mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 06:56:45 +01:00
246 lines
No EOL
7.3 KiB
Text
246 lines
No EOL
7.3 KiB
Text
function __3dPathExtrude(radius = 0.5, sides = 8, smooth = false) : __3dObject() constructor {
|
|
VF = global.VF_POS_NORM_TEX_COL;
|
|
render_type = pr_trianglelist;
|
|
object_counts = 3;
|
|
|
|
self.radius = radius;
|
|
self.sides = sides;
|
|
self.smooth = smooth;
|
|
|
|
invert = false;
|
|
loop = false;
|
|
endCap = true;
|
|
points = [];
|
|
uvProg = [];
|
|
radiusOverPath = [];
|
|
uvScale = [ 1, 1 ];
|
|
|
|
static initModel = function() {
|
|
var vs = [];
|
|
var v0 = [];
|
|
var v1 = [];
|
|
var o = new __vec3();
|
|
var n = new __vec3();
|
|
var v = new __vec3();
|
|
var u = new __vec3();
|
|
var w = new __vec3();
|
|
var len;
|
|
|
|
var prevp = array_create((sides + 1) * 3);
|
|
var prevn = array_create((sides + 1) * 3);
|
|
var _subd = array_length(points) / 3;
|
|
var _ind = 0;
|
|
var _in0 = 0;
|
|
var _in1 = 0;
|
|
|
|
var _ux = new __vec3(1, 0, 0);
|
|
var _uy = new __vec3(0, 1, 0);
|
|
var _uz = new __vec3(0, 0, 1);
|
|
|
|
if(_subd < 2) return;
|
|
|
|
o.x = points[0];
|
|
o.y = points[1];
|
|
o.z = points[2];
|
|
|
|
var _us = uvScale[0];
|
|
var _vs = uvScale[1];
|
|
|
|
var firstLoop = array_create(sides * 3);
|
|
|
|
for(var i = 1; i < _subd; i++) {
|
|
n.x = points[i * 3 + 0];
|
|
n.y = points[i * 3 + 1];
|
|
n.z = points[i * 3 + 2];
|
|
|
|
if(i == 1) {
|
|
v.x = n.x - o.x;
|
|
v.y = n.y - o.y;
|
|
v.z = n.z - o.z;
|
|
|
|
if(loop) {
|
|
v.x = n.x - points[(_subd - 2) * 3 + 0];
|
|
v.y = n.y - points[(_subd - 2) * 3 + 1];
|
|
v.z = n.z - points[(_subd - 2) * 3 + 2];
|
|
}
|
|
|
|
v._normalize();
|
|
|
|
if(v.equal(_ux)) u = v.cross(_uz);
|
|
else if(v.equal(_uz)) u = v.cross(_uy);
|
|
else u = v.cross(_uz);
|
|
|
|
u._normalize();
|
|
w = v.cross(u);
|
|
|
|
var _rr = radius * radiusOverPath[0];
|
|
|
|
for(var j = 0; j <= sides; j++) {
|
|
var a0 = j / sides * 360;
|
|
|
|
var _u = u.multiply(dcos(a0));
|
|
var _w = w.multiply(dsin(a0));
|
|
var _pp = _u.add(_w);
|
|
|
|
prevp[j * 3 + 0] = o.x + _pp.x * _rr;
|
|
prevp[j * 3 + 1] = o.y + _pp.y * _rr;
|
|
prevp[j * 3 + 2] = o.z + _pp.z * _rr;
|
|
}
|
|
|
|
for(var j = 0; j < sides; j++) {
|
|
var cx0 = prevp[j * 3 + 0];
|
|
var cy0 = prevp[j * 3 + 1];
|
|
var cz0 = prevp[j * 3 + 2];
|
|
|
|
var cx1 = prevp[j * 3 + 0 + 3];
|
|
var cy1 = prevp[j * 3 + 1 + 3];
|
|
var cz1 = prevp[j * 3 + 2 + 3];
|
|
|
|
var a0 = (j + 0) / sides * 360;
|
|
var a1 = (j + 1) / sides * 360;
|
|
|
|
var __u0 = 0.5 + lengthdir_x(0.5, a0);
|
|
var __v0 = 0.5 + lengthdir_y(0.5, a0);
|
|
var __u1 = 0.5 + lengthdir_x(0.5, a1);
|
|
var __v1 = 0.5 + lengthdir_y(0.5, a1);
|
|
|
|
v0[_in0++] = new __vertex(o.x, o.y, o.z).setNormal(-v.x, -v.y, -v.z).setUV(0.5, 0.5);
|
|
v0[_in0++] = new __vertex(cx0, cy0, cz0).setNormal(-v.x, -v.y, -v.z).setUV(__u0, __v0);
|
|
v0[_in0++] = new __vertex(cx1, cy1, cz1).setNormal(-v.x, -v.y, -v.z).setUV(__u1, __v1);
|
|
}
|
|
|
|
for (var j = 0, m = array_length(prevn); j < m; j++)
|
|
firstLoop[j] = prevp[j];
|
|
}
|
|
|
|
if(i < _subd - 1) {
|
|
v.x = points[(i + 1) * 3 + 0] - o.x;
|
|
v.y = points[(i + 1) * 3 + 1] - o.y;
|
|
v.z = points[(i + 1) * 3 + 2] - o.z;
|
|
} else {
|
|
v.x = n.x - o.x;
|
|
v.y = n.y - o.y;
|
|
v.z = n.z - o.z;
|
|
}
|
|
|
|
v._normalize();
|
|
|
|
if(v.equal(_ux)) u = v.cross(_uz);
|
|
else if(v.equal(_uz)) u = v.cross(_uy);
|
|
else u = v.cross(_uz);
|
|
|
|
u._normalize();
|
|
w = v.cross(u);
|
|
|
|
var _rr = radius * radiusOverPath[i];
|
|
var __v0 = 1. - uvProg[i-1];
|
|
var __v1 = 1. - uvProg[i ];
|
|
|
|
for(var j = 0; j <= sides; j++) {
|
|
var a0 = j / sides * 360;
|
|
|
|
var _u = u.multiply(dcos(a0));
|
|
var _w = w.multiply(dsin(a0));
|
|
var _pp = _u.add(_w);
|
|
|
|
prevn[j * 3 + 0] = n.x + _pp.x * _rr;
|
|
prevn[j * 3 + 1] = n.y + _pp.y * _rr;
|
|
prevn[j * 3 + 2] = n.z + _pp.z * _rr;
|
|
|
|
var prenn = loop && i == _subd - 1? firstLoop : prevn;
|
|
|
|
if(j) {
|
|
var x0 = prevp[ (j - 1) * 3 + 0 ];
|
|
var y0 = prevp[ (j - 1) * 3 + 1 ];
|
|
var z0 = prevp[ (j - 1) * 3 + 2 ];
|
|
|
|
var x1 = prevp[ (j ) * 3 + 0 ];
|
|
var y1 = prevp[ (j ) * 3 + 1 ];
|
|
var z1 = prevp[ (j ) * 3 + 2 ];
|
|
|
|
var x2 = prenn[ (j - 1) * 3 + 0 ];
|
|
var y2 = prenn[ (j - 1) * 3 + 1 ];
|
|
var z2 = prenn[ (j - 1) * 3 + 2 ];
|
|
|
|
var x3 = prenn[ (j ) * 3 + 0 ];
|
|
var y3 = prenn[ (j ) * 3 + 1 ];
|
|
var z3 = prenn[ (j ) * 3 + 2 ];
|
|
|
|
var _n0, _n1, _n2, _n3;
|
|
|
|
if(smooth) {
|
|
_n0 = new __vec3(x0 - o.x, y0 - o.y, z0 - o.z).normalize();
|
|
_n1 = new __vec3(x1 - o.x, y1 - o.y, z1 - o.z).normalize();
|
|
_n2 = new __vec3(x2 - n.x, y2 - n.y, z2 - n.z).normalize();
|
|
_n3 = new __vec3(x3 - n.x, y3 - n.y, z3 - n.z).normalize();
|
|
|
|
} else {
|
|
_n0 = _pp.normalize();
|
|
_n1 = _n0;
|
|
_n2 = _n0;
|
|
_n3 = _n0;
|
|
}
|
|
|
|
var __u0 = (j-1) / sides;
|
|
var __u1 = (j ) / sides;
|
|
|
|
if(invert) {
|
|
vs[_ind++] = new __vertex(x0, y0, z0).setNormal(_n0.x, _n0.y, _n0.z).setUV(__v0 * _vs, 1 - __u0 * _us);
|
|
vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__v0 * _vs, 1 - __u1 * _us);
|
|
vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__v1 * _vs, 1 - __u0 * _us);
|
|
|
|
vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__v0 * _vs, 1 - __u1 * _us);
|
|
vs[_ind++] = new __vertex(x3, y3, z3).setNormal(_n3.x, _n3.y, _n3.z).setUV(__v1 * _vs, 1 - __u1 * _us);
|
|
vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__v1 * _vs, 1 - __u0 * _us);
|
|
|
|
} else {
|
|
vs[_ind++] = new __vertex(x0, y0, z0).setNormal(_n0.x, _n0.y, _n0.z).setUV(__v0 * _vs, 1 - __u0 * _us);
|
|
vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__v1 * _vs, 1 - __u0 * _us);
|
|
vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__v0 * _vs, 1 - __u1 * _us);
|
|
|
|
vs[_ind++] = new __vertex(x1, y1, z1).setNormal(_n1.x, _n1.y, _n1.z).setUV(__v0 * _vs, 1 - __u1 * _us);
|
|
vs[_ind++] = new __vertex(x2, y2, z2).setNormal(_n2.x, _n2.y, _n2.z).setUV(__v1 * _vs, 1 - __u0 * _us);
|
|
vs[_ind++] = new __vertex(x3, y3, z3).setNormal(_n3.x, _n3.y, _n3.z).setUV(__v1 * _vs, 1 - __u1 * _us);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (var j = 0, m = array_length(prevn); j < m; j++)
|
|
prevp[j] = prevn[j];
|
|
|
|
if(i == _subd - 1) {
|
|
for(var j = 0; j < sides; j++) {
|
|
var cx0 = prevp[j * 3 + 0];
|
|
var cy0 = prevp[j * 3 + 1];
|
|
var cz0 = prevp[j * 3 + 2];
|
|
|
|
var cx1 = prevp[j * 3 + 0 + 3];
|
|
var cy1 = prevp[j * 3 + 1 + 3];
|
|
var cz1 = prevp[j * 3 + 2 + 3];
|
|
|
|
var a0 = (j + 0) / sides * 360;
|
|
var a1 = (j + 1) / sides * 360;
|
|
|
|
var __u0 = 0.5 + lengthdir_x(0.5, a0);
|
|
var __v0 = 0.5 + lengthdir_y(0.5, a0);
|
|
var __u1 = 0.5 + lengthdir_x(0.5, a1);
|
|
var __v1 = 0.5 + lengthdir_y(0.5, a1);
|
|
|
|
v1[_in1++] = new __vertex(n.x, n.y, n.z).setNormal(-v.x, -v.y, -v.z).setUV(0.5, 0.5);
|
|
v1[_in1++] = new __vertex(cx1, cy1, cz1).setNormal(-v.x, -v.y, -v.z).setUV(__u1, __v1);
|
|
v1[_in1++] = new __vertex(cx0, cy0, cz0).setNormal(-v.x, -v.y, -v.z).setUV(__u0, __v0);
|
|
}
|
|
}
|
|
|
|
o.x = n.x;
|
|
o.y = n.y;
|
|
o.z = n.z;
|
|
}
|
|
|
|
vertex = endCap && !loop? [ vs, v0, v1 ] : [ vs ];
|
|
object_counts = array_length(vertex);
|
|
VB = build();
|
|
} initModel();
|
|
|
|
static onParameterUpdate = initModel;
|
|
} |