function Node_Scatter_Points(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Scatter Points"; color = COLORS.node_blend_number; setDimension(96, 48); onSurfaceSize = function() { return getInputData(7, DEF_SURF); }; newInput(0, nodeValue_Area("Point area", self, DEF_AREA_REF, { onSurfaceSize } )) .setUnitRef(onSurfaceSize, VALUE_UNIT.reference); newInput(1, nodeValue_Enum_Button("Point distribution", self, 0, [ "Area", "Border", "Map" ])) .rejectArray(); newInput(2, nodeValue_Enum_Button("Scatter", self, 1, [ "Uniform", "Random" ])) .rejectArray(); newInput(3, nodeValue_Int("Point amount", self, 2, "Amount of particle spawn in that frame.")) .rejectArray(); newInput(4, nodeValue_Surface("Distribution map", self)) .rejectArray(); newInput(5, nodeValueSeed(self)) .rejectArray(); newInput(6, nodeValue_Bool("Fixed position", self, false, "Fix point position, and only select point in the area.")); newInput(7, nodeValue_Vec2("Reference dimension", self, DEF_SURF)); newInput(8, nodeValue_Surface("Reference value", self)); newInput(9, nodeValue_Bool("Output 3D", self, false)); newInput(10, nodeValue_Enum_Button("Normal", self, 0, [ "X", "Y", "Z" ])); newInput(11, nodeValue_Float("Plane position", self, 0)); input_display_list = [ ["Base", false], 5, 6, 7, ["Scatter", false], 0, 1, 4, 2, 3, ["3D", true, 9], 10, 11 ]; newOutput(0, nodeValue_Output("Points", self, VALUE_TYPE.float, [ ])) .setDisplay(VALUE_DISPLAY.vector); static step = function() { var _dist = getInputData(1); inputs[2].setVisible(_dist != 2); inputs[4].setVisible(_dist == 2, _dist == 2); } static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[0].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } static getPreviewValues = function() { return getInputData(8); } static update = function(frame = CURRENT_FRAME) { var _area = getInputData(0); var _dist = getInputData(1); var _scat = getInputData(2); var _amo = getInputData(3); var _distMap = getInputData(4); var _seed = getInputData(5); var _fix = getInputData(6); var _fixRef = getInputData(7); var _3d = getInputData( 9); __temp_3dNorm = getInputData(10); __temp_3dPos = getInputData(11); inputs[7].setVisible(_fix); var pos = []; random_set_seed(_seed); if(_fix) { var ref = getInputData(8); ref = surface_verify(ref, _fixRef[0], _fixRef[1]); inputs[8].setValue(ref); } var aBox = area_get_bbox(_area); if(_dist != 2) { pos = []; for( var i = 0; i < _amo; i++ ) { if(_fix) { var p = area_get_random_point([_fixRef[0], _fixRef[1], _fixRef[0], _fixRef[1]], _dist, _scat, i, _amo); if(point_in_rectangle(p[0], p[1], aBox[0], aBox[1], aBox[2], aBox[3])) array_push(pos, p); } else pos[i] = area_get_random_point(_area, _dist, _scat, i, _amo); } } else { pos = []; var p = get_points_from_dist(_distMap, _amo, _seed, 8); for( var i = 0, n = array_length(p); i < n; i++ ) { if(p[i] == 0) continue; if(_fix) { p[i][0] *= _fixRef[0]; p[i][1] *= _fixRef[1]; } else { p[i][0] = _area[0] + _area[2] * (p[i][0] * 2 - 1); p[i][1] = _area[1] + _area[3] * (p[i][1] * 2 - 1); } array_push(pos, p[i]); } } if(_3d) pos = array_map(pos, function(value, index) { var val = value; switch(__temp_3dNorm) { case 0 : val = [ __temp_3dPos, value[0], value[1] ]; break; case 1 : val = [ value[0], __temp_3dPos, value[1] ]; break; case 2 : val = [ value[0], value[1], __temp_3dPos ]; break; } return val; }); outputs[0].setValue(pos); } static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { var bbox = drawGetBbox(xx, yy, _s); draw_sprite_fit(s_node_scatter_point, 0, bbox.xc, bbox.yc, bbox.w, bbox.h); } }