function Node_VFX_Triangulate(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "VFX Triangulate"; color = COLORS.node_blend_vfx; icon = THEME.vfx; use_cache = CACHE_USE.auto; function _Point(part) constructor { #region self.part = part; x = part.x; y = part.y; static equal = function(point) { INLINE return x == point.x && y == point.y; } } #endregion manual_ungroupable = false; inputs[0] = nodeValue_Vec2("Output dimension", self, DEF_SURF ); inputs[1] = nodeValue_Particle("Particles", self, -1 ) .setVisible(true, true); inputs[2] = nodeValue_Float("Thickness", self, 1 ); inputs[3] = nodeValue_Color("Color", self, c_white ); inputs[4] = nodeValue_Bool("Inherit Thickness", self, false ); inputs[5] = nodeValue_Bool("Inherit Color", self, false ); outputs[0] = nodeValue_Output("Triangles", self, VALUE_TYPE.surface, noone); input_display_list = [ 0, [ "Particles", false], 1, [ "Rendering", false], 4, 2, 5, 3, ] insp2UpdateTooltip = "Clear cache"; insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ]; static onInspector2Update = function() { clearCache(); } static step = function() { #region var _ith = getInputData(4); var _icl = getInputData(5); inputs[2].setVisible(!_ith); inputs[3].setVisible(!_icl); } #endregion static update = function() { #region var _dim = getInputData(0); var _par = getInputData(1); var _th = getInputData(2); var _cl = getInputData(3); var _ith = getInputData(4); var _icl = getInputData(5); var _surf = outputs[0].getValue(); _surf = surface_verify(_surf, _dim[0], _dim[1]); outputs[0].setValue(_surf); var _vrx = array_create(array_length(_par)); var _ind = 0; for( var i = 0, n = array_length(_par); i < n; i++ ) { var p = _par[i]; if(!p.active) continue; _vrx[_ind++] = new _Point(p); } array_resize(_vrx, _ind); var tri = delaunay_triangulation(_vrx); var c0, c1, c2; surface_set_shader(_surf, noone); draw_set_color(c_white); for( var i = 0, n = array_length(tri); i < n; i++ ) { var t = tri[i]; var p0 = t[0].part; var p1 = t[1].part; var p2 = t[2].part; if(_ith) { if(_icl) { draw_line_width2(p0.x, p0.y, p1.x, p1.y, min(p0.scx, p0.scy), min(p1.scx, p1.scy), false, p0.currColor, p1.currColor); draw_line_width2(p0.x, p0.y, p2.x, p2.y, min(p0.scx, p0.scy), min(p2.scx, p2.scy), false, p0.currColor, p2.currColor); draw_line_width2(p1.x, p1.y, p2.x, p2.y, min(p1.scx, p1.scy), min(p2.scx, p2.scy), false, p1.currColor, p2.currColor); } else { draw_set_color(_cl); draw_line_width2(p0.x, p0.y, p1.x, p1.y, min(p0.scx, p0.scy), min(p1.scx, p1.scy)); draw_line_width2(p0.x, p0.y, p2.x, p2.y, min(p0.scx, p0.scy), min(p2.scx, p2.scy)); draw_line_width2(p1.x, p1.y, p2.x, p2.y, min(p1.scx, p1.scy), min(p2.scx, p2.scy)); } } else if(_th == 1) { if(_icl) { draw_line_color(p0.x, p0.y, p1.x, p1.y, p0.currColor, p1.currColor); draw_line_color(p0.x, p0.y, p2.x, p2.y, p0.currColor, p2.currColor); draw_line_color(p1.x, p1.y, p2.x, p2.y, p1.currColor, p2.currColor); } else { draw_set_color(_cl); draw_line(p0.x, p0.y, p1.x, p1.y); draw_line(p0.x, p0.y, p2.x, p2.y); draw_line(p1.x, p1.y, p2.x, p2.y); } } else { if(_icl) { draw_line_width_color(p0.x, p0.y, p1.x, p1.y, _th, p0.currColor, p1.currColor); draw_line_width_color(p0.x, p0.y, p2.x, p2.y, _th, p0.currColor, p2.currColor); draw_line_width_color(p1.x, p1.y, p2.x, p2.y, _th, p1.currColor, p2.currColor); } else { draw_set_color(_cl); draw_line_width(p0.x, p0.y, p1.x, p1.y, _th); draw_line_width(p0.x, p0.y, p2.x, p2.y, _th); draw_line_width(p1.x, p1.y, p2.x, p2.y, _th); } } } surface_reset_shader(); cacheCurrentFrame(_surf); } #endregion }