function Node_3D_Repeat(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "3D Repeat"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Object position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue("Object rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Object scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue("Render position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef( function() { return inputs[| 0].getValue(); }, VALUE_UNIT.reference); inputs[| 5] = nodeValue("Render scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 6] = nodeValue("Light direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 7] = nodeValue("Light height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [-1, 1, 0.01]); inputs[| 8] = nodeValue("Light intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 9] = nodeValue("Light color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 10] = nodeValue("Ambient color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey); inputs[| 11] = nodeValue("3D object", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3object, noone) .setVisible(true, true); inputs[| 12] = nodeValue("Repeat", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1, "Amount of copies to be generated."); inputs[| 13] = nodeValue("Repeat position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 14] = nodeValue("Repeat rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 15] = nodeValue("Repeat scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 16] = nodeValue("Repeat pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Linear", "Circular" ]) .rejectArray(); inputs[| 17] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "x", "y", "z" ]); inputs[| 18] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 19] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 360 ]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 20] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Orthographic", "Perspective" ]) .rejectArray(); inputs[| 21] = nodeValue("Field of view", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 60) .setDisplay(VALUE_DISPLAY.slider, [ 1, 90, 1 ]); inputs[| 22] = nodeValue("Scale view with dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true) input_display_list = [ 11, ["Output", false], 0, 22, ["Object transform", true], 1, 2, 3, ["Camera", true], 20, 21, 4, 5, ["Light", true], 6, 7, 8, 9, 10, ["Repeat", false], 12, 16, 13, 14, 15, 17, 18, 19 ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("3D objects", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3object, function() { return submit_vertex(); }); outputs[| 2] = nodeValue("Normal pass", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); output_display_list = [ 0, 2, 1 ] _3d_node_init(1, /*Transform*/ 4, 5, 1, 2, 3); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { _3d_gizmo(active, _x, _y, _s, _mx, _my, _snx, _sny); } static submit_vertex = function() { var _lpos = inputs[| 1].getValue(); var _lrot = inputs[| 2].getValue(); var _lsca = inputs[| 3].getValue(); var sv = inputs[| 11].getValue(); if(sv == noone) return; var _samo = inputs[| 12].getValue(); var _patt = inputs[| 16].getValue(); var _srot = inputs[| 14].getValue(); var _ssca = inputs[| 15].getValue(); var _spos = inputs[| 13].getValue(); var _raxs = inputs[| 17].getValue(); var _rrad = inputs[| 18].getValue(); var _rrot = inputs[| 19].getValue(); _3d_local_transform(_lpos, _lrot, _lsca); for( var i = 0; i < _samo; i++ ) { if(_patt == 0) { matrix_stack_push(matrix_build( _spos[0] * i, _spos[1] * i, _spos[2] * i, 0, 0, 0, 1, 1, 1 )); matrix_stack_push(matrix_build( 0, 0, 0, _srot[0] * i, _srot[1] * i, _srot[2] * i, 1, 1, 1 )); matrix_stack_push(matrix_build( 0, 0, 0, 0, 0, 0, power(_ssca[0], i), power(_ssca[1], i), power(_ssca[2], i))); } else if(_patt == 1) { var angle = _rrot[0] + i * (_rrot[1] - _rrot[0]) / _samo; var ldx = lengthdir_x(_rrad, angle); var ldy = lengthdir_y(_rrad, angle); switch(_raxs) { case 0 : matrix_stack_push(matrix_build( 0, ldx, ldy, 0, 0, 0, 1, 1, 1 )); break; case 1 : matrix_stack_push(matrix_build( ldy, 0, ldx, 0, 0, 0, 1, 1, 1 )); break; case 2 : matrix_stack_push(matrix_build( ldx, ldy, 0, 0, 0, 0, 1, 1, 1 )); break; } matrix_stack_push(matrix_build( 0, 0, 0, _srot[0] * i, _srot[1] * i, _srot[2] * i, 1, 1, 1)); matrix_stack_push(matrix_build( 0, 0, 0, 0, 0, 0, power(_ssca[0], i), power(_ssca[1], i), power(_ssca[2], i))); } matrix_set(matrix_world, matrix_stack_top()); if(is_array(sv)) { var index = safe_mod(i, array_length(sv)); var _sv = sv[index]; _sv(index); } else sv(); matrix_stack_pop(); matrix_stack_pop(); matrix_stack_pop(); } _3d_clear_local_transform(); } static step = function() { var _proj = inputs[| 20].getValue(); var _patt = inputs[| 16].getValue(); inputs[| 13].setVisible(_patt == 0); inputs[| 17].setVisible(_patt == 1); inputs[| 18].setVisible(_patt == 1); inputs[| 19].setVisible(_patt == 1); inputs[| 21].setVisible(_proj); } function update(frame = PROJECT.animator.current_frame) { var _dim = inputs[| 0].getValue(); var _lpos = inputs[| 1].getValue(); var _lrot = inputs[| 2].getValue(); var _lsca = inputs[| 3].getValue(); var _pos = inputs[| 4].getValue(); var _sca = inputs[| 5].getValue(); var _ldir = inputs[| 6].getValue(); var _lhgt = inputs[| 7].getValue(); var _lint = inputs[| 8].getValue(); var _lclr = inputs[| 9].getValue(); var _aclr = inputs[| 10].getValue(); var _proj = inputs[| 20].getValue(); var _fov = inputs[| 21].getValue(); var _dimS = inputs[| 22].getValue(); var _patt = inputs[| 16].getValue(); for( var i = 0; i < array_length(output_display_list) - 1; i++ ) { var ind = output_display_list[i]; var _outSurf = outputs[| ind].getValue(); var pass = "diff"; switch(ind) { case 0 : pass = "diff" break; case 2 : pass = "norm" break; } var _transform = new __3d_transform(_pos,, _sca, _lpos, _lrot, _lsca, false, _dimS ); var _light = new __3d_light(_ldir, _lhgt, _lint, _lclr, _aclr); var _cam = new __3d_camera(_proj, _fov); _outSurf = _3d_pre_setup(_outSurf, _dim, _transform, _light, _cam, pass); submit_vertex(); _3d_post_setup(); outputs[| ind].setValue(_outSurf); } } }