Pixel-Composer/scripts/d3d_group/d3d_group.gml
2023-10-08 14:22:01 +07:00

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function __3dGroup() constructor {
objects = [];
transform = new __transform();
static getCenter = function() { #region
var _v = new __vec3();
var _i = 0;
for( var i = 0, n = array_length(objects); i < n; i++ ) {
var _c = objects[i].getCenter();
if(_c == noone) continue;
_v._add(objects[i].getCenter());
_i++;
}
if(_i) _v = _v.multiply(1 / _i);
_v.add(transform.position);
return _v;
} #endregion
static getBBOX = function() { #region
if(array_empty(objects)) return new __bbox3D(new __vec3(-0.5), new __vec3(0.5));
var _m0 = noone;
var _m1 = noone;
var _cc = getCenter();
for( var i = 0, n = array_length(objects); i < n; i++ ) {
var _c = objects[i].getCenter();
var _b = objects[i].getBBOX();
if(_c == noone || _b == noone) continue;
_b.first.multiplyVec(transform.scale);
_b.second.multiplyVec(transform.scale);
var _n0 = _b.first.add(_c);
var _n1 = _b.second.add(_c);
_m0 = _m0 == noone? _n0 : _m0.minVal(_n0);
_m1 = _m1 == noone? _n1 : _m1.maxVal(_n1);
}
if(_m0 == noone) return new __bbox3D(new __vec3(-0.5), new __vec3(0.5));
_m0._subtract(_cc);
_m1._subtract(_cc);
return new __bbox3D(_m0, _m1);
} #endregion
static addObject = function(_obj) { #region
gml_pragma("forceinline");
array_push(objects, _obj);
} #endregion
static submit = function(scene = {}, shader = noone) {
transform.submitMatrix();
for( var i = 0, n = array_length(objects); i < n; i++ )
objects[i].submit(scene, shader);
transform.clearMatrix();
}
static submitUI = function(scene = {}, shader = noone) {
transform.submitMatrix();
for( var i = 0, n = array_length(objects); i < n; i++ )
objects[i].submitUI(scene, shader);
transform.clearMatrix();
}
static submitSel = function(scene = {}, shader = noone) {
transform.submitMatrix();
for( var i = 0, n = array_length(objects); i < n; i++ )
objects[i].submitSel(scene, shader);
transform.clearMatrix();
}
static submitShader = function(scene = {}, shader = noone) {
transform.submitMatrix();
for( var i = 0, n = array_length(objects); i < n; i++ )
objects[i].submitShader(scene, shader);
transform.clearMatrix();
}
static submitShadow = function(scene = {}, object = noone) {
for( var i = 0, n = array_length(objects); i < n; i++ )
objects[i].submitShadow(scene, object);
}
static map = function(callback, scene = {}) { #region
for( var i = 0, n = array_length(objects); i < n; i++ )
callback(objects[i], scene);
} #endregion
}