function Node_Scatter_Points(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Scatter Points"; color = COLORS.node_blend_number; previewable = false; w = 96; inputs[| 0] = nodeValue("Point area", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2, DEF_SURF_W / 2, DEF_SURF_H / 2, AREA_SHAPE.rectangle ]) .setDisplay(VALUE_DISPLAY.area, function() { return inputs[| 7].getValue(); }); inputs[| 1] = nodeValue("Point distribution", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Area", "Border", "Map" ]) .rejectArray(); inputs[| 2] = nodeValue("Scatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Random" ]) .rejectArray(); inputs[| 3] = nodeValue("Point amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2, "Amount of particle spawn in that frame.") .rejectArray(); inputs[| 4] = nodeValue("Distribution map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0) .rejectArray(); inputs[| 5] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999)) .rejectArray(); inputs[| 6] = nodeValue("Fixed position", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Fix point position, and only select point in the area."); inputs[| 7] = nodeValue("Reference dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); input_display_list = [ ["Base", false], 5, 6, 7, ["Scatter", false], 0, 1, 4, 2, 3, ]; outputs[| 0] = nodeValue("Points", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, [ ]) .setDisplay(VALUE_DISPLAY.vector); refVal = nodeValue("Reference value", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); static step = function() { var _dist = inputs[| 1].getValue(); inputs[| 2].setVisible(_dist != 2); inputs[| 4].setVisible(_dist == 2, _dist == 2); } static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 0].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static getPreviewValues = function() { return refVal.getValue(); } function update(frame = PROJECT.animator.current_frame) { var _area = inputs[| 0].getValue(); var _dist = inputs[| 1].getValue(); var _scat = inputs[| 2].getValue(); var _amo = inputs[| 3].getValue(); var _distMap = inputs[| 4].getValue(); var _seed = inputs[| 5].getValue(); var _fix = inputs[| 6].getValue(); var _fixRef = inputs[| 7].getValue(); inputs[| 7].setVisible(_fix); var pos = []; if(_fix) { var ref = refVal.getValue(); ref = surface_verify(ref, _fixRef[0], _fixRef[1]); refVal.setValue(ref); } var aBox = area_get_bbox(_area); if(_dist != 2) { pos = []; for( var i = 0; i < _amo; i++ ) { if(_fix) { var p = area_get_random_point([_fixRef[0], _fixRef[1], _fixRef[0], _fixRef[1]], _dist, _scat, i, _amo, _seed++); if(point_in_rectangle(p[0], p[1], aBox[0], aBox[1], aBox[2], aBox[3])) array_push(pos, p); } else pos[i] = area_get_random_point(_area, _dist, _scat, i, _amo, _seed++); } } else { pos = []; var p = get_points_from_dist(_distMap, _amo, _seed, 8); for( var i = 0, n = array_length(p); i < n; i++ ) { if(p[i] == 0) continue; 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); } array_push(pos, p[i]); } } outputs[| 0].setValue(pos); } static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { var bbox = drawGetBbox(xx, yy, _s); draw_sprite_fit(s_node_scatter_point, 0, bbox.xc, bbox.yc, bbox.w, bbox.h); } }