Pixel-Composer/scripts/d3d_wall_builder/d3d_wall_builder.gml
2024-10-05 10:23:57 +07:00

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function __3dWall_builder() : __3dObject() constructor {
VF = global.VF_POS_NORM_TEX_COL;
render_type = pr_trianglelist;
points = [];
offset = .1;
height = 1;
smooth = false;
loop = false;
static initModel = function() {
if(array_empty(points)) return;
var ofl = [];
var ofr = [];
var len = array_length(points);
for (var i = 0; i < len - 1; i++) {
var p1 = points[i];
var p2 = points[i + 1];
var dx = p2[0] - p1[0];
var dy = p2[1] - p1[1];
var px = -dy;
var py = dx;
var l = sqrt(px * px + py * py);
px /= l;
py /= l;
var olx = p1[0] + px * offset;
var oly = p1[1] + py * offset;
var orx = p1[0] - px * offset;
var ory = p1[1] - py * offset;
array_push(ofl, [ olx, oly ]);
array_push(ofr, [ orx, ory ]);
}
if(loop) {
array_push(ofl, ofl[0]);
array_push(ofr, ofr[0]);
len++;
}
ofr = array_reverse(ofr);
len -= 2;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
var z = height;
var vbl = array_create((len) * 2 * 3);
for( var i = 0, n = len; i < n; i++ ) {
var p0 = ofl[i ];
var p1 = ofl[i + 1];
var x0 = p0[0], y0 = p0[1];
var x1 = p1[0], y1 = p1[1];
var u0 = i / len;
var u1 = (i + 1) / len;
vbl[i * 6 + 0] = new __vertex(x0, y0, 0).setNormal(-y0, x0, 0).setUV(u0, 0);
vbl[i * 6 + 1] = new __vertex(x1, y1, 0).setNormal(-y1, x1, 0).setUV(u1, 0);
vbl[i * 6 + 2] = new __vertex(x1, y1, z).setNormal(-y1, x1, 0).setUV(u1, 1);
vbl[i * 6 + 3] = new __vertex(x0, y0, 0).setNormal(-y0, x0, 0).setUV(u0, 0);
vbl[i * 6 + 4] = new __vertex(x1, y1, z).setNormal(-y1, x1, 0).setUV(u1, 1);
vbl[i * 6 + 5] = new __vertex(x0, y0, z).setNormal(-y0, x0, 0).setUV(u0, 1);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
var vbr = array_create((len) * 2 * 3);
for( var i = 0, n = len; i < n; i++ ) {
var p0 = ofr[i ];
var p1 = ofr[i + 1];
var x0 = p0[0], y0 = p0[1];
var x1 = p1[0], y1 = p1[1];
var u0 = i / len;
var u1 = (i + 1) / len;
vbr[i * 6 + 0] = new __vertex(x0, y0, 0).setNormal(-y0, x0, 0).setUV(u0, 0);
vbr[i * 6 + 1] = new __vertex(x1, y1, 0).setNormal(-y1, x1, 0).setUV(u1, 0);
vbr[i * 6 + 2] = new __vertex(x1, y1, z).setNormal(-y1, x1, 0).setUV(u1, 1);
vbr[i * 6 + 3] = new __vertex(x0, y0, 0).setNormal(-y0, x0, 0).setUV(u0, 0);
vbr[i * 6 + 4] = new __vertex(x1, y1, z).setNormal(-y1, x1, 0).setUV(u1, 1);
vbr[i * 6 + 5] = new __vertex(x0, y0, z).setNormal(-y0, x0, 0).setUV(u0, 1);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if(loop) {
vbs = [];
} else {
var vbs = array_create(4 * 3);
var p0 = ofl[0];
var p1 = ofr[len];
var x0 = p0[0], y0 = p0[1];
var x1 = p1[0], y1 = p1[1];
vbs[0] = new __vertex(x0, y0, 0).setNormal(-y0, x0, 0).setUV(0, 0);
vbs[1] = new __vertex(x1, y1, z).setNormal(-y1, x1, 0).setUV(1, 1);
vbs[2] = new __vertex(x1, y1, 0).setNormal(-y1, x1, 0).setUV(1, 0);
vbs[3] = new __vertex(x0, y0, 0).setNormal(-y0, x0, 0).setUV(0, 0);
vbs[4] = new __vertex(x0, y0, z).setNormal(-y0, x0, 0).setUV(0, 1);
vbs[5] = new __vertex(x1, y1, z).setNormal(-y1, x1, 0).setUV(1, 1);
var p0 = ofl[len];
var p1 = ofr[0];
var x0 = p0[0], y0 = p0[1];
var x1 = p1[0], y1 = p1[1];
vbs[6] = new __vertex(x0, y0, 0).setNormal(-y0, x0, 0).setUV(0, 0);
vbs[7] = new __vertex(x1, y1, 0).setNormal(-y1, x1, 0).setUV(1, 0);
vbs[8] = new __vertex(x1, y1, z).setNormal(-y1, x1, 0).setUV(1, 1);
vbs[ 9] = new __vertex(x0, y0, 0).setNormal(-y0, x0, 0).setUV(0, 0);
vbs[10] = new __vertex(x1, y1, z).setNormal(-y1, x1, 0).setUV(1, 1);
vbs[11] = new __vertex(x0, y0, z).setNormal(-y0, x0, 0).setUV(0, 1);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
var vbt = array_create((len) * 2 * 3);
for( var i = 0, n = len; i < n; i++ ) {
var p0 = ofl[i ];
var p1 = ofl[i + 1];
var p2 = ofr[len - 1 - i ];
var p3 = ofr[len - 1 - i + 1];
var x0 = p0[0], y0 = p0[1];
var x1 = p1[0], y1 = p1[1];
var x2 = p2[0], y2 = p2[1];
var x3 = p3[0], y3 = p3[1];
var u0 = i / len;
var u1 = (i + 1) / len;
vbt[i * 6 + 0] = new __vertex(x0, y0, z).setNormal(0, 0, 1).setUV(u0, 0);
vbt[i * 6 + 1] = new __vertex(x1, y1, z).setNormal(0, 0, 1).setUV(u1, 0);
vbt[i * 6 + 2] = new __vertex(x3, y3, z).setNormal(0, 0, 1).setUV(u1, 1);
vbt[i * 6 + 3] = new __vertex(x1, y1, z).setNormal(0, 0, 1).setUV(u1, 0);
vbt[i * 6 + 4] = new __vertex(x2, y2, z).setNormal(0, 0, 1).setUV(u0, 1);
vbt[i * 6 + 5] = new __vertex(x3, y3, z).setNormal(0, 0, 1).setUV(u1, 1);
}
vertex = [ vbl, vbr, vbs, vbt ];
object_counts = array_length(vertex);
VB = build();
} initModel();
static onParameterUpdate = initModel;
}