mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
249 lines
No EOL
7.3 KiB
Text
249 lines
No EOL
7.3 KiB
Text
function __3dPathExtrude(radius = 0.5, sides = 8, smooth = 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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object_counts = 3;
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self.radius = radius;
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self.sides = sides;
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self.smooth = smooth;
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invert = false;
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loop = false;
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endCap = true;
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points = [];
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uvProg = [];
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radiusOverPath = [];
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uvScale = [ 1, 1 ];
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yaw = 0;
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static initModel = function() {
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var vs = [];
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var v0 = [];
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var v1 = [];
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var o = new __vec3();
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var n = new __vec3();
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var v = new __vec3();
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var u = new __vec3();
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var w = new __vec3();
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var len;
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var prevp = array_create((sides + 1) * 3);
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var prevn = array_create((sides + 1) * 3);
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var _subd = array_length(points) / 3;
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var _ind = 0;
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var _in0 = 0;
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var _in1 = 0;
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var _ux = new __vec3(1, 0, 0);
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var _uy = new __vec3(0, 1, 0);
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var _uz = new __vec3(0, 0, 1);
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if(_subd < 2) return;
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o.x = points[0];
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o.y = points[1];
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o.z = points[2];
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var _us = uvScale[0];
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var _vs = uvScale[1];
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var firstLoop = array_create(sides * 3);
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var _iside = 360 / sides;
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for(var i = 1; i < _subd; i++) {
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n.x = points[i * 3 + 0];
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n.y = points[i * 3 + 1];
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n.z = points[i * 3 + 2];
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if(i == 1) {
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v.x = n.x - o.x;
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v.y = n.y - o.y;
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v.z = n.z - o.z;
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if(loop) {
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v.x = n.x - points[(_subd - 2) * 3 + 0];
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v.y = n.y - points[(_subd - 2) * 3 + 1];
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v.z = n.z - points[(_subd - 2) * 3 + 2];
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}
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v._normalize();
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if(v.equal(_ux)) u = v.cross(_uz);
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else if(v.equal(_uz)) u = v.cross(_uy);
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else u = v.cross(_uz);
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u._normalize();
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w = v.cross(u);
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var _rr = radius * radiusOverPath[0];
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for(var j = 0; j <= sides; j++) {
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var a0 = yaw + j * _iside;
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var _u = u.multiply(dcos(a0));
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var _w = w.multiply(dsin(a0));
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var _pp = _u.add(_w);
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prevp[j * 3 + 0] = o.x + _pp.x * _rr;
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prevp[j * 3 + 1] = o.y + _pp.y * _rr;
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prevp[j * 3 + 2] = o.z + _pp.z * _rr;
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}
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for(var j = 0; j < sides; j++) {
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var cx0 = prevp[j * 3 + 0];
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var cy0 = prevp[j * 3 + 1];
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var cz0 = prevp[j * 3 + 2];
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var cx1 = prevp[j * 3 + 0 + 3];
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var cy1 = prevp[j * 3 + 1 + 3];
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var cz1 = prevp[j * 3 + 2 + 3];
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var a0 = yaw + (j + 0) * _iside;
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var a1 = yaw + (j + 1) * _iside;
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var __u0 = 0.5 + lengthdir_x(0.5, a0);
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var __v0 = 0.5 + lengthdir_y(0.5, a0);
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var __u1 = 0.5 + lengthdir_x(0.5, a1);
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var __v1 = 0.5 + lengthdir_y(0.5, a1);
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v0[_in0++] = new __vertex(o.x, o.y, o.z).setNormal(-v.x, -v.y, -v.z).setUV(0.5, 0.5);
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v0[_in0++] = new __vertex(cx0, cy0, cz0).setNormal(-v.x, -v.y, -v.z).setUV(__u0, __v0);
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v0[_in0++] = new __vertex(cx1, cy1, cz1).setNormal(-v.x, -v.y, -v.z).setUV(__u1, __v1);
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}
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for (var j = 0, m = array_length(prevn); j < m; j++)
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firstLoop[j] = prevp[j];
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}
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if(i < _subd - 1) {
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v.x = points[(i + 1) * 3 + 0] - o.x;
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v.y = points[(i + 1) * 3 + 1] - o.y;
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v.z = points[(i + 1) * 3 + 2] - o.z;
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} else {
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v.x = n.x - o.x;
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v.y = n.y - o.y;
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v.z = n.z - o.z;
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}
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v._normalize();
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if(v.equal(_ux)) u = v.cross(_uz);
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else if(v.equal(_uz)) u = v.cross(_uy);
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else u = v.cross(_uz);
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u._normalize();
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w = v.cross(u);
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var _rr = radius * radiusOverPath[i];
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var __v0 = 1. - uvProg[i-1];
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var __v1 = 1. - uvProg[i ];
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for(var j = 0; j <= sides; j++) {
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var a0 = yaw + j * _iside;
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var _u = u.multiply(dcos(a0));
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var _w = w.multiply(dsin(a0));
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var _pp = _u.add(_w);
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prevn[j * 3 + 0] = n.x + _pp.x * _rr;
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prevn[j * 3 + 1] = n.y + _pp.y * _rr;
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prevn[j * 3 + 2] = n.z + _pp.z * _rr;
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var prenn = loop && i == _subd - 1? firstLoop : prevn;
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if(j) {
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var x0 = prevp[ (j - 1) * 3 + 0 ];
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var y0 = prevp[ (j - 1) * 3 + 1 ];
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var z0 = prevp[ (j - 1) * 3 + 2 ];
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var x1 = prevp[ (j ) * 3 + 0 ];
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var y1 = prevp[ (j ) * 3 + 1 ];
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var z1 = prevp[ (j ) * 3 + 2 ];
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var x2 = prenn[ (j - 1) * 3 + 0 ];
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var y2 = prenn[ (j - 1) * 3 + 1 ];
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var z2 = prenn[ (j - 1) * 3 + 2 ];
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var x3 = prenn[ (j ) * 3 + 0 ];
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var y3 = prenn[ (j ) * 3 + 1 ];
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var z3 = prenn[ (j ) * 3 + 2 ];
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var _n0, _n1, _n2, _n3;
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if(smooth) {
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_n0 = new __vec3(x0 - o.x, y0 - o.y, z0 - o.z).normalize();
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_n1 = new __vec3(x1 - o.x, y1 - o.y, z1 - o.z).normalize();
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_n2 = new __vec3(x2 - n.x, y2 - n.y, z2 - n.z).normalize();
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_n3 = new __vec3(x3 - n.x, y3 - n.y, z3 - n.z).normalize();
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} else {
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_n0 = _pp.normalize();
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_n1 = _n0;
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_n2 = _n0;
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_n3 = _n0;
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}
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var __u0 = (j-1) / sides;
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var __u1 = (j ) / sides;
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if(invert) {
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vs[_ind++] = new __vertex(x0, y0, z0).setNormal(_n0.x, _n0.y, _n0.z).setUV(__v0 * _vs, 1 - __u0 * _us);
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vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__v0 * _vs, 1 - __u1 * _us);
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vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__v1 * _vs, 1 - __u0 * _us);
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vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__v0 * _vs, 1 - __u1 * _us);
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vs[_ind++] = new __vertex(x3, y3, z3).setNormal(_n3.x, _n3.y, _n3.z).setUV(__v1 * _vs, 1 - __u1 * _us);
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vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__v1 * _vs, 1 - __u0 * _us);
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} else {
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vs[_ind++] = new __vertex(x0, y0, z0).setNormal(_n0.x, _n0.y, _n0.z).setUV(__v0 * _vs, 1 - __u0 * _us);
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vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__v1 * _vs, 1 - __u0 * _us);
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vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__v0 * _vs, 1 - __u1 * _us);
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vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__v0 * _vs, 1 - __u1 * _us);
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vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__v1 * _vs, 1 - __u0 * _us);
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vs[_ind++] = new __vertex(x3, y3, z3).setNormal(_n3.x, _n3.y, _n3.z).setUV(__v1 * _vs, 1 - __u1 * _us);
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}
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}
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}
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for (var j = 0, m = array_length(prevn); j < m; j++)
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prevp[j] = prevn[j];
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if(i == _subd - 1) {
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for(var j = 0; j < sides; j++) {
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var cx0 = prevp[j * 3 + 0];
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var cy0 = prevp[j * 3 + 1];
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var cz0 = prevp[j * 3 + 2];
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var cx1 = prevp[j * 3 + 0 + 3];
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var cy1 = prevp[j * 3 + 1 + 3];
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var cz1 = prevp[j * 3 + 2 + 3];
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var a0 = yaw + (j + 0) * _iside;
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var a1 = yaw + (j + 1) * _iside;
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var __u0 = 0.5 + lengthdir_x(0.5, a0);
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var __v0 = 0.5 + lengthdir_y(0.5, a0);
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var __u1 = 0.5 + lengthdir_x(0.5, a1);
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var __v1 = 0.5 + lengthdir_y(0.5, a1);
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v1[_in1++] = new __vertex(n.x, n.y, n.z).setNormal(-v.x, -v.y, -v.z).setUV(0.5, 0.5);
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v1[_in1++] = new __vertex(cx1, cy1, cz1).setNormal(-v.x, -v.y, -v.z).setUV(__u1, __v1);
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v1[_in1++] = new __vertex(cx0, cy0, cz0).setNormal(-v.x, -v.y, -v.z).setUV(__u0, __v0);
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}
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}
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o.x = n.x;
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o.y = n.y;
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o.z = n.z;
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}
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vertex = endCap && !loop? [ vs, v0, v1 ] : [ vs ];
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object_counts = array_length(vertex);
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VB = build();
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} initModel();
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static onParameterUpdate = initModel;
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} |