Pixel-Composer/scripts/node_VFX_boids/node_VFX_boids.gml
2024-10-13 16:43:44 +07:00

193 lines
4.5 KiB
Plaintext

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 ));
newInput(8, nodeValue_Bool("Follow point", self, false ));
newInput(9, nodeValue_Vec2("Point", self, [ 0, 0 ] ));
newInput(10, nodeValue_Float("Fol. influence", self, 0.1 ))
.setDisplay(VALUE_DISPLAY.slider);
input_display_list = [ 0, 7,
["Separation", false], 1, 2,
["Alignment", false], 3, 4,
["Grouping", false], 5, 6,
["Follow point", true, 8], 9, 10,
];
newOutput(0, nodeValue_Output("Particles", self, VALUE_TYPE.particle, -1 ));
UPDATE_PART_FORWARD
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
var _fol_pnt = getInputData(8);
var _hov = false;
if(_fol_pnt) {
var hv = inputs[9].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, 0, 64); _hov |= hv;
}
return _hov;
}
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 _fol_pnt = getInputData( 8);
var _pnt_tar = getInputData( 9);
var _fol_inf = getInputData(10);
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 tarx = _pnt_tar[0];
var tary = _pnt_tar[1];
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;
}
if(_fol_pnt) {
p0x += (tarx - p0x) * _fol_inf;
p0y += (tary - p0y) * _fol_inf;
}
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;
}