function Node_create_3D_Obj_path(_x, _y, path) { if(!file_exists(path)) return noone; var node = new Node_3D_Obj(_x, _y); node.setPath(path); return node; } function Node_3D_Obj(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "3D Obj"; 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(); doUpdate(); }, "Generate"] ); inputs[| 2] = nodeValue(2, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Render position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef( function() { return inputs[| 2].getValue(); }); inputs[| 4] = nodeValue(4, "Render rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 5] = nodeValue(5, "Render scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ]) .setDisplay(VALUE_DISPLAY.vector); 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); inputs[| 10] = nodeValue(10, "Ambient color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey); inputs[| 11] = nodeValue(11, "Object scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 12] = nodeValue(12, "Flip UV", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); 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 ]) .setDisplay(VALUE_DISPLAY.vector); input_display_list = [ 2, ["Geometry", false], 0, 1, ["Object transform", false], 14, 13, 11, ["Render", false], 3, 5, ["Light", false], 6, 7, 8, 9, 10, ["Textures", true], 12, ]; input_length = ds_list_size(inputs); input_display_len = array_length(input_display_list); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); outputs[| 1] = nodeValue(1, "3D object", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3object, function() { return submit_vertex(); }); _3d_node_init(2, /*Transform*/ 3, 13, 5); function reset_tex() { tex_surface = PIXEL_SURFACE; surface_set_target(tex_surface); draw_clear(c_black); surface_reset_target(); } reset_tex(); static onValueUpdate = function(index) { if(index == 12) updateObj(); } function setPath(path) { inputs[| 0].setValue(path); updateObj(); doUpdate(); } function createMaterial(m_index) { var index = ds_list_size(inputs); inputs[| index] = nodeValue( index, materialNames[m_index] + " texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, tex_surface); inputs[| index].setVisible(true); input_display_list[input_display_len + m_index] = index; if(m_index >= array_length(materials)) return; var matY = y - (array_length(materials) - 1) / 2 * (128 + 32); var mat = materials[m_index]; 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 { var sol = nodeBuild("Node_Solid", x - (w + 64), matY + m_index * (128 + 32)); sol.name = mat.name + " texture"; sol.inputs[| 1].setValue(mat.diff); inputs[| index].setFrom(sol.outputs[| 0]); } } materialNames = []; materialIndex = []; materials = []; static updateObj = function() { var _path = inputs[| 0].getValue(); var _flip = inputs[| 12].getValue(); var _pathMtl = string_copy(_path, 1, string_length(_path) - 4) + ".mtl"; var _v = readObj(_path, _flip); if(_v != noone) { VB = _v[0]; materialNames = _v[1]; materialIndex = _v[2]; use_normal = _v[3]; } if(array_length(materialNames)) materials = readMtl(_pathMtl); else { materialNames = ["Material"]; materialIndex = [0]; materials = [ new MTLmaterial("Material") ]; } do_reset_material = true; } do_reset_material = false; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { _3d_gizmo(active, _x, _y, _s, _mx, _my, _snx, _sny, true); } static submit_vertex = function() { var _lpos = inputs[| 14].getValue(); var _lrot = inputs[| 13].getValue(); var _lsca = inputs[| 11].getValue(); _3d_local_transform(_lpos, _lrot, _lsca); 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)); } _3d_clear_local_transform(); } static update = function() { if(!surface_exists(tex_surface)) reset_tex(); if(do_reset_material) { array_resize(input_display_list, input_display_len); while(ds_list_size(inputs) > input_length) ds_list_delete(inputs, input_length); for(var i = 0; i < array_length(materialNames); i++) createMaterial(i); do_reset_material = false; } var _dim = inputs[| 2].getValue(); var _pos = inputs[| 3].getValue(); //var _rot = inputs[| 4].getValue(); var _sca = inputs[| 5].getValue(); var _ldir = inputs[| 6].getValue(); var _lhgt = inputs[| 7].getValue(); var _lint = inputs[| 8].getValue(); var _lclr = inputs[| 9].getValue(); var _aclr = inputs[| 10].getValue(); var _lpos = inputs[| 14].getValue(); var _lrot = inputs[| 13].getValue(); var _lsca = inputs[| 11].getValue(); var _outSurf = outputs[| 0].getValue(); outputs[| 0].setValue(_outSurf); _3d_pre_setup(_outSurf, _dim, _pos, _sca, _ldir, _lhgt, _lint, _lclr, _aclr, _lpos, _lrot, _lsca, false); submit_vertex(); _3d_post_setup(); } }