mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 06:26:42 +01:00
118 lines
No EOL
3.6 KiB
Text
118 lines
No EOL
3.6 KiB
Text
function Node_3D_Repeat(_x, _y, _group = noone) : Node_3D(_x, _y, _group) constructor {
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name = "3D Repeat";
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inputs[0] = nodeValue_D3Mesh("Objects", self, noone)
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.setArrayDepth(1)
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.setVisible(true, true);
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inputs[1] = nodeValue_Enum_Button("Object Mode", self, 0 , [ "Duplicate", "Array" ] )
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.rejectArray();
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inputs[2] = nodeValue_Int("Amount", self, 1 );
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inputs[3] = nodeValue_Vec3("Starting Position", self, [ 0, 0, 0 ] );
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inputs[4] = nodeValue_Quaternion("Starting Rotation", self, [ 0, 0, 0, 1 ] );
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inputs[5] = nodeValue_Vec3("Starting Scale", self, [ 1, 1, 1 ] );
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inputs[6] = nodeValue_Vec3("Shift Position", self, [ 0, 0, 0 ] );
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inputs[7] = nodeValue_Quaternion("Shift Rotation", self, [ 0, 0, 0, 1 ] );
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inputs[8] = nodeValue_Vec3("Shift Scale", self, [ 0, 0, 0 ] );
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inputs[9] = nodeValue_Float("Positions", self, [] )
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.setArrayDepth(2);
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inputs[10] = nodeValue_Float("Rotations", self, [] )
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.setArrayDepth(2);
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inputs[11] = nodeValue_Float("Scales", self, [] )
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.setArrayDepth(2);
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inputs[12] = nodeValue_Bool("Use Instance", self, true )
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outputs[0] = nodeValue_Output("Scene", self, VALUE_TYPE.d3Scene, noone);
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input_display_list = [
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["Objects", false], 0, 3, 4, 5,
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["Repeat", false], 1, 2,
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["Transforms", false], 9, 10, 11,
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["Shift", false], 6, 7, 8,
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]
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static step = function() { #region
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var _mode = getSingleValue(1);
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inputs[0].setArrayDepth(_mode == 1);
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inputs[2].setVisible(_mode == 0);
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} #endregion
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static processData = function(_output, _data, _output_index, _array_index = 0) {
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var _object = _data[0];
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var _mode = _data[1];
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var _Spos = _data[3];
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var _Srot = _data[4];
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var _Ssca = _data[5];
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var _Rpos = _data[6];
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var _Rrot = _data[7];
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var _Rsca = _data[8];
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var _Apos = _data[ 9];
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var _Arot = _data[10];
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var _Asca = _data[11];
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var _inst = _data[12];
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var _scene = new __3dGroup();
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if(_mode == 1 && !is_array(_object)) return _scene;
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var _amo = _mode == 1? array_length(_object) : _data[2];
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for( var i = 0; i < _amo; i++ ) {
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var _obj = _mode == 1? _object[i] : _object;
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if(!is_struct(_obj)) continue;
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//if(!_inst) _obj = _obj.clone(false, true);
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var _apos = array_safe_get_fast(_Apos, i);
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var _arot = array_safe_get_fast(_Arot, i);
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var _asca = array_safe_get_fast(_Asca, i);
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if(!is_array(_apos) || array_length(_apos) != 3) _apos = [ 0, 0, 0 ];
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if(!is_array(_arot) || array_length(_arot) != 3) _arot = [ 0, 0, 0 ];
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if(!is_array(_asca) || array_length(_asca) != 3) _asca = [ 0, 0, 0 ];
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var _subScene = new __3dGroup();
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var _sPos = [ _Spos[0] + _apos[0] + _Rpos[0] * i,
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_Spos[1] + _apos[1] + _Rpos[1] * i,
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_Spos[2] + _apos[2] + _Rpos[2] * i ];
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var _sSca = [ _Ssca[0] + _asca[0] + _Rsca[0] * i,
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_Ssca[1] + _asca[1] + _Rsca[1] * i,
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_Ssca[2] + _asca[2] + _Rsca[2] * i ];
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var _sRot = new BBMOD_Quaternion(_Srot[0], _Srot[1], _Srot[2], _Srot[3]);
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var _rRot = new BBMOD_Quaternion(_Rrot[0], _Rrot[1], _Rrot[2], _Rrot[3]);
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var _sRotE = _sRot.ToEuler();
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var _rRotE = _rRot.ToEuler();
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var _fRotE = [ _sRotE.x + _arot[0] + _rRotE.x * i,
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_sRotE.y + _arot[1] + _rRotE.y * i,
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_sRotE.z + _arot[2] + _rRotE.z * i ];
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var _fRot = new BBMOD_Quaternion().FromEuler(_fRotE[0], _fRotE[1], _fRotE[2]);
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_subScene.transform.position.set(_sPos);
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_subScene.transform.rotation.set(_fRot.X, _fRot.Y, _fRot.Z, _fRot.W);
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_subScene.transform.scale.set(_sSca);
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_subScene.addObject(_obj);
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_scene.addObject(_subScene);
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}
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return _scene;
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}
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} |