function Node_3D_Bend(_x, _y, _group = noone) : Node_3D_Modifier(_x, _y, _group) constructor { name = "Bend Mesh"; var i = in_mesh; newInput(i+0, nodeValue_Enum_Button("Axis", self, 0, [ "X", "Y", "Z"])); newInput(i+1, nodeValue_Float("Radius", self, 1)); newInput(i+2, nodeValue_Float("Amount", self, 1)); newInput(i+3, nodeValue_Vec3("Origin", self, [ 0, 0, 0 ])); newInput(i+4, nodeValue_Bool("Recalculate normal", self, true)); input_display_list = [ ["Mesh", false], 0, ["Bend", false], i+0, i+3, i+1, i+2, i+4, ]; static processData = function(_output, _data, _output_index, _array_index = 0) { var _obj = _data[0]; var _axs = _data[in_mesh + 0]; var _rad = _data[in_mesh + 1]; var _amo = _data[in_mesh + 2]; var _ori = _data[in_mesh + 3]; var _nrm = _data[in_mesh + 4]; if(!is_instanceof(_obj, __3dObject)) return noone; var _res = _obj.clone(); var _vlen = array_length(_res.vertex); var _tarr = array_create_ext(_vlen, function(i) /*=>*/ {return i}); for( var i = 0, n = array_length(_tarr); i < n; i++ ) { var _vi = _tarr[i]; var _vt = _res.vertex[_vi]; for( var j = 0, m = array_length(_vt); j < m; j++ ) { var _v = _vt[j]; _v.x += 1; _v.y += 1; _v.z += 1; } if(_nrm) for( var j = 0, m = array_length(_vt); j < m; j += 3 ) { var _v0 = _vt[j + 0]; var _v1 = _vt[j + 1]; var _v2 = _vt[j + 2]; var _nres = d3_cross_product_element(_v1.x - _v0.x, _v1.y - _v0.y, _v1.z - _v0.z, _v0.x - _v2.x, _v0.y - _v2.y, _v0.z - _v2.z); var _nnl = sqrt(_nres[0] * _nres[0] + _nres[1] * _nres[1] + _nres[2] * _nres[2]); _nres[0] /= _nnl; _nres[1] /= _nnl; _nres[2] /= _nnl; _v0.nx = _nres[0]; _v0.ny = _nres[1]; _v0.nz = _nres[2]; _v1.nx = _nres[0]; _v1.ny = _nres[1]; _v1.nz = _nres[2]; _v2.nx = _nres[0]; _v2.ny = _nres[1]; _v2.nz = _nres[2]; } } _res.VB = _res.build(); return _res; } }