function Node_Shape_Polygon(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Polygon Shape"; shapesArray = [ "Rectangle", "Ellipse", "Star", "Capsule", "Ring", "Arc", "Gear", "Cross" ]; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 2] = nodeValue("Background color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 3] = nodeValue("Shape color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 4] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, shapesArray); inputs[| 5] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); inputs[| 6] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 7] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0.5, 0.5 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); inputs[| 8] = nodeValue("Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 16) .setDisplay(VALUE_DISPLAY.slider, { range: [2, 64, 1] }); inputs[| 9] = nodeValue("Inner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 10] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 11] = nodeValue("Teeth", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 6) .setDisplay(VALUE_DISPLAY.slider, { range: [3, 16, 1] }); inputs[| 12] = nodeValue("Teeth height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider); inputs[| 13] = nodeValue("Teeth taper", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [-0.5, 0.5, 0.01] }); inputs[| 14] = nodeValue("Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 360 ]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 15] = nodeValue("Round cap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 16] = nodeValue("Mesh", self, JUNCTION_CONNECT.input, VALUE_TYPE.mesh, noone) .setVisible(true, true); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Mesh", self, JUNCTION_CONNECT.output, VALUE_TYPE.mesh, noone); outputs[| 2] = nodeValue("Path", self, JUNCTION_CONNECT.output, 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, ["Render", true], 1, 2, 3, ]; attribute_surface_depth(); node_draw_transform_init(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { if(array_length(current_data) != ds_list_size(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); } static vertex_transform = function(_p, _pos, _rot) { 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(_p.x, _p.y); } mesh = new Mesh(); path = new PathSegment(); static processData = function(_outSurf, _data, _output_index, _array_index) { if(_output_index == 1) return mesh; if(_output_index == 2) return path; 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]; inputs[| 8].setVisible(_shp == 1 || _shp == 2 || _shp == 3 || _shp == 4 || _shp == 5); inputs[| 9].setVisible(_shp == 2 || _shp == 4 || _shp == 5 || _shp == 6 || _shp == 7); inputs[| 10].setVisible(_shp == 3); inputs[| 11].setVisible(_shp == 6); inputs[| 12].setVisible(_shp == 6); inputs[| 13].setVisible(_shp == 6); inputs[| 14].setVisible(_shp == 5); inputs[| 15].setVisible(_shp == 5); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); var data = { side: _side, inner: _inner, radius: _rad, radRan: _aRan, teeth: _teeth, teethH: _thHei, teethT: _thTap, cap: _cap, }; surface_set_target(_outSurf); if(_bg) draw_clear_alpha(_bgc, 1); else DRAW_CLEAR draw_set_color(_shc); draw_primitive_begin(pr_trianglelist); 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); } outputs[| 2].setVisible(false, false); } else { outputs[| 2].setVisible(true, true); var shapeData = []; switch(array_safe_get(shapesArray, _shp)) { 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; } var points = shapeData[0]; var segment = shapeData[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); else if(points[i].type == SHAPE_TYPE.triangles) shapes[i] = points[i].triangles; } mesh.triangles = []; for( var i = 0, n = array_length(shapes); i < n; i++ ) { var triangles = shapes[i]; for( var j = 0; j < array_length(triangles); j++ ) { var tri = triangles[j]; vertex_transform(tri[0], _pos, _rot); vertex_transform(tri[1], _pos, _rot); vertex_transform(tri[2], _pos, _rot); array_push(mesh.triangles, tri); } } } draw_primitive_end(); surface_reset_target(); return _outSurf; } }