function Node_MK_GridBalls(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "MK GridBalls"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Dimension(self)); newInput(2, nodeValue_Vec2("Amount", self, [ 4, 4 ])); newInput(3, nodeValue_Rotation("Light", self, 0)); newInput(4, nodeValue_Float("Scatter", self, 0)); newInput(5, nodeValue_Int("Seed", self, seed_random(6))) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[5].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); newInput(6, nodeValue_Float("Shading", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider); newInput(7, nodeValue_Rotation("Scatter direction", self, 0)); newInput(8, nodeValue_Vec2("Shift", self, [ 0, 0 ])); newInput(9, nodeValue_Float("Stretch", self, 0)); newInput(10, nodeValue_Rotation("Stretch direction", self, 0)); newInput(11, nodeValue_Float("Stretch shift", self, 0)) .setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] }); newInput(12, nodeValue_Float("Roundness", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(13, nodeValue_Float("Twist", self, 0)); newInput(14, nodeValue_Rotation("Twist axis", self, 0)); newInput(15, nodeValue_Float("Twist shift", self, 0)) .setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] }); input_display_list = [ new Inspector_Sprite(s_MKFX), 5, 1, ["Surface", true], 0, ["Grid", false], 2, ["Movement", false], 8, 4, 7, 9, 10, 11, 13, 14, 15, ["Render", false], 12, 3, 6, ]; outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); dimension_index = 1; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[8].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var _dim = _data[1]; var _bamo = _data[2]; var _ldir = _data[3]; var _scat = _data[4]; var _seed = _data[5]; var _shad = _data[6]; var _rota = _data[7]; var _posi = _data[8]; var _strh = _data[ 9]; var _strh_dir = _data[10]; var _strh_shf = _data[11]; var _rond = _data[12]; var _twst = _data[13]; var _twst_axs = _data[14]; var _twst_shf = _data[15]; if(!is_surface(_surf)) return _outSurf; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); random_set_seed(_seed); var _sw = _dim[0]; var _sh = _dim[1]; var _col = _bamo[0]; var _row = _bamo[1]; var _amo = _row * _col; var _irow = 1 / _row; var _icol = 1 / _col; var _grw = _sw * _icol; var _grh = _sh * _irow; var _rad = min(_grw, _grh) / 2; var _light = [ lengthdir_x(1, _ldir), lengthdir_y(1, _ldir), 1 ]; var _cx = _sw / 2; var _cy = _sh / 2; var _cd = sqrt(_cx * _cx + _cy * _cy); _strh_shf *= _cd; var _strh_dx = lengthdir_x(1, _strh_dir); var _strh_dy = lengthdir_y(1, _strh_dir); var _twst_dx = lengthdir_x(1, _twst_axs - 90); var _twst_dy = lengthdir_y(1, _twst_axs - 90); var _rnd_rad = _rad * _rond * 2; surface_set_shader(_outSurf, sh_mk_ballGrid); shader_set_surface("texture", _surf); shader_set_f("lightPos", _light); shader_set_f("lightInt", _shad); shader_set_f("dimension", _dim); for( var i = 0; i < _amo; i++ ) { var _c = i % _col; var _r = floor(i * _icol); var _smpw = _c * _icol; var _smph = _r * _irow; var _bx = (_c + 0.5) * _grw - 1; var _by = (_r + 0.5) * _grh - 1; var bx = _posi[0] + _bx; var by = _posi[1] + _by; var _cdist = point_distance(_cx, _cy, _bx, _by); if(_twst != 0) { #region var _cdirr = _twst_axs - point_direction(_cx, _cy, _bx, _by); var _st_prg = _cdist * dsin(_cdirr); var _ax_prg = _cdist * (dcos(_cdirr)); var _tw_prg = 90 + _ax_prg * _twst + _twst_shf * 360; bx = (_bx - _twst_dx * _st_prg) + _twst_dx * _st_prg * dsin(_tw_prg); by = (_by - _twst_dy * _st_prg) + _twst_dy * _st_prg * dsin(_tw_prg); } #endregion if(_strh != 0) { #region var _cdirr = _strh_dir + 90 - point_direction(_cx, _cy, _bx, _by); var _st_prg = _cdist * dsin(_cdirr) + _strh_shf; var _st_str = max(0, _st_prg * _strh); bx += _strh_dx * _st_str; by += _strh_dy * _st_str; } #endregion if(_scat != 0) { #region var _dir = random_range(0, 360) + _rota; var _dis = random_range(0.1, 1); bx += lengthdir_x(_dis, _dir) * _scat; by += lengthdir_y(_dis, _dir) * _scat; } #endregion var _br = _rad; shader_set_f("ballPos", bx + 1, by + 1); shader_set_f("ballRad", _br); shader_set_f("ballShift", 0, 0, 0); shader_set_f("samplePos", _smpw, _smph); if(_rond == 1) draw_circle(bx, by, _br, false); else draw_roundrect_ext(bx - _br, by - _br, bx + _br, by + _br, _rnd_rad, _rnd_rad, false); } surface_reset_shader(); return _outSurf; } }