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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newInput(0, nodeValue_Area("Point area", self, DEF_AREA_REF, { onSurfaceSize } ))
.setUnitRef(onSurfaceSize, VALUE_UNIT.reference);
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newInput(1, nodeValue_Enum_Button("Point distribution", self, 0, [ "Area", "Border", "Map" ]))
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.rejectArray();
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newInput(2, nodeValue_Enum_Button("Scatter", self, 1, [ "Uniform", "Random" ]))
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.rejectArray();
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newInput(3, nodeValue_Int("Point amount", self, 2, "Amount of particle spawn in that frame."))
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.rejectArray();
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newInput(4, nodeValue_Surface("Distribution map", self))
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.rejectArray();
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newInput(5, nodeValueSeed(self))
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.rejectArray();
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newInput(6, nodeValue_Bool("Fixed position", self, false, "Fix point position, and only select point in the area."));
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newInput(7, nodeValue_Vec2("Reference dimension", self, DEF_SURF));
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newInput(8, nodeValue_Surface("Reference value", self));
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newInput(9, nodeValue_Bool("Output 3D", self, false));
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newInput(10, nodeValue_Enum_Button("Normal", self, 0, [ "X", "Y", "Z" ]));
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newInput(11, nodeValue_Float("Plane position", self, 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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newOutput(0, nodeValue_Output("Points", self, VALUE_TYPE.float, [ ]))
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.setDisplay(VALUE_DISPLAY.vector);
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static step = function() {
var _dist = getInputData(1);
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inputs[2].setVisible(_dist != 2);
inputs[4].setVisible(_dist == 2, _dist == 2);
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}
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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inputs[0].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static getPreviewValues = function() { return getInputData(8); }
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static update = function(frame = CURRENT_FRAME) {
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);
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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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}
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static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
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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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}
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}