)) return noone;
var _amo = _mode == 1? array_length(_object) : _data[2];
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var _scene = new __3dGroup();
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for( var i = 0; i < _amo; i++ ) {
var _obj = _mode == 1? _object[i] : _object;
if(_obj == noone) continue;
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var _apos = array_safe_get(_Apos, i);
var _arot = array_safe_get(_Arot, i);
var _asca = array_safe_get(_Asca, i);
if(!is_array(_apos) || array_length(_apos) != 3) _apos = [ 0, 0, 0 ];
if(!is_array(_arot) || array_length(_arot) != 4) _arot = [ 0, 0, 0, 1 ];
if(!is_array(_asca) || array_length(_asca) != 3) _asca = [ 0, 0, 0 ];
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var _subScene = new __3dGroup();
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var _sPos = [ _Spos[0] + _apos[0] + _Rpos[0] * i,
_Spos[1] + _apos[1] + _Rpos[1] * i,
_Spos[2] + _apos[2] + _Rpos[2] * i ];
var _sSca = [ _Ssca[0] + _asca[0] + _Rsca[0] * i,
_Ssca[1] + _asca[1] + _Rsca[1] * i,
_Ssca[2] + _asca[2] + _Rsca[2] * i ];
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var _sRot = new BBMOD_Quaternion(_Srot[0], _Srot[1], _Srot[2], _Srot[3]);
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var _aRot = new BBMOD_Quaternion(_arot[0], _arot[1], _arot[2], _arot[3]);
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var _rRot = new BBMOD_Quaternion(_Rrot[0], _Rrot[1], _Rrot[2], _Rrot[3]);
var _sRotE = _sRot.ToEuler();
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var _aRotE = _aRot.ToEuler();
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var _rRotE = _rRot.ToEuler();
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var _fRotE = [ _sRotE.x + _aRotE.x + _rRotE.x * i,
_sRotE.y + _aRotE.y + _rRotE.y * i,
_sRotE.z + _aRotE.z + _rRotE.z * i ];
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var _fRot = new BBMOD_Quaternion().FromEuler(_fRotE[0], _fRotE[1], _fRotE[2]);
_subScene.transform.position.set(_sPos);
_subScene.transform.rotation.set(_fRot.X, _fRot.Y, _fRot.Z, _fRot.W);
_subScene.transform.scale.set(_sSca);
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_subScene.addObject(_obj);
_scene.addObject(_subScene);
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}
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return _scene;
} #endregion
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}