function Node_Shape_Polygon(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Shape Polygon"; shapesArray = [ "Rectangle", "Ellipse", "Star", "Capsule", "Ring", "Arc", "Gear", "Cross" ]; for( var i = 0, n = array_length(shapesArray); i < n; i++ ) shapesArray[i] = new scrollItem(shapesArray[i], s_node_shape_poly_type, i); newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Bool("Background", self, false)); newInput(2, nodeValue_Color("Background color", self, c_black)); newInput(3, nodeValue_Color("Shape color", self, c_white)); newInput(4, nodeValue_Enum_Scroll("Shape", self, 0, shapesArray)); newInput(5, nodeValue_Vec2("Position", self, [ 0.5, 0.5 ])) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); newInput(6, nodeValue_Rotation("Rotation", self, 0)); newInput(7, nodeValue_Vec2("Scale", self, [ 0.5, 0.5 ])) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); newInput(8, nodeValue_Int("Sides", self, 16)) .setDisplay(VALUE_DISPLAY.slider, { range: [2, 64, 0.1] }); newInput(9, nodeValue_Float("Inner radius", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider); newInput(10, nodeValue_Float("Radius", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider); newInput(11, nodeValue_Int("Teeth", self, 6)) .setDisplay(VALUE_DISPLAY.slider, { range: [3, 16, 0.1] }); newInput(12, nodeValue_Float("Teeth height", self, 0.2)) .setDisplay(VALUE_DISPLAY.slider); newInput(13, nodeValue_Float("Teeth taper", self, 0)) .setDisplay(VALUE_DISPLAY.slider, { range: [-0.5, 0.5, 0.01] }); newInput(14, nodeValue_Rotation_Range("Angle range", self, [ 0, 360 ])); newInput(15, nodeValue_Bool("Round cap", self, false)); newInput(16, nodeValue("Mesh", self, CONNECT_TYPE.input, VALUE_TYPE.mesh, noone)) .setVisible(true, true); newInput(17, nodeValue_Float("Explode", self, 0)) .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); newInput(18, nodeValue_Rotation("Piece Rotation", self, 0)); //////////// newInput(19, nodeValue_Color("Vertex Color 1", self, c_white)); newInput(20, nodeValue_Color("Vertex Color 2", self, c_white)); newInput(21, nodeValue_Color("Vertex Color 3", self, c_white)); //////////// newInput(22, nodeValue_Float("Piece Scale", self, 1)); newInput(23, nodeValue_Palette("Shape Palette", self, [ cola(c_white) ])); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); outputs[1] = nodeValue_Output("Mesh", self, VALUE_TYPE.mesh, noone); outputs[2] = nodeValue_Output("Path", self, VALUE_TYPE.pathnode, noone); input_display_list = [ 16, ["Output", false], 0, ["Transform", false], 5, 6, 7, ["Shape", false], 4, 8, 9, 10, 11, 12, 13, 14, 15, 17, ["Piecewise", false], 18, 22, ["Render", true], 3, 23, 19, 20, 21, ["Background", true, 1], 2, ]; attribute_surface_depth(); node_draw_transform_init(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { if(array_length(current_data) != array_length(inputs)) return; if(process_amount > 1) return; draw_set_color(c_grey); mesh.draw(_x, _y, _s); node_draw_transform_box(active, _x, _y, _s, _mx, _my, _snx, _sny, 5, 6, 7, true); draw_set_color(COLORS._main_accent); path.draw(_x, _y, _s); } static vertex_apply = function(_p, _pos, _rot, _color = c_white, _alpha = 1) { var p = point_rotate(_p.x, _p.y, 0, 0, _rot); _p.x = _pos[0] + p[0]; _p.y = _pos[1] + p[1]; draw_vertex_color(_p.x, _p.y, _color, _alpha); } mesh = new Mesh(); path = new PathSegment(); static processData = function(_outData, _data, _output_index, _array_index) { var _dim = _data[0]; var _bg = _data[1]; var _bgc = _data[2]; var _shc = _data[3]; var _shp = _data[4]; var _pos = _data[5]; var _rot = _data[6]; var _sca = _data[7]; var _side = _data[8]; var _inner = _data[9]; var _rad = _data[10]; var _teeth = _data[11]; var _thHei = _data[12]; var _thTap = _data[13]; var _aRan = _data[14]; var _cap = _data[15]; var _mesh = _data[16]; var _expld = _data[17]; var _prot = _data[18]; var _psca = _data[22]; var _pall = _data[23]; inputs[ 8].setVisible(false); inputs[ 9].setVisible(false); inputs[10].setVisible(false); inputs[11].setVisible(false); inputs[12].setVisible(false); inputs[13].setVisible(false); inputs[14].setVisible(false); inputs[15].setVisible(false); inputs[17].setVisible(false); var _shapeName = array_safe_get_fast(shapesArray, _shp).name; switch(_shapeName) { case "Rectangle" : // 0 break; case "Ellipse" : // 1 inputs[ 8].setVisible(true); inputs[17].setVisible(true); break; case "Star" : // 2 inputs[ 8].setVisible(true); inputs[ 9].setVisible(true); break; case "Capsule" : // 3 inputs[ 8].setVisible(true); inputs[10].setVisible(true); break; case "Ring" : // 4 inputs[ 8].setVisible(true); inputs[ 9].setVisible(true); break; case "Arc" : // 5 inputs[ 8].setVisible(true); inputs[ 9].setVisible(true); inputs[14].setVisible(true); inputs[15].setVisible(true); break; case "Gear" : // 6 inputs[ 9].setVisible(true); inputs[11].setVisible(true); inputs[12].setVisible(true); inputs[13].setVisible(true); break; case "Cross" : // 7 inputs[ 9].setVisible(true); break; } var _outSurf = surface_verify(_outData[0], _dim[0], _dim[1], attrDepth()); var data = { side: _side, inner: _inner, radius: _rad, radRan: _aRan, teeth: _teeth, teethH: _thHei, teethT: _thTap, cap: _cap, explode: _expld, }; var tri0 = colorMultiply(_shc, _data[19]); var tri1 = colorMultiply(_shc, _data[20]); var tri2 = colorMultiply(_shc, _data[21]); surface_set_target(_outSurf); if(_bg) draw_clear(_bgc); else DRAW_CLEAR draw_primitive_begin(pr_trianglelist); outputs[2].setVisible(_mesh == noone); if(_mesh != noone) { for( var j = 0; j < array_length(_mesh.triangles); j++ ) { var tri = _mesh.triangles[j]; var p0 = tri[0]; var p1 = tri[1]; var p2 = tri[2]; draw_vertex(p0.x, p0.y); draw_vertex(p1.x, p1.y); draw_vertex(p2.x, p2.y); } } else { var shapeData = []; switch(_shapeName) { case "Rectangle" : shapeData = SHAPE_rectangle( _sca ); break; case "Ellipse" : shapeData = SHAPE_circle( _sca, data); break; case "Star" : shapeData = SHAPE_star( _sca, data); break; case "Capsule" : shapeData = SHAPE_capsule( _sca, data); break; case "Ring" : shapeData = SHAPE_ring( _sca, data); break; case "Arc" : shapeData = SHAPE_arc( _sca, data); break; case "Gear" : shapeData = SHAPE_gear( _sca, data); break; case "Cross" : shapeData = SHAPE_cross( _sca, data); break; default: draw_primitive_end(); draw_set_alpha(1); surface_reset_target(); return [ _outSurf, mesh, path ]; } var points = shapeData[0]; var segment = shapeData[1]; if(_prot != 0 || _psca != 1) for( var i = 0, n = array_length(points); i < n; i++ ) { if(points[i].type == SHAPE_TYPE.points) continue; var _tri = points[i].triangles; for( var j = 0; j < array_length(_tri); j++ ) { var tri = _tri[j]; var cx = (tri[0].x + tri[1].x + tri[2].x) / 3; var cy = (tri[0].y + tri[1].y + tri[2].y) / 3; var p = point_rotate(tri[0].x - cx, tri[0].y - cy, 0, 0, _prot); tri[0].x = cx + _psca * p[0]; tri[0].y = cy + _psca * p[1]; var p = point_rotate(tri[1].x - cx, tri[1].y - cy, 0, 0, _prot); tri[1].x = cx + _psca * p[0]; tri[1].y = cy + _psca * p[1]; var p = point_rotate(tri[2].x - cx, tri[2].y - cy, 0, 0, _prot); tri[2].x = cx + _psca * p[0]; tri[2].y = cy + _psca * p[1]; } } for( var i = 0, n = array_length(segment); i < n; i++ ) { var _p = segment[i]; var p = point_rotate(_p.x, _p.y, 0, 0, _rot); _p.x = _pos[0] + p[0]; _p.y = _pos[1] + p[1]; } path.setSegment(segment); var shapes = []; for( var i = 0, n = array_length(points); i < n; i++ ) { if(points[i].type == SHAPE_TYPE.points) shapes[i] = polygon_triangulate(points[i].points)[0]; else shapes[i] = points[i].triangles; } var _plen = array_length(_pall); mesh.triangles = []; for( var i = 0, n = array_length(shapes); i < n; i++ ) { var triangles = shapes[i]; var shapetyp = points[i].type; for( var j = 0; j < array_length(triangles); j++ ) { var tri = triangles[j]; var shapeind = shapetyp == SHAPE_TYPE.rectangle? floor(j / 2) : j; var trc = array_safe_get(_pall, shapeind % _plen, c_white) vertex_apply(tri[0], _pos, _rot, colorMultiply(trc, tri0)); vertex_apply(tri[1], _pos, _rot, colorMultiply(trc, tri1)); vertex_apply(tri[2], _pos, _rot, colorMultiply(trc, tri2)); array_push(mesh.triangles, tri); } } mesh.calcCoM(); } draw_primitive_end(); draw_set_alpha(1); surface_reset_target(); return [ _outSurf, mesh, path ]; } }