Pixel-Composer/scripts/d3d_icosphere/d3d_icosphere.gml

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function __vec3Sub(_x = 0, _y = _x, _z = _x) : __vec3(_x, _y, _z) constructor {
old = false;
connected = [];
static smooth = function() {
if(array_empty(connected)) return;
var _k = array_length(connected) / 2;
var beta = 3 / (5 * _k);
var _s = self.multiply(1 - _k * beta);
var _c = new __vec3();
for( var i = 0; i < array_length(connected); i++ )
_c._add(connected[i]);
_c._multiply(0.5 * beta)._add(_s);
set(_c);
}
static connectTo = function(point) { array_push(connected, point); }
static clearConnect = function() { connected = []; }
}
function __3dICOSphere(radius = 0.5, level = 2, smt = false) : __3dObject() constructor {
VF = global.VF_POS_NORM_TEX_COL;
render_type = pr_trianglelist;
self.radius = radius;
self.level = level;
self.smooth = smt;
_vhash = ds_map_create();
static getVertex = function(vertex) {
var _hash = string(vertex);
if(ds_map_exists(_vhash, _hash))
return _vhash[? _hash];
_vhash[? _hash] = vertex;
return vertex;
}
static initModel = function() { // swap H, V because fuck me
var _vertices = ds_list_create();
var _normals = ds_list_create();
var phi = (1 + sqrt(5)) * 0.5; // golden ratio
var a = 1.0;
var b = 1.0 / phi;
icoverts = [
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new __vec3Sub( 1, 1, 1)._normalize()._multiply(radius),
new __vec3Sub( 0, b, -a)._normalize()._multiply(radius),
new __vec3Sub( b, a, 0)._normalize()._multiply(radius),
new __vec3Sub(-b, a, 0)._normalize()._multiply(radius),
new __vec3Sub( 0, b, a)._normalize()._multiply(radius),
new __vec3Sub( 0, -b, a)._normalize()._multiply(radius),
new __vec3Sub(-a, 0, b)._normalize()._multiply(radius),
new __vec3Sub( 0, -b, -a)._normalize()._multiply(radius),
new __vec3Sub( a, 0, -b)._normalize()._multiply(radius),
new __vec3Sub( a, 0, b)._normalize()._multiply(radius),
new __vec3Sub(-a, 0, -b)._normalize()._multiply(radius),
new __vec3Sub( b, -a, 0)._normalize()._multiply(radius),
new __vec3Sub(-b, -a, 0)._normalize()._multiply(radius),
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]
array_foreach(icoverts, function(vert) { vert.old = true; })
// Generate icosphere vertices
ds_list_add(_vertices, icoverts[ 3], icoverts[ 1], icoverts[ 2]);
ds_list_add(_vertices, icoverts[ 2], icoverts[ 4], icoverts[ 3]);
ds_list_add(_vertices, icoverts[ 6], icoverts[ 4], icoverts[ 5]);
ds_list_add(_vertices, icoverts[ 5], icoverts[ 4], icoverts[ 9]);
ds_list_add(_vertices, icoverts[ 8], icoverts[ 1], icoverts[ 7]);
ds_list_add(_vertices, icoverts[ 7], icoverts[ 1], icoverts[10]);
ds_list_add(_vertices, icoverts[12], icoverts[ 5], icoverts[11]);
ds_list_add(_vertices, icoverts[11], icoverts[ 7], icoverts[12]);
ds_list_add(_vertices, icoverts[10], icoverts[ 3], icoverts[ 6]);
ds_list_add(_vertices, icoverts[ 6], icoverts[12], icoverts[10]);
ds_list_add(_vertices, icoverts[ 9], icoverts[ 2], icoverts[ 8]);
ds_list_add(_vertices, icoverts[ 8], icoverts[11], icoverts[ 9]);
ds_list_add(_vertices, icoverts[ 3], icoverts[ 4], icoverts[ 6]);
ds_list_add(_vertices, icoverts[ 9], icoverts[ 4], icoverts[ 2]);
ds_list_add(_vertices, icoverts[10], icoverts[ 1], icoverts[ 3]);
ds_list_add(_vertices, icoverts[ 2], icoverts[ 1], icoverts[ 8]);
ds_list_add(_vertices, icoverts[12], icoverts[ 7], icoverts[10]);
ds_list_add(_vertices, icoverts[ 8], icoverts[ 7], icoverts[11]);
ds_list_add(_vertices, icoverts[ 6], icoverts[ 5], icoverts[12]);
ds_list_add(_vertices, icoverts[11], icoverts[ 5], icoverts[ 9]);
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for( var w = 1; w <= level; w++ ) { #region subdivide
ds_map_clear(_vhash);
var newVertices = ds_list_create();
for (var i = 0, n = ds_list_size(_vertices) / 3; i < n; i++) {
var v1 = _vertices[| i * 3 + 0];
var v2 = _vertices[| i * 3 + 1];
var v3 = _vertices[| i * 3 + 2];
var mid12Pos = getVertex(new __vec3Sub(v1.add(v2).divide(2)));
var mid23Pos = getVertex(new __vec3Sub(v2.add(v3).divide(2)));
var mid31Pos = getVertex(new __vec3Sub(v3.add(v1).divide(2)));
v1.connectTo(mid12Pos); v1.connectTo(mid31Pos);
v2.connectTo(mid12Pos); v2.connectTo(mid23Pos);
v3.connectTo(mid23Pos); v3.connectTo(mid31Pos);
ds_list_add(newVertices, v1, mid12Pos, mid31Pos);
ds_list_add(newVertices, mid12Pos, v2, mid23Pos);
ds_list_add(newVertices, mid31Pos, mid23Pos, v3);
ds_list_add(newVertices, mid12Pos, mid23Pos, mid31Pos);
}
for (var i = 0, n = ds_list_size(newVertices); i < n; i++) {
var _v = newVertices[| i];
if(_v.old) _v.smooth();
_v.old = true;
_v.clearConnect();
}
ds_list_destroy(_vertices);
_vertices = newVertices;
} #endregion
for( var i = 0, n = ds_list_size(_vertices) / 3; i < n; i++ ) { #region normal, uv generation
var _v0 = _vertices[| i * 3 + 0];
var _v1 = _vertices[| i * 3 + 1];
var _v2 = _vertices[| i * 3 + 2];
if(smooth) {
ds_list_add(_normals, _v0.normalize(), _v1.normalize(), _v2.normalize());
} else {
var _n = _v2.subtract(_v0).cross(_v1.subtract(_v0));
ds_list_add(_normals, _n, _n, _n);
}
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} #endregion
vertex = [ array_create(ds_list_size(_vertices)) ];
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for( var i = 0, n = ds_list_size(_vertices); i < n; i++ ) {
var _v = _vertices[| i];
var _n = _normals[| i];
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var _ha = point_direction(0, 0, _v.x, _v.y);
var _va = (point_direction(0, 0, _v.x, _v.z) + 90) % 360;
if(_va > 180) _va = 360 - _va;
vertex[0][i] = new __vertex(_v.x, _v.y, _v.z).setNormal(_n.x, _n.y, _n.z).setUV(_ha / 360, _va / 180);
}
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ds_list_destroy(_vertices);
ds_list_destroy(_normals);
VB = build();
} initModel();
static onParameterUpdate = initModel;
}