mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 22:46:19 +01:00
166 lines
No EOL
5.8 KiB
Text
166 lines
No EOL
5.8 KiB
Text
function __vec3Sub(_x = 0, _y = _x, _z = _x) : __vec3(_x, _y, _z) constructor {
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old = false;
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connected = [];
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static smooth = function() {
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if(array_empty(connected)) return;
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var _n = array_length(connected);
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var _k = _n / 2;
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var beta = 3 / (5 * _k);
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var _sx = x * (1 - _k * beta);
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var _sy = y * (1 - _k * beta);
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var _sz = z * (1 - _k * beta);
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var _cx = 0;
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var _cy = 0;
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var _cz = 0;
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for( var i = 0; i < _n; i++ ) {
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_cx += connected[i].x;
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_cy += connected[i].y;
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_cz += connected[i].z;
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}
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x = _cx * 0.5 * beta + _sx;
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y = _cy * 0.5 * beta + _sy;
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z = _cz * 0.5 * beta + _sz;
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}
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static connectTo = function(point) { array_push(connected, point); }
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}
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function __3dICOSphere(radius = 0.5, level = 2, smt = false) : __3dObject() constructor {
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VF = global.VF_POS_NORM_TEX_COL;
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render_type = pr_trianglelist;
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self.radius = radius;
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self.level = level;
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self.smooth = smt;
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_vhash = ds_map_create();
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static getVertex = function(vertex) {
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var h = $"[{vertex.x},{vertex.y},{vertex.z}]";
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if(ds_map_exists(_vhash, h))
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return _vhash[? h];
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_vhash[? h] = vertex;
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return vertex;
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}
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static initModel = function() { // swap H, V because fuck me
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var _vertices = ds_list_create();
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var _normals = ds_list_create();
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var phi = (1 + sqrt(5)) * 0.5; // golden ratio
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var a = 1.0;
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var b = 1.0 / phi;
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icoverts = [
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new __vec3Sub( 1, 1, 1)._normalize()._multiply(radius),
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new __vec3Sub( 0, b, -a)._normalize()._multiply(radius),
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new __vec3Sub( b, a, 0)._normalize()._multiply(radius),
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new __vec3Sub(-b, a, 0)._normalize()._multiply(radius),
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new __vec3Sub( 0, b, a)._normalize()._multiply(radius),
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new __vec3Sub( 0, -b, a)._normalize()._multiply(radius),
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new __vec3Sub(-a, 0, b)._normalize()._multiply(radius),
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new __vec3Sub( 0, -b, -a)._normalize()._multiply(radius),
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new __vec3Sub( a, 0, -b)._normalize()._multiply(radius),
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new __vec3Sub( a, 0, b)._normalize()._multiply(radius),
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new __vec3Sub(-a, 0, -b)._normalize()._multiply(radius),
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new __vec3Sub( b, -a, 0)._normalize()._multiply(radius),
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new __vec3Sub(-b, -a, 0)._normalize()._multiply(radius),
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]
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array_foreach(icoverts, function(vert) { vert.old = true; });
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// Generate icosphere vertices
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ds_list_add(_vertices, icoverts[ 3], icoverts[ 1], icoverts[ 2]);
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ds_list_add(_vertices, icoverts[ 2], icoverts[ 4], icoverts[ 3]);
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ds_list_add(_vertices, icoverts[ 6], icoverts[ 4], icoverts[ 5]);
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ds_list_add(_vertices, icoverts[ 5], icoverts[ 4], icoverts[ 9]);
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ds_list_add(_vertices, icoverts[ 8], icoverts[ 1], icoverts[ 7]);
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ds_list_add(_vertices, icoverts[ 7], icoverts[ 1], icoverts[10]);
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ds_list_add(_vertices, icoverts[12], icoverts[ 5], icoverts[11]);
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ds_list_add(_vertices, icoverts[11], icoverts[ 7], icoverts[12]);
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ds_list_add(_vertices, icoverts[10], icoverts[ 3], icoverts[ 6]);
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ds_list_add(_vertices, icoverts[ 6], icoverts[12], icoverts[10]);
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ds_list_add(_vertices, icoverts[ 9], icoverts[ 2], icoverts[ 8]);
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ds_list_add(_vertices, icoverts[ 8], icoverts[11], icoverts[ 9]);
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ds_list_add(_vertices, icoverts[ 3], icoverts[ 4], icoverts[ 6]);
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ds_list_add(_vertices, icoverts[ 9], icoverts[ 4], icoverts[ 2]);
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ds_list_add(_vertices, icoverts[10], icoverts[ 1], icoverts[ 3]);
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ds_list_add(_vertices, icoverts[ 2], icoverts[ 1], icoverts[ 8]);
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ds_list_add(_vertices, icoverts[12], icoverts[ 7], icoverts[10]);
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ds_list_add(_vertices, icoverts[ 8], icoverts[ 7], icoverts[11]);
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ds_list_add(_vertices, icoverts[ 6], icoverts[ 5], icoverts[12]);
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ds_list_add(_vertices, icoverts[11], icoverts[ 5], icoverts[ 9]);
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var lv = min(level, 5);
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repeat(lv) { #region subdivide
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ds_map_clear(_vhash);
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var newVertices = ds_list_create();
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for (var i = 0, n = ds_list_size(_vertices) / 3; i < n; i++) {
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var v1 = _vertices[| i * 3 + 0];
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var v2 = _vertices[| i * 3 + 1];
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var v3 = _vertices[| i * 3 + 2];
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var mid12Pos = getVertex(new __vec3Sub(v1.add(v2).divide(2)));
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var mid23Pos = getVertex(new __vec3Sub(v2.add(v3).divide(2)));
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var mid31Pos = getVertex(new __vec3Sub(v3.add(v1).divide(2)));
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v1.connectTo(mid12Pos); v1.connectTo(mid31Pos);
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v2.connectTo(mid12Pos); v2.connectTo(mid23Pos);
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v3.connectTo(mid23Pos); v3.connectTo(mid31Pos);
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ds_list_add(newVertices, v1, mid12Pos, mid31Pos);
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ds_list_add(newVertices, mid12Pos, v2, mid23Pos);
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ds_list_add(newVertices, mid31Pos, mid23Pos, v3);
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ds_list_add(newVertices, mid12Pos, mid23Pos, mid31Pos);
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}
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for (var i = 0, n = ds_list_size(newVertices); i < n; i++) {
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var _v = newVertices[| i];
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if(_v.old) _v.smooth();
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_v.old = true;
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_v.connected = [];
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}
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ds_list_destroy(_vertices);
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_vertices = newVertices;
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} #endregion
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for( var i = 0, n = ds_list_size(_vertices) / 3; i < n; i++ ) { #region normal, uv generation
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var _v0 = _vertices[| i * 3 + 0];
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var _v1 = _vertices[| i * 3 + 1];
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var _v2 = _vertices[| i * 3 + 2];
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if(smooth) {
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ds_list_add(_normals, _v0.normalize(), _v1.normalize(), _v2.normalize());
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} else {
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var _n = _v2.subtract(_v0).cross(_v1.subtract(_v0));
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ds_list_add(_normals, _n, _n, _n);
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}
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} #endregion
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vertex = [ array_create(ds_list_size(_vertices)) ];
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for( var i = 0, n = ds_list_size(_vertices); i < n; i++ ) {
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var _v = _vertices[| i];
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var _n = _normals[| i];
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var _ha = point_direction(0, 0, _v.x, _v.y);
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var _va = (point_direction(0, 0, _v.x, _v.z) + 90) % 360;
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if(_va > 180) _va = 360 - _va;
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vertex[0][i] = new __vertex(_v.x, _v.y, _v.z).setNormal(_n.x, _n.y, _n.z).setUV(_ha / 360, _va / 180);
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}
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ds_list_destroy(_vertices);
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ds_list_destroy(_normals);
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VB = build();
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} initModel();
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static onParameterUpdate = initModel;
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} |