Pixel-Composer/scripts/node_VFX_triangulate/node_VFX_triangulate.gml
2024-03-02 16:08:44 +07:00

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function Node_VFX_Triangulate(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = "VFX Triangulate";
color = COLORS.node_blend_vfx;
icon = THEME.vfx;
use_cache = CACHE_USE.auto;
function _Point(part) constructor { #region
self.part = part;
x = part.x;
y = part.y;
static equal = function(point) { INLINE return x == point.x && y == point.y; }
} #endregion
manual_ungroupable = false;
inputs[| 0] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Particles", self, JUNCTION_CONNECT.input, VALUE_TYPE.particle, -1 )
.setVisible(true, true);
inputs[| 2] = nodeValue("Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1 );
inputs[| 3] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white );
inputs[| 4] = nodeValue("Inherit Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
inputs[| 5] = nodeValue("Inherit Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
outputs[| 0] = nodeValue("Triangles", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 0,
[ "Particles", false], 1,
[ "Rendering", false], 4, 2, 5, 3,
]
insp2UpdateTooltip = "Clear cache";
insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ];
static onInspector2Update = function() { clearCache(); }
static step = function() { #region
var _ith = getInputData(4);
var _icl = getInputData(5);
inputs[| 2].setVisible(!_ith);
inputs[| 3].setVisible(!_icl);
} #endregion
static update = function() { #region
var _dim = getInputData(0);
var _par = getInputData(1);
var _th = getInputData(2);
var _cl = getInputData(3);
var _ith = getInputData(4);
var _icl = getInputData(5);
var _surf = outputs[| 0].getValue();
_surf = surface_verify(_surf, _dim[0], _dim[1]);
outputs[| 0].setValue(_surf);
var _vrx = array_create(array_length(_par));
var _ind = 0;
for( var i = 0, n = array_length(_par); i < n; i++ ) {
var p = _par[i];
if(!p.active) continue;
_vrx[_ind++] = new _Point(p);
}
array_resize(_vrx, _ind);
var tri = delaunay_triangulation(_vrx);
var c0, c1, c2;
surface_set_shader(_surf, noone);
draw_set_color(c_white);
for( var i = 0, n = array_length(tri); i < n; i++ ) {
var t = tri[i];
var p0 = t[0].part;
var p1 = t[1].part;
var p2 = t[2].part;
if(_ith) {
if(_icl) {
draw_line_width2(p0.x, p0.y, p1.x, p1.y, min(p0.scx, p0.scy), min(p1.scx, p1.scy), false, p0.currColor, p1.currColor);
draw_line_width2(p0.x, p0.y, p2.x, p2.y, min(p0.scx, p0.scy), min(p2.scx, p2.scy), false, p0.currColor, p2.currColor);
draw_line_width2(p1.x, p1.y, p2.x, p2.y, min(p1.scx, p1.scy), min(p2.scx, p2.scy), false, p1.currColor, p2.currColor);
} else {
draw_set_color(_cl);
draw_line_width2(p0.x, p0.y, p1.x, p1.y, min(p0.scx, p0.scy), min(p1.scx, p1.scy));
draw_line_width2(p0.x, p0.y, p2.x, p2.y, min(p0.scx, p0.scy), min(p2.scx, p2.scy));
draw_line_width2(p1.x, p1.y, p2.x, p2.y, min(p1.scx, p1.scy), min(p2.scx, p2.scy));
}
} else if(_th == 1) {
if(_icl) {
draw_line_color(p0.x, p0.y, p1.x, p1.y, p0.currColor, p1.currColor);
draw_line_color(p0.x, p0.y, p2.x, p2.y, p0.currColor, p2.currColor);
draw_line_color(p1.x, p1.y, p2.x, p2.y, p1.currColor, p2.currColor);
} else {
draw_set_color(_cl);
draw_line(p0.x, p0.y, p1.x, p1.y);
draw_line(p0.x, p0.y, p2.x, p2.y);
draw_line(p1.x, p1.y, p2.x, p2.y);
}
} else {
if(_icl) {
draw_line_width_color(p0.x, p0.y, p1.x, p1.y, _th, p0.currColor, p1.currColor);
draw_line_width_color(p0.x, p0.y, p2.x, p2.y, _th, p0.currColor, p2.currColor);
draw_line_width_color(p1.x, p1.y, p2.x, p2.y, _th, p1.currColor, p2.currColor);
} else {
draw_set_color(_cl);
draw_line_width(p0.x, p0.y, p1.x, p1.y, _th);
draw_line_width(p0.x, p0.y, p2.x, p2.y, _th);
draw_line_width(p1.x, p1.y, p2.x, p2.y, _th);
}
}
}
surface_reset_shader();
cacheCurrentFrame(_surf);
} #endregion
}