Pixel-Composer/scripts/node_fluid_repulse/node_fluid_repulse.gml
2023-10-09 21:07:33 +07:00

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function Node_Fluid_Repulse(_x, _y, _group = noone) : Node_Fluid(_x, _y, _group) constructor {
name = "Repulse";
w = 96;
min_h = 96;
inputs[| 0] = nodeValue("Fluid Domain", self, JUNCTION_CONNECT.input, VALUE_TYPE.fdomain, noone)
.setVisible(true, true);
inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 0])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 8);
inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.10)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
inputs[| 4] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Override", "Add" ]);
input_display_list = [
["Domain", false], 0,
["Repulse", false], 4, 1, 2, 3
];
outputs[| 0] = nodeValue("Fluid Domain", self, JUNCTION_CONNECT.output, VALUE_TYPE.fdomain, noone);
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
var _pos = getInputData(1);
var _rad = getInputData(2);
var px = _x + _pos[0] * _s;
var py = _y + _pos[1] * _s;
draw_set_color(COLORS._main_accent);
draw_circle_prec(px, py, _rad * _s, true);
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
inputs[| 2].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny, 0, 1, THEME.anchor_scale_hori);
}
static update = function(frame = CURRENT_FRAME) {
var _dom = inputs[| 0].getValue(frame);
var _pos = inputs[| 1].getValue(frame);
var _rad = inputs[| 2].getValue(frame);
var _str = inputs[| 3].getValue(frame);
var _mod = inputs[| 4].getValue(frame);
FLUID_DOMAIN_CHECK
outputs[| 0].setValue(_dom);
_rad = max(_rad, 1);
var vSurface = surface_create_size(_dom.sf_velocity);
surface_set_target(vSurface)
draw_clear_alpha(0., 0.);
shader_set(sh_fd_repulse);
BLEND_OVERRIDE;
shader_set_f("strength", _str);
draw_sprite_stretched(s_fx_pixel, 0, _pos[0] - _rad, _pos[1] - _rad, _rad * 2, _rad * 2);
BLEND_NORMAL;
shader_reset();
surface_reset_target();
with(_dom) {
fd_rectangle_set_target(id, _mod? FD_TARGET_TYPE.ADD_VELOCITY : FD_TARGET_TYPE.REPLACE_VELOCITY);
draw_surface_safe(vSurface, 0, 0);
fd_rectangle_reset_target(id);
}
surface_free(vSurface);
}
static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
var bbox = drawGetBbox(xx, yy, _s);
draw_sprite_fit(s_node_fluidSim_repulse, 0, bbox.xc, bbox.yc, bbox.w, bbox.h);
}
}