function Node_3D_Combine(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "3D Combine"; inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Object position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Object rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Object scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue(4, "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[| 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); input_display_list = [ 0, ["Object transform", false], 1, 2, 3, ["Render", false], 4, 5, ["Light", false], 6, 7, 8, 9, 10, ["Objects", true], ]; input_fix_len = 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 objects", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3object, function() { return submit_vertex(); }); _3d_node_init(1, /*Transform*/ 4, 2, 5); static createNewInput = function() { var index = ds_list_size(inputs); inputs[| index] = nodeValue( index, "3D object", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3object, noone ) .setVisible(true, true); array_push(input_display_list, index); } if(!LOADING && !APPENDING) createNewInput(); static updateValueFrom = function(index) { if(index < input_fix_len) return; if(LOADING || APPENDING) return; var _l = ds_list_create(); for( var i = 0; i < ds_list_size(inputs); i++ ) { if(i < input_fix_len || inputs[| i].value_from) ds_list_add(_l, inputs[| i]); else delete inputs[| i]; } for( var i = 0; i < ds_list_size(_l); i++ ) _l[| i].index = i; ds_list_destroy(inputs); inputs = _l; var _d = []; for( var i = 0; i < array_length(input_display_list); i++ ) { var ind = input_display_list[i]; if(i < input_display_len || ind < ds_list_size(inputs)) array_push(_d, input_display_list[i]); } input_display_list = _d; createNewInput(); } static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { _3d_gizmo(active, _x, _y, _s, _mx, _my, _snx, _sny); } static submit_vertex = function() { var _lpos = inputs[| 1].getValue(); var _lrot = inputs[| 2].getValue(); var _lsca = inputs[| 3].getValue(); _3d_local_transform(_lpos, _lrot, _lsca); for( var i = input_fix_len; i < ds_list_size(inputs) - 1; i++ ) { var sv = inputs[| i].getValue(); if(is_array(sv)) { for( var j = 0; j < array_length(sv); j++ ) { var _sv = sv[j]; _sv(j); } } else sv(); } _3d_clear_local_transform(); } static update = function() { var _dim = inputs[| 0].getValue(); var _lpos = inputs[| 1].getValue(); var _lrot = inputs[| 2].getValue(); var _lsca = inputs[| 3].getValue(); var _pos = 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 _outSurf = outputs[| 0].getValue(); outputs[| 0].setValue(surface_verify(_outSurf, _dim[0], _dim[1])); _3d_pre_setup(_outSurf, _dim, _pos, _sca, _ldir, _lhgt, _lint, _lclr, _aclr, _lpos, _lrot, _lsca, false); submit_vertex(); _3d_post_setup(); } }