function Node_VFX_Boids(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Boids"; color = COLORS.node_blend_vfx; icon = THEME.vfx; reloop = true; manual_ungroupable = false; node_draw_icon = s_node_vfx_boid; setDimension(96, 48); newInput(0, nodeValue_Particle("Particles", self, -1 )) .setVisible(true, true); newInput(1, nodeValue_Float("Sep. radius", self, 4 )); newInput(2, nodeValue_Float("Sep. influence", self, 0.2 )) .setDisplay(VALUE_DISPLAY.slider); newInput(3, nodeValue_Float("Ali. radius", self, 32 )); newInput(4, nodeValue_Float("Ali. influence", self, 0.2 )) .setDisplay(VALUE_DISPLAY.slider); newInput(5, nodeValue_Float("Grp. radius", self, 32 )); newInput(6, nodeValue_Float("Grp. influence", self, 0.2 )) .setDisplay(VALUE_DISPLAY.slider); newInput(7, nodeValue_Float("Speed amplification", self, 1 )); input_display_list = [ 0, 7, ["Separation", false], 1, 2, ["Alignment", false], 3, 4, ["Grouping", false], 5, 6, ]; newOutput(0, nodeValue_Output("Particles", self, VALUE_TYPE.particle, -1 )); UPDATE_PART_FORWARD static update = function(frame = CURRENT_FRAME) { var parts = getInputData(0); outputs[0].setValue(parts); if(parts == -1) return; if(array_empty(parts)) return; var _allparts = []; if(!is_array(parts[0])) parts = [ parts ]; for( var i = 0, n = array_length(parts); i < n; i++ ) { var _parts = parts[i]; for( var j = 0, m = array_length(_parts); j < m; j++ ) { var p = _parts[j]; if(p.active) array_append(_allparts, p); } } var _sep_rad = getInputData(1), _sep_rad2 = _sep_rad * _sep_rad; var _sep_amo = getInputData(2); var _ali_rad = getInputData(3), _ali_rad2 = _ali_rad * _ali_rad; var _ali_amo = getInputData(4); var _grp_rad = getInputData(5), _grp_rad2 = _grp_rad * _grp_rad; var _grp_amo = getInputData(6); var _spd_amp = getInputData(7); var amo = array_length(_allparts); var p0, p0x, p0y, p0vx, p0vy; var p1, p1x, p1y, p1vx, p1vy; var avx, avy, avc; var ax, ay, ac; var max_rad2 = max(_sep_rad2, _ali_rad2, _grp_rad2); for( var i = 0; i < amo; i++ ) { p0 = _allparts[i]; p0x = p0.x; p0y = p0.y; p0vx = p0.speedx; p0vy = p0.speedy; avx = 0; avy = 0; avc = 0; ax = 0; ay = 0; ac = 0; var dis = sqrt(p0vx * p0vx + p0vy * p0vy) * _spd_amp; for( var j = 0; j < amo; j++ ) { if(j == i) continue; p1 = _allparts[j]; p1x = p1.x; p1y = p1.y; p1vx = p1.speedx; p1vy = p1.speedy; var _dx = p0x - p1x; var _dy = p0y - p1y; var _dist = _dx * _dx + _dy * _dy; if(_dist >= max_rad2) continue; if(_dist < _sep_rad2) { p0x += (p0x - p1x) * _sep_amo; p0y += (p0y - p1y) * _sep_amo; } if(_dist < _ali_rad2) { avx += p1vx; avy += p1vy; avc++; } if(_dist < _grp_rad2) { ax += p1x; ay += p1y; ac++; } } if(avc) { avx /= avc; avy /= avc; p0vx += (avx - p0vx) * _ali_amo; p0vy += (avy - p0vy) * _ali_amo; } if(ac) { ax /= ac; ay /= ac; p0x += (ax - p0x) * _grp_amo; p0y += (ay - p0y) * _grp_amo; } var dir = point_direction(p0.x, p0.y, p0x, p0y); var _disn = point_distance( p0.x, p0.y, p0x, p0y); p0.x += lengthdir_x(min(dis, _disn), dir); p0.y += lengthdir_y(min(dis, _disn), dir); p0.speedx = p0vx; p0.speedy = p0vy; } } static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { var bbox = drawGetBbox(xx, yy, _s); draw_sprite_fit(node_draw_icon, 0, bbox.xc, bbox.yc, bbox.w, bbox.h); } getPreviewingNode = VFX_PREVIEW_NODE; }