newinput thing

This commit is contained in:
Tanasart 2024-08-18 11:16:20 +07:00
parent f6e04d42c6
commit 0025f9ab1b
440 changed files with 2118 additions and 2118 deletions

View file

@ -2,20 +2,20 @@ function __Node_3D_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
name = "3D Displace"; name = "3D Displace";
batch_output = false; batch_output = false;
inputs[0] = nodeValue_Dimension(self); newInput(0, nodeValue_Dimension(self));
inputs[1] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(1, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[2] = nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]); newInput(2, nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]));
inputs[3] = nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]); newInput(3, nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]));
inputs[4] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) inputs[4] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
.setUnitRef( function() { return getInputData(0); }, VALUE_UNIT.reference); .setUnitRef( function() { return getInputData(0); }, VALUE_UNIT.reference);
inputs[5] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(5, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[6] = nodeValue_Rotation("Light direction", self, 0); newInput(6, nodeValue_Rotation("Light direction", self, 0));
inputs[7] = nodeValue_Float("Light height", self, 0.5) inputs[7] = nodeValue_Float("Light height", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
@ -23,9 +23,9 @@ function __Node_3D_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
inputs[8] = nodeValue_Float("Light intensity", self, 1) inputs[8] = nodeValue_Float("Light intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[9] = nodeValue_Color("Light color", self, c_white); newInput(9, nodeValue_Color("Light color", self, c_white));
inputs[10] = nodeValue_Color("Ambient color", self, c_grey); newInput(10, nodeValue_Color("Ambient color", self, c_grey));
inputs[11] = nodeValue("3D vertex", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3vertex, []) inputs[11] = nodeValue("3D vertex", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3vertex, [])
.setVisible(true, true); .setVisible(true, true);
@ -36,9 +36,9 @@ function __Node_3D_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
inputs[13] = nodeValue_Float("Field of view", self, 60) inputs[13] = nodeValue_Float("Field of view", self, 60)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 90, 0.1 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 90, 0.1 ] });
inputs[14] = nodeValue_Bool("Scale view with dimension", self, true); newInput(14, nodeValue_Bool("Scale view with dimension", self, true));
inputs[15] = nodeValue_Surface("Displacement map", self); newInput(15, nodeValue_Surface("Displacement map", self));
inputs[16] = nodeValue_Float("Strength", self, 1) inputs[16] = nodeValue_Float("Strength", self, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });

View file

@ -7,7 +7,7 @@ function __Node_3D_Export(_x, _y, _group = noone) : Node(_x, _y, _group) constru
inputs[1] = nodeValue_Path("Path", self, "", "Export location without '.obj' extension." ) inputs[1] = nodeValue_Path("Path", self, "", "Export location without '.obj' extension." )
.setDisplay(VALUE_DISPLAY.path_save, { filter: "3d object|*.obj" }); .setDisplay(VALUE_DISPLAY.path_save, { filter: "3d object|*.obj" });
inputs[2] = nodeValue_Bool("Export texture", self, true ); newInput(2, nodeValue_Bool("Export texture", self, true ));
input_display_list = [ 0, input_display_list = [ 0,
["Export", false], 1, 2, ["Export", false], 1, 2,

View file

@ -2,27 +2,27 @@ function __Node_3D_Extrude(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
name = "3D Extrude"; name = "3D Extrude";
batch_output = false; batch_output = false;
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
inputs[1] = nodeValue_Dimension(self); newInput(1, nodeValue_Dimension(self));
inputs[2] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(2, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[3] = nodeValue_Vec3("Object rotation", self, [ 0, 180, 0 ]); newInput(3, nodeValue_Vec3("Object rotation", self, [ 0, 180, 0 ]));
inputs[4] = nodeValue_Vec3("Object scale", self, [ 1, 1, 0.1 ]); newInput(4, nodeValue_Vec3("Object scale", self, [ 1, 1, 0.1 ]));
inputs[5] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) inputs[5] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
.setUnitRef( function() { return getInputData(1); }, VALUE_UNIT.reference); .setUnitRef( function() { return getInputData(1); }, VALUE_UNIT.reference);
inputs[6] = nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]); newInput(6, nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]));
inputs[7] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(7, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[8] = nodeValue_Trigger("Manual generate", self, false ) inputs[8] = nodeValue_Trigger("Manual generate", self, false )
.setDisplay(VALUE_DISPLAY.button, { name: "Generate", UI : true, onClick: function() { generateMesh(); doUpdate(); } }); .setDisplay(VALUE_DISPLAY.button, { name: "Generate", UI : true, onClick: function() { generateMesh(); doUpdate(); } });
inputs[9] = nodeValue_Rotation("Light direction", self, 0); newInput(9, nodeValue_Rotation("Light direction", self, 0));
inputs[10] = nodeValue_Float("Light height", self, 0.5) inputs[10] = nodeValue_Float("Light height", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
@ -30,12 +30,12 @@ function __Node_3D_Extrude(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
inputs[11] = nodeValue_Float("Light intensity", self, 1) inputs[11] = nodeValue_Float("Light intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[12] = nodeValue_Color("Light color", self, c_white); newInput(12, nodeValue_Color("Light color", self, c_white));
inputs[13] = nodeValue_Color("Ambient color", self, c_grey); newInput(13, nodeValue_Color("Ambient color", self, c_grey));
inputs[14] = nodeValue_Surface("Height map", self); newInput(14, nodeValue_Surface("Height map", self));
inputs[15] = nodeValue_Bool("Always update", self, false); newInput(15, nodeValue_Bool("Always update", self, false));
inputs[16] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ]) inputs[16] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ])
.rejectArray(); .rejectArray();

View file

@ -4,9 +4,9 @@ function Node_3D_Light(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group)
if(!LOADING && !APPENDING) if(!LOADING && !APPENDING)
inputs[0].setValue([ 0, 0, 1 ]); inputs[0].setValue([ 0, 0, 1 ]);
inputs[in_d3d + 0] = nodeValue_Bool("Active", self, true); newInput(in_d3d + 0, nodeValue_Bool("Active", self, true));
inputs[in_d3d + 1] = nodeValue_Color("Color", self, c_white); newInput(in_d3d + 1, nodeValue_Color("Color", self, c_white));
inputs[in_d3d + 2] = nodeValue_Float("Intensity", self, 1) inputs[in_d3d + 2] = nodeValue_Float("Intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);

View file

@ -11,14 +11,14 @@ function __Node_3D_Obj(_x, _y, _group = noone) : Node(_x, _y, _group) constructo
doUpdate(); doUpdate();
} }); } });
inputs[2] = nodeValue_Dimension(self); newInput(2, nodeValue_Dimension(self));
inputs[3] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) inputs[3] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
.setUnitRef( function() { return getInputData(2); }, VALUE_UNIT.reference); .setUnitRef( function() { return getInputData(2); }, VALUE_UNIT.reference);
inputs[4] = nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]); newInput(4, nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]));
inputs[5] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(5, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[6] = nodeValue_Rotation("Light direction", self, 0) inputs[6] = nodeValue_Rotation("Light direction", self, 0)
.rejectArray(); .rejectArray();
@ -37,14 +37,14 @@ function __Node_3D_Obj(_x, _y, _group = noone) : Node(_x, _y, _group) constructo
inputs[10] = nodeValue_Color("Ambient color", self, c_grey) inputs[10] = nodeValue_Color("Ambient color", self, c_grey)
.rejectArray(); .rejectArray();
inputs[11] = nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]); newInput(11, nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]));
inputs[12] = nodeValue_Bool("Flip UV", self, true, "Flip UV axis, can be use to fix some texture mapping error.") inputs[12] = nodeValue_Bool("Flip UV", self, true, "Flip UV axis, can be use to fix some texture mapping error.")
.rejectArray(); .rejectArray();
inputs[13] = nodeValue_Vec3("Object rotation", self, [ 0, 0, 180 ]); newInput(13, nodeValue_Vec3("Object rotation", self, [ 0, 0, 180 ]));
inputs[14] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(14, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[15] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ]) inputs[15] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ])
.rejectArray(); .rejectArray();
@ -103,7 +103,7 @@ function __Node_3D_Obj(_x, _y, _group = noone) : Node(_x, _y, _group) constructo
function createMaterial(m_index) { function createMaterial(m_index) {
var index = array_length(inputs); var index = array_length(inputs);
inputs[index] = nodeValue_Surface(materialNames[m_index] + " texture", self, tex_surface); newInput(index, nodeValue_Surface(materialNames[m_index] + " texture", self, tex_surface));
inputs[index].setVisible(true); inputs[index].setVisible(true);
input_display_list[input_display_len + m_index] = index; input_display_list[input_display_len + m_index] = index;

View file

@ -8,11 +8,11 @@ function Node_3D_Object(_x, _y, _group = noone) : Node_3D(_x, _y, _group) constr
preview_channel = 0; preview_channel = 0;
apply_anchor = false; apply_anchor = false;
inputs[0] = nodeValue_Vec3("Position", self, [ 0, 0, 0 ], { linkable: false }); newInput(0, nodeValue_Vec3("Position", self, [ 0, 0, 0 ], { linkable: false }));
inputs[1] = nodeValue_Quaternion("Rotation", self, [ 0, 0, 0, 1 ]); newInput(1, nodeValue_Quaternion("Rotation", self, [ 0, 0, 0, 1 ]));
inputs[2] = nodeValue_Vec3("Scale", self, [ 1, 1, 1 ]); newInput(2, nodeValue_Vec3("Scale", self, [ 1, 1, 1 ]));
inputs[3] = nodeValue_Vec3("Anchor", self, [ 0, 0, 0 ], { inputs[3] = nodeValue_Vec3("Anchor", self, [ 0, 0, 0 ], {
linkable: false, linkable: false,

View file

@ -2,23 +2,23 @@ function __Node_3D_Plane(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
name = "3D Plane"; name = "3D Plane";
batch_output = false; batch_output = false;
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
inputs[1] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) inputs[1] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
inputs[2] = nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]); newInput(2, nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]));
inputs[3] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(3, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[4] = nodeValue_Enum_Scroll("Output dimension", self, OUTPUT_SCALING.same_as_input, [ "Same as input", "Constant", "Relative to input" ]) inputs[4] = nodeValue_Enum_Scroll("Output dimension", self, OUTPUT_SCALING.same_as_input, [ "Same as input", "Constant", "Relative to input" ])
.rejectArray(); .rejectArray();
inputs[5] = nodeValue_Vec2("Constant dimension", self, DEF_SURF); newInput(5, nodeValue_Vec2("Constant dimension", self, DEF_SURF));
inputs[6] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(6, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[7] = nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]); newInput(7, nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]));
inputs[8] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ]) inputs[8] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ])
.rejectArray(); .rejectArray();
@ -26,13 +26,13 @@ function __Node_3D_Plane(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
inputs[9] = nodeValue_Float("Field of view", self, 60) inputs[9] = nodeValue_Float("Field of view", self, 60)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 90, 0.1 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 90, 0.1 ] });
inputs[10] = nodeValue_Vec2("Texture scale", self, [ 1, 1 ]); newInput(10, nodeValue_Vec2("Texture scale", self, [ 1, 1 ]));
inputs[11] = nodeValue_Vec2("Texture shift", self, [ 0, 0 ]); newInput(11, nodeValue_Vec2("Texture shift", self, [ 0, 0 ]));
inputs[12] = nodeValue_Int("Subdiviion", self, 1) inputs[12] = nodeValue_Int("Subdiviion", self, 1)
inputs[13] = nodeValue_Enum_Button("Normal axis", self, 2, [ "X", "Y", "Z" ]); newInput(13, nodeValue_Enum_Button("Normal axis", self, 2, [ "X", "Y", "Z" ]));
input_display_list = [0, input_display_list = [0,
["Geometry", true], 13, 12, ["Geometry", true], 13, 12,

View file

@ -2,18 +2,18 @@ function __Node_3D_Cone(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
name = "3D Cone"; name = "3D Cone";
batch_output = false; batch_output = false;
inputs[0] = nodeValue_Dimension(self); newInput(0, nodeValue_Dimension(self));
inputs[1] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) inputs[1] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
inputs[2] = nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]); newInput(2, nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]));
inputs[3] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(3, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[4] = nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]); newInput(4, nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]));
inputs[5] = nodeValue_Rotation("Light direction", self, 0); newInput(5, nodeValue_Rotation("Light direction", self, 0));
inputs[6] = nodeValue_Float("Light height", self, 0.5) inputs[6] = nodeValue_Float("Light height", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
@ -21,12 +21,12 @@ function __Node_3D_Cone(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
inputs[7] = nodeValue_Float("Light intensity", self, 1) inputs[7] = nodeValue_Float("Light intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[8] = nodeValue_Color("Light color", self, c_white); newInput(8, nodeValue_Color("Light color", self, c_white));
inputs[9] = nodeValue_Color("Ambient color", self, c_grey); newInput(9, nodeValue_Color("Ambient color", self, c_grey));
inputs[10] = nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]); newInput(10, nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]));
inputs[11] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(11, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[12] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ]) inputs[12] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ])
.rejectArray(); .rejectArray();
@ -34,11 +34,11 @@ function __Node_3D_Cone(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
inputs[13] = nodeValue_Float("Field of view", self, 60) inputs[13] = nodeValue_Float("Field of view", self, 60)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 90, 0.1 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 90, 0.1 ] });
inputs[14] = nodeValue_Int("Sides", self, 16); newInput(14, nodeValue_Int("Sides", self, 16));
inputs[15] = nodeValue_Surface("Textures base", self); newInput(15, nodeValue_Surface("Textures base", self));
inputs[16] = nodeValue_Surface("Textures side", self); newInput(16, nodeValue_Surface("Textures side", self));
inputs[17] = nodeValue_Bool("Scale view with dimension", self, true) inputs[17] = nodeValue_Bool("Scale view with dimension", self, true)

View file

@ -3,29 +3,29 @@ function __Node_3D_Cube(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
batch_output = false; batch_output = false;
dimension_index = 1; dimension_index = 1;
inputs[0] = nodeValue_Surface("Main texture", self); newInput(0, nodeValue_Surface("Main texture", self));
inputs[1] = nodeValue_Dimension(self); newInput(1, nodeValue_Dimension(self));
inputs[2] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) inputs[2] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
inputs[3] = nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]); newInput(3, nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]));
inputs[4] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(4, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[5] = nodeValue_Bool("Textures per face", self, false); newInput(5, nodeValue_Bool("Textures per face", self, false));
inputs[ 6] = nodeValue_Surface("Textures 0", self).setVisible(false); newInput( 6, nodeValue_Surface("Textures 0", self).setVisible(false));
inputs[ 7] = nodeValue_Surface("Textures 1", self).setVisible(false); newInput( 7, nodeValue_Surface("Textures 1", self).setVisible(false));
inputs[ 8] = nodeValue_Surface("Textures 2", self).setVisible(false); newInput( 8, nodeValue_Surface("Textures 2", self).setVisible(false));
inputs[ 9] = nodeValue_Surface("Textures 3", self).setVisible(false); newInput( 9, nodeValue_Surface("Textures 3", self).setVisible(false));
inputs[10] = nodeValue_Surface("Textures 4", self).setVisible(false); newInput(10, nodeValue_Surface("Textures 4", self).setVisible(false));
inputs[11] = nodeValue_Surface("Textures 5", self).setVisible(false); newInput(11, nodeValue_Surface("Textures 5", self).setVisible(false));
inputs[12] = nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]); newInput(12, nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]));
inputs[13] = nodeValue_Rotation("Light direction", self, 0); newInput(13, nodeValue_Rotation("Light direction", self, 0));
inputs[14] = nodeValue_Float("Light height", self, 0.5) inputs[14] = nodeValue_Float("Light height", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
@ -33,13 +33,13 @@ function __Node_3D_Cube(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
inputs[15] = nodeValue_Float("Light intensity", self, 1) inputs[15] = nodeValue_Float("Light intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[16] = nodeValue_Color("Light color", self, c_white); newInput(16, nodeValue_Color("Light color", self, c_white));
inputs[17] = nodeValue_Color("Ambient color", self, c_grey); newInput(17, nodeValue_Color("Ambient color", self, c_grey));
inputs[18] = nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]); newInput(18, nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]));
inputs[19] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(19, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[20] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ]) inputs[20] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ])
.rejectArray(); .rejectArray();

View file

@ -3,26 +3,26 @@ function __Node_3D_Cylinder(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
batch_output = false; batch_output = false;
dimension_index = 2; dimension_index = 2;
inputs[0] = nodeValue_Int("Sides", self, 16); newInput(0, nodeValue_Int("Sides", self, 16));
inputs[1] = nodeValue_Float("Thickness", self, 0.2); newInput(1, nodeValue_Float("Thickness", self, 0.2));
inputs[2] = nodeValue_Dimension(self); newInput(2, nodeValue_Dimension(self));
inputs[3] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) inputs[3] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
inputs[4] = nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]); newInput(4, nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]));
inputs[5] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(5, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[6] = nodeValue_Surface("Textures top", self); newInput(6, nodeValue_Surface("Textures top", self));
inputs[7] = nodeValue_Surface("Textures bottom", self); newInput(7, nodeValue_Surface("Textures bottom", self));
inputs[8] = nodeValue_Surface("Textures side", self); newInput(8, nodeValue_Surface("Textures side", self));
inputs[9] = nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]); newInput(9, nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]));
inputs[10] = nodeValue_Rotation("Light direction", self, 0); newInput(10, nodeValue_Rotation("Light direction", self, 0));
inputs[11] = nodeValue_Float("Light height", self, 0.5) inputs[11] = nodeValue_Float("Light height", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
@ -30,12 +30,12 @@ function __Node_3D_Cylinder(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
inputs[12] = nodeValue_Float("Light intensity", self, 1) inputs[12] = nodeValue_Float("Light intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[13] = nodeValue_Color("Light color", self, c_white); newInput(13, nodeValue_Color("Light color", self, c_white));
inputs[14] = nodeValue_Color("Ambient color", self, c_grey); newInput(14, nodeValue_Color("Ambient color", self, c_grey));
inputs[15] = nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]); newInput(15, nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]));
inputs[16] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(16, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[17] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ]) inputs[17] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ])
.rejectArray(); .rejectArray();

View file

@ -6,20 +6,20 @@ function __Node_3D_Sphere(_x, _y, _group = noone) : Node_Processor(_x, _y, _grou
inputs[0] = nodeValue_Vec2("Subdivisions", self, [8, 4]) inputs[0] = nodeValue_Vec2("Subdivisions", self, [8, 4])
.setTooltip("Amount of polygon in X and Y axis."); .setTooltip("Amount of polygon in X and Y axis.");
inputs[1] = nodeValue_Dimension(self); newInput(1, nodeValue_Dimension(self));
inputs[2] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) inputs[2] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
inputs[3] = nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]); newInput(3, nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]));
inputs[4] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(4, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[5] = nodeValue_Surface("Textures", self); newInput(5, nodeValue_Surface("Textures", self));
inputs[6] = nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]); newInput(6, nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]));
inputs[7] = nodeValue_Rotation("Light direction", self, 0); newInput(7, nodeValue_Rotation("Light direction", self, 0));
inputs[8] = nodeValue_Float("Light height", self, 0.5) inputs[8] = nodeValue_Float("Light height", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
@ -27,12 +27,12 @@ function __Node_3D_Sphere(_x, _y, _group = noone) : Node_Processor(_x, _y, _grou
inputs[9] = nodeValue_Float("Light intensity", self, 1) inputs[9] = nodeValue_Float("Light intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[10] = nodeValue_Color("Light color", self, c_white); newInput(10, nodeValue_Color("Light color", self, c_white));
inputs[11] = nodeValue_Color("Ambient color", self, c_grey); newInput(11, nodeValue_Color("Ambient color", self, c_grey));
inputs[12] = nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]); newInput(12, nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]));
inputs[13] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(13, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[14] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ]) inputs[14] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ])
.rejectArray(); .rejectArray();

View file

@ -1,14 +1,14 @@
//function Node_3D_Render(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { //function Node_3D_Render(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
// name = "3D Render"; // name = "3D Render";
// inputs[2] = nodeValue_Dimension(self); // newInput(2, nodeValue_Dimension(self));
// inputs[3] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) // inputs[3] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
// .setUnitRef( function() { return getInputData(2); }, VALUE_UNIT.reference); // .setUnitRef( function() { return getInputData(2); }, VALUE_UNIT.reference);
// inputs[4] = nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]); // newInput(4, nodeValue_Vec3("Render rotation", self, [ 0, 0, 0 ]));
// inputs[5] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); // newInput(5, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
// inputs[6] = nodeValue_Float("Light direction", self, 0) // inputs[6] = nodeValue_Float("Light direction", self, 0)
// .setDisplay(VALUE_DISPLAY.rotation) // .setDisplay(VALUE_DISPLAY.rotation)
@ -81,7 +81,7 @@
// function createMaterial(m_index) { // function createMaterial(m_index) {
// var index = array_length(inputs); // var index = array_length(inputs);
// inputs[index] = nodeValue_Surface(materialNames[m_index] + " texture", self, tex_surface); // newInput(index, nodeValue_Surface(materialNames[m_index] + " texture", self, tex_surface));
// inputs[index].setVisible(true); // inputs[index].setVisible(true);
// input_display_list[input_display_len + m_index] = index; // input_display_list[input_display_len + m_index] = index;

View file

@ -1,20 +1,20 @@
function __Node_3D_Repeat(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { function __Node_3D_Repeat(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = "3D Repeat"; name = "3D Repeat";
inputs[0] = nodeValue_Dimension(self); newInput(0, nodeValue_Dimension(self));
inputs[1] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(1, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[2] = nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]); newInput(2, nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]));
inputs[3] = nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]); newInput(3, nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]));
inputs[4] = nodeValue_Vec3("Render position", self, [ 0.5, 0.5 ]) inputs[4] = nodeValue_Vec3("Render position", self, [ 0.5, 0.5 ])
.setUnitRef( function() { return getInputData(0); }, VALUE_UNIT.reference); .setUnitRef( function() { return getInputData(0); }, VALUE_UNIT.reference);
inputs[5] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(5, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[6] = nodeValue_Rotation("Light direction", self, 0); newInput(6, nodeValue_Rotation("Light direction", self, 0));
inputs[7] = nodeValue_Float("Light height", self, 0.5) inputs[7] = nodeValue_Float("Light height", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
@ -22,29 +22,29 @@ function __Node_3D_Repeat(_x, _y, _group = noone) : Node(_x, _y, _group) constru
inputs[8] = nodeValue_Float("Light intensity", self, 1) inputs[8] = nodeValue_Float("Light intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[9] = nodeValue_Color("Light color", self, c_white); newInput(9, nodeValue_Color("Light color", self, c_white));
inputs[10] = nodeValue_Color("Ambient color", self, c_grey); newInput(10, nodeValue_Color("Ambient color", self, c_grey));
inputs[11] = nodeValue("3D object", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3object, noone) inputs[11] = nodeValue("3D object", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3object, noone)
.setVisible(true, true); .setVisible(true, true);
inputs[12] = nodeValue_Int("Repeat", self, 1, "Amount of copies to be generated."); newInput(12, nodeValue_Int("Repeat", self, 1, "Amount of copies to be generated."));
inputs[13] = nodeValue_Vec3("Repeat position", self, [ 1, 0, 0 ]); newInput(13, nodeValue_Vec3("Repeat position", self, [ 1, 0, 0 ]));
inputs[14] = nodeValue_Vec3("Repeat rotation", self, [ 0, 0, 0 ]); newInput(14, nodeValue_Vec3("Repeat rotation", self, [ 0, 0, 0 ]));
inputs[15] = nodeValue_Vec3("Repeat scale", self, [ 1, 1, 1 ]); newInput(15, nodeValue_Vec3("Repeat scale", self, [ 1, 1, 1 ]));
inputs[16] = nodeValue_Enum_Button("Repeat pattern", self, 0, [ "Linear", "Circular" ]) inputs[16] = nodeValue_Enum_Button("Repeat pattern", self, 0, [ "Linear", "Circular" ])
.rejectArray(); .rejectArray();
inputs[17] = nodeValue_Enum_Button("Axis", self, 0, [ "x", "y", "z" ]); newInput(17, nodeValue_Enum_Button("Axis", self, 0, [ "x", "y", "z" ]));
inputs[18] = nodeValue_Float("Radius", self, 1); newInput(18, nodeValue_Float("Radius", self, 1));
inputs[19] = nodeValue_Rotation_Range("Rotation", self, [ 0, 360 ]); newInput(19, nodeValue_Rotation_Range("Rotation", self, [ 0, 360 ]));
inputs[20] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ]) inputs[20] = nodeValue_Enum_Button("Projection", self, 0, [ "Orthographic", "Perspective" ])
.rejectArray(); .rejectArray();

View file

@ -2,20 +2,20 @@ function __Node_3D_Transform(_x, _y, _group = noone) : Node_Processor(_x, _y, _g
name = "3D Transform"; name = "3D Transform";
batch_output = false; batch_output = false;
inputs[0] = nodeValue_Dimension(self); newInput(0, nodeValue_Dimension(self));
inputs[1] = nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]); newInput(1, nodeValue_Vec3("Object position", self, [ 0, 0, 0 ]));
inputs[2] = nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]); newInput(2, nodeValue_Vec3("Object rotation", self, [ 0, 0, 0 ]));
inputs[3] = nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]); newInput(3, nodeValue_Vec3("Object scale", self, [ 1, 1, 1 ]));
inputs[4] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ]) inputs[4] = nodeValue_Vec2("Render position", self, [ 0.5, 0.5 ])
.setUnitRef( function() { return getInputData(2); }, VALUE_UNIT.reference); .setUnitRef( function() { return getInputData(2); }, VALUE_UNIT.reference);
inputs[5] = nodeValue_Vec2("Render scale", self, [ 1, 1 ]); newInput(5, nodeValue_Vec2("Render scale", self, [ 1, 1 ]));
inputs[6] = nodeValue_Rotation("Light direction", self, 0); newInput(6, nodeValue_Rotation("Light direction", self, 0));
inputs[7] = nodeValue_Float("Light height", self, 0.5) inputs[7] = nodeValue_Float("Light height", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
@ -23,9 +23,9 @@ function __Node_3D_Transform(_x, _y, _group = noone) : Node_Processor(_x, _y, _g
inputs[8] = nodeValue_Float("Light intensity", self, 1) inputs[8] = nodeValue_Float("Light intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[9] = nodeValue_Color("Light color", self, c_white); newInput(9, nodeValue_Color("Light color", self, c_white));
inputs[10] = nodeValue_Color("Ambient color", self, c_grey); newInput(10, nodeValue_Color("Ambient color", self, c_grey));
inputs[11] = nodeValue("3D object", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3object, noone) inputs[11] = nodeValue("3D object", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3object, noone)
.setVisible(true, true); .setVisible(true, true);

View file

@ -1,7 +1,7 @@
function Node_Process_Template(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { function Node_Process_Template(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = ""; name = "";
inputs[0] = nodeValue_Surface("", self); newInput(0, nodeValue_Surface("", self));
outputs[0] = nodeValue_Output("", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("", self, VALUE_TYPE.surface, noone);

View file

@ -1,7 +1,7 @@
function Node_Shader_Generator(_x, _y, _group = noone) : Node_Shader(_x, _y, _group) constructor { function Node_Shader_Generator(_x, _y, _group = noone) : Node_Shader(_x, _y, _group) constructor {
name = ""; name = "";
inputs[0] = nodeValue_Dimension(self); newInput(0, nodeValue_Dimension(self));
addShaderProp(SHADER_UNIFORM.float, "u_resolution"); addShaderProp(SHADER_UNIFORM.float, "u_resolution");
attribute_surface_depth(); attribute_surface_depth();

View file

@ -1,7 +1,7 @@
function Node_Shader_Processor(_x, _y, _group = noone) : Node_Shader(_x, _y, _group) constructor { function Node_Shader_Processor(_x, _y, _group = noone) : Node_Shader(_x, _y, _group) constructor {
name = ""; name = "";
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
addShaderProp(); addShaderProp();
attribute_surface_depth(); attribute_surface_depth();

View file

@ -1,7 +1,7 @@
function Node_Template(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { function Node_Template(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = ""; name = "";
inputs[0] = nodeValue_Surface("", self); newInput(0, nodeValue_Surface("", self));
outputs[0] = nodeValue_Output("", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("", self, VALUE_TYPE.surface, noone);

View file

@ -2,50 +2,50 @@ function Node_VFX_Spawner_Base(_x, _y, _group = noone) : Node(_x, _y, _group) co
name = "Spawner"; name = "Spawner";
update_on_frame = true; update_on_frame = true;
inputs[0] = nodeValue_Surface("Particle sprite", self); newInput(0, nodeValue_Surface("Particle sprite", self));
inputs[1] = nodeValue_Int("Spawn delay", self, 4, "Frames delay between each particle spawn." ); newInput(1, nodeValue_Int("Spawn delay", self, 4, "Frames delay between each particle spawn." ));
inputs[2] = nodeValue_Range("Spawn amount", self, [ 2, 2 ] , { linked : true }) inputs[2] = nodeValue_Range("Spawn amount", self, [ 2, 2 ] , { linked : true })
.setTooltip("Amount of particle spawn in that frame."); .setTooltip("Amount of particle spawn in that frame.");
inputs[3] = nodeValue_Area("Spawn area", self, DEF_AREA ); newInput(3, nodeValue_Area("Spawn area", self, DEF_AREA ));
inputs[4] = nodeValue_Enum_Scroll("Spawn distribution", self, 0, [ "Area", "Border", "Map" ] ); newInput(4, nodeValue_Enum_Scroll("Spawn distribution", self, 0, [ "Area", "Border", "Map" ] ));
inputs[5] = nodeValue_Range("Lifespan", self, [ 20, 30 ] ); newInput(5, nodeValue_Range("Lifespan", self, [ 20, 30 ] ));
inputs[6] = nodeValue_Rotation_Random("Spawn direction", self, [ 0, 45, 135, 0, 0 ] ); newInput(6, nodeValue_Rotation_Random("Spawn direction", self, [ 0, 45, 135, 0, 0 ] ));
inputs[7] = nodeValue_Range("Acceleration", self, [ 0, 0 ] , { linked : true }); newInput(7, nodeValue_Range("Acceleration", self, [ 0, 0 ] , { linked : true }));
inputs[8] = nodeValue_Rotation_Random("Orientation", self, [ 0, 0, 0, 0, 0 ] ); newInput(8, nodeValue_Rotation_Random("Orientation", self, [ 0, 0, 0, 0, 0 ] ));
inputs[9] = nodeValue_Range("Rotational speed", self, [ 0, 0 ] , { linked : true }); newInput(9, nodeValue_Range("Rotational speed", self, [ 0, 0 ] , { linked : true }));
inputs[10] = nodeValue_Vec2_Range("Spawn scale", self, [ 1, 1, 1, 1 ] , { linked : true }); newInput(10, nodeValue_Vec2_Range("Spawn scale", self, [ 1, 1, 1, 1 ] , { linked : true }));
inputs[11] = nodeValue("Scale over time", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11 ); newInput(11, nodeValue("Scale over time", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11 ));
inputs[12] = nodeValue_Gradient("Color over lifetime", self, new gradientObject(cola(c_white))); newInput(12, nodeValue_Gradient("Color over lifetime", self, new gradientObject(cola(c_white))));
inputs[13] = nodeValue_Range("Alpha", self, [ 1, 1 ], { linked : true }); newInput(13, nodeValue_Range("Alpha", self, [ 1, 1 ], { linked : true }));
inputs[14] = nodeValue("Alpha over time", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11); newInput(14, nodeValue("Alpha over time", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11));
inputs[15] = nodeValue_Bool("Rotate by direction", self, false, "Make the particle rotates to follow its movement."); newInput(15, nodeValue_Bool("Rotate by direction", self, false, "Make the particle rotates to follow its movement."));
inputs[16] = nodeValue_Enum_Button("Spawn type", self, 0, [ "Stream", "Burst", "Trigger" ]); newInput(16, nodeValue_Enum_Button("Spawn type", self, 0, [ "Stream", "Burst", "Trigger" ]));
inputs[17] = nodeValue_Range("Spawn size", self, [ 1, 1 ] , { linked : true }); newInput(17, nodeValue_Range("Spawn size", self, [ 1, 1 ] , { linked : true }));
inputs[18] = nodeValue_Range("Spawn velocity", self, [ 1, 2 ] ); newInput(18, nodeValue_Range("Spawn velocity", self, [ 1, 2 ] ));
inputs[19] = nodeValue_Range("Gravity", self, [ 0, 0 ] , { linked : true }); newInput(19, nodeValue_Range("Gravity", self, [ 0, 0 ] , { linked : true }));
inputs[20] = nodeValue_Vec2("Direction wiggle", self, [ 0, 0 ] , { label: [ "Amplitude", "Period" ], linkable: false, per_line: true }); newInput(20, nodeValue_Vec2("Direction wiggle", self, [ 0, 0 ] , { label: [ "Amplitude", "Period" ], linkable: false, per_line: true }));
inputs[21] = nodeValue_Bool("Loop", self, true ); newInput(21, nodeValue_Bool("Loop", self, true ));
inputs[22] = nodeValue_Enum_Scroll("Surface array", self, 0, [ "Random", "Order", "Animation", "Scale" ]) inputs[22] = nodeValue_Enum_Scroll("Surface array", self, 0, [ "Random", "Order", "Animation", "Scale" ])
.setTooltip("Whether to select image from an array in order, at random, or treat array as animation.") .setTooltip("Whether to select image from an array in order, at random, or treat array as animation.")
@ -54,7 +54,7 @@ function Node_VFX_Spawner_Base(_x, _y, _group = noone) : Node(_x, _y, _group) co
inputs[23] = nodeValue_Range("Animation speed", self, [ 1, 1 ] , { linked : true }) inputs[23] = nodeValue_Range("Animation speed", self, [ 1, 1 ] , { linked : true })
.setVisible(false); .setVisible(false);
inputs[24] = nodeValue_Enum_Button("Scatter", self, 1, [ "Uniform", "Random" ]); newInput(24, nodeValue_Enum_Button("Scatter", self, 1, [ "Uniform", "Random" ]));
inputs[25] = nodeValue_Int("Boundary data", self, []) inputs[25] = nodeValue_Int("Boundary data", self, [])
.setArrayDepth(1) .setArrayDepth(1)
@ -63,11 +63,11 @@ function Node_VFX_Spawner_Base(_x, _y, _group = noone) : Node(_x, _y, _group) co
inputs[26] = nodeValue_Enum_Button("On animation end", self, ANIM_END_ACTION.loop, [ "Loop", "Ping pong", "Destroy" ]) inputs[26] = nodeValue_Enum_Button("On animation end", self, ANIM_END_ACTION.loop, [ "Loop", "Ping pong", "Destroy" ])
.setVisible(false); .setVisible(false);
inputs[27] = nodeValue_Bool("Spawn", self, true); newInput(27, nodeValue_Bool("Spawn", self, true));
inputs[28] = nodeValue_Gradient("Random blend", self, new gradientObject(cola(c_white))); newInput(28, nodeValue_Gradient("Random blend", self, new gradientObject(cola(c_white))));
inputs[29] = nodeValue_Bool("Directed from center", self, false, "Make particle move away from the spawn center."); newInput(29, nodeValue_Bool("Directed from center", self, false, "Make particle move away from the spawn center."));
inputs[30] = nodeValue_Surface("Distribution map", self) inputs[30] = nodeValue_Surface("Distribution map", self)
@ -77,17 +77,17 @@ function Node_VFX_Spawner_Base(_x, _y, _group = noone) : Node(_x, _y, _group) co
inputs[32] = nodeValue_Float("Seed", self, seed_random(6)) inputs[32] = nodeValue_Float("Seed", self, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[32].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[32].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
inputs[33] = nodeValue_Rotation("Gravity direction", self, -90); newInput(33, nodeValue_Rotation("Gravity direction", self, -90));
inputs[34] = nodeValue_Range("Turning", self, [ 0, 0 ] , { linked : true }); newInput(34, nodeValue_Range("Turning", self, [ 0, 0 ] , { linked : true }));
inputs[35] = nodeValue_Bool("Turn both directions", self, false, "Apply randomized 1, -1 multiplier to the turning speed." ); newInput(35, nodeValue_Bool("Turn both directions", self, false, "Apply randomized 1, -1 multiplier to the turning speed." ));
inputs[36] = nodeValue_Float("Turn scale with speed", self, false ); newInput(36, nodeValue_Float("Turn scale with speed", self, false ));
inputs[37] = nodeValue_Bool("Collide ground", self, false ); newInput(37, nodeValue_Bool("Collide ground", self, false ));
inputs[38] = nodeValue_Float("Ground offset", self, 0 ); newInput(38, nodeValue_Float("Ground offset", self, 0 ));
inputs[39] = nodeValue_Float("Bounce amount", self, 0.5 ) inputs[39] = nodeValue_Float("Bounce amount", self, 0.5 )
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
@ -95,25 +95,25 @@ function Node_VFX_Spawner_Base(_x, _y, _group = noone) : Node(_x, _y, _group) co
inputs[40] = nodeValue_Float("Bounce friction", self, 0.1, "Apply horizontal friction once particle stop bouncing." ) inputs[40] = nodeValue_Float("Bounce friction", self, 0.1, "Apply horizontal friction once particle stop bouncing." )
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[41] = nodeValue_Vec2("Position wiggle", self, [ 0, 0 ] , { label: [ "Amplitude", "Period" ], linkable: false, per_line: true }); newInput(41, nodeValue_Vec2("Position wiggle", self, [ 0, 0 ] , { label: [ "Amplitude", "Period" ], linkable: false, per_line: true }));
inputs[42] = nodeValue_Vec2("Rotation wiggle", self, [ 0, 0 ] , { label: [ "Amplitude", "Period" ], linkable: false, per_line: true }); newInput(42, nodeValue_Vec2("Rotation wiggle", self, [ 0, 0 ] , { label: [ "Amplitude", "Period" ], linkable: false, per_line: true }));
inputs[43] = nodeValue_Vec2("Scale wiggle", self, [ 0, 0 ] , { label: [ "Amplitude", "Period" ], linkable: false, per_line: true }); newInput(43, nodeValue_Vec2("Scale wiggle", self, [ 0, 0 ] , { label: [ "Amplitude", "Period" ], linkable: false, per_line: true }));
inputs[44] = nodeValue_Trigger("Spawn", self, false ) inputs[44] = nodeValue_Trigger("Spawn", self, false )
.setDisplay(VALUE_DISPLAY.button, { name: "Trigger" }); .setDisplay(VALUE_DISPLAY.button, { name: "Trigger" });
inputs[45] = nodeValue_Bool("Follow Path", self, false ); newInput(45, nodeValue_Bool("Follow Path", self, false ));
inputs[46] = nodeValue_PathNode("Path", self, noone ); newInput(46, nodeValue_PathNode("Path", self, noone ));
inputs[47] = nodeValue("Path Deviation", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11 ); newInput(47, nodeValue("Path Deviation", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11 ));
inputs[48] = nodeValue_Trigger("Reset Seed", self, false ) inputs[48] = nodeValue_Trigger("Reset Seed", self, false )
.setDisplay(VALUE_DISPLAY.button, { name: "Trigger" }) .setDisplay(VALUE_DISPLAY.button, { name: "Trigger" })
inputs[49] = nodeValue_Bool("Stretch Animation", self, false ); newInput(49, nodeValue_Bool("Stretch Animation", self, false ));
for (var i = 2, n = array_length(inputs); i < n; i++) for (var i = 2, n = array_length(inputs); i < n; i++)
inputs[i].rejectArray(); inputs[i].rejectArray();

View file

@ -43,13 +43,13 @@ function _Node_Strand_Affector(_x, _y, _group = noone) : Node(_x, _y, _group) co
inputs[0] = nodeValue("Strand", self, JUNCTION_CONNECT.input, VALUE_TYPE.strands, noone) inputs[0] = nodeValue("Strand", self, JUNCTION_CONNECT.input, VALUE_TYPE.strands, noone)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Enum_Scroll("Shape", self, 0, [ "Point", "Band" ]); newInput(1, nodeValue_Enum_Scroll("Shape", self, 0, [ "Point", "Band" ]));
inputs[2] = nodeValue_Vec2("Position", self, [ 0, 0 ]); newInput(2, nodeValue_Vec2("Position", self, [ 0, 0 ]));
inputs[3] = nodeValue_Float("Range", self, 4); newInput(3, nodeValue_Float("Range", self, 4));
inputs[4] = nodeValue_Rotation("Direction", self, 0); newInput(4, nodeValue_Rotation("Direction", self, 0));
inputs[5] = nodeValue_Float("Falloff", self, 0.2) inputs[5] = nodeValue_Float("Falloff", self, 0.2)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);

View file

@ -1,7 +1,7 @@
function __init_mask_modifier(_mask_index) { #region function __init_mask_modifier(_mask_index) { #region
var _ind = array_length(inputs); var _ind = array_length(inputs);
inputs[_ind + 0] = nodeValue_Bool("Invert mask", self, false); newInput(_ind + 0, nodeValue_Bool("Invert mask", self, false));
inputs[_ind + 1] = nodeValue_Float("Mask feather", self, 0) inputs[_ind + 1] = nodeValue_Float("Mask feather", self, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 32, 0.1] }); .setDisplay(VALUE_DISPLAY.slider, { range: [0, 32, 0.1] });

View file

@ -4,17 +4,17 @@ function Node_MK_Delay_Machine(_x, _y, _group = noone) : Node(_x, _y, _group) co
is_simulation = true; is_simulation = true;
inputs[0] = nodeValue_Surface("Surface", self); newInput(0, nodeValue_Surface("Surface", self));
inputs[1] = nodeValue_Int("Delay Amounts", self, 4); newInput(1, nodeValue_Int("Delay Amounts", self, 4));
inputs[2] = nodeValue_Int("Delay Frames", self, 1); newInput(2, nodeValue_Int("Delay Frames", self, 1));
inputs[3] = nodeValue_Palette("Blend over Delay", self, [ c_white ]); newInput(3, nodeValue_Palette("Blend over Delay", self, [ c_white ]));
inputs[4] = nodeValue("Alpha over Delay", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11); newInput(4, nodeValue("Alpha over Delay", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11));
inputs[5] = nodeValue_Enum_Scroll("Palette Select", self, 0, [ "Loop", "Pingpong", "Random" ]); newInput(5, nodeValue_Enum_Scroll("Palette Select", self, 0, [ "Loop", "Pingpong", "Random" ]));
inputs[6] = nodeValue_Int("Seed", self, seed_random(6)) inputs[6] = nodeValue_Int("Seed", self, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[6].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[6].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });

View file

@ -15,7 +15,7 @@ function Node_2D_light(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
uniform_band = shader_get_uniform(shader, "band"); uniform_band = shader_get_uniform(shader, "band");
uniform_attn = shader_get_uniform(shader, "atten"); uniform_attn = shader_get_uniform(shader, "atten");
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
inputs[1] = nodeValue_Enum_Scroll("Light shape", self, 0, [ new scrollItem("Point", s_node_2d_light_shape, 0), inputs[1] = nodeValue_Enum_Scroll("Light shape", self, 0, [ new scrollItem("Point", s_node_2d_light_shape, 0),
new scrollItem("Line", s_node_2d_light_shape, 1), new scrollItem("Line", s_node_2d_light_shape, 1),
@ -25,16 +25,16 @@ function Node_2D_light(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
inputs[2] = nodeValue_Vec2("Center", self, [ 16, 16 ]) inputs[2] = nodeValue_Vec2("Center", self, [ 16, 16 ])
.setUnitRef(function(index) { return getDimension(index); }); .setUnitRef(function(index) { return getDimension(index); });
inputs[3] = nodeValue_Float("Range", self, 16); newInput(3, nodeValue_Float("Range", self, 16));
inputs[4] = nodeValue_Float("Intensity", self, 1) inputs[4] = nodeValue_Float("Intensity", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[5] = nodeValue_Color("Color", self, c_white); newInput(5, nodeValue_Color("Color", self, c_white));
inputs[6] = nodeValue_Vec2("Start", self, [ 16, 16 ]); newInput(6, nodeValue_Vec2("Start", self, [ 16, 16 ]));
inputs[7] = nodeValue_Vec2("Finish", self, [ 32, 16 ]); newInput(7, nodeValue_Vec2("Finish", self, [ 32, 16 ]));
inputs[8] = nodeValue_Int("Sweep", self, 15) inputs[8] = nodeValue_Int("Sweep", self, 15)
.setDisplay(VALUE_DISPLAY.slider, { range: [-80, 80, 0.1] }); .setDisplay(VALUE_DISPLAY.slider, { range: [-80, 80, 0.1] });
@ -54,12 +54,12 @@ function Node_2D_light(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
inputs[12] = nodeValue_Int("Radial banding", self, 0) inputs[12] = nodeValue_Int("Radial banding", self, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] }); .setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] });
inputs[13] = nodeValue_Rotation("Radial start", self, 0); newInput(13, nodeValue_Rotation("Radial start", self, 0));
inputs[14] = nodeValue_Float("Radial band ratio", self, 0.5) inputs[14] = nodeValue_Float("Radial band ratio", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[15] = nodeValue_Bool("Active", self, true); newInput(15, nodeValue_Bool("Active", self, true));
active_index = 15; active_index = 15;
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);

View file

@ -21,46 +21,46 @@ function Node_3D_Camera(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group)
inputs[in_d3d + 0] = nodeValue_Int("FOV", self, 60 ) inputs[in_d3d + 0] = nodeValue_Int("FOV", self, 60 )
.setDisplay(VALUE_DISPLAY.slider, { range: [ 10, 90, 0.1 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 10, 90, 0.1 ] });
inputs[in_d3d + 1] = nodeValue_Vec2("Clipping Distance", self, [ 1, 10 ] ); newInput(in_d3d + 1, nodeValue_Vec2("Clipping Distance", self, [ 1, 10 ] ));
inputs[in_d3d + 2] = nodeValue_Dimension(self); newInput(in_d3d + 2, nodeValue_Dimension(self));
inputs[in_d3d + 3] = nodeValue_Enum_Button("Projection", self, 1 , [ "Perspective", "Orthographic" ]); newInput(in_d3d + 3, nodeValue_Enum_Button("Projection", self, 1 , [ "Perspective", "Orthographic" ]));
inputs[in_d3d + 4] = nodeValue_D3Scene("Scene", self, noone ) inputs[in_d3d + 4] = nodeValue_D3Scene("Scene", self, noone )
.setVisible(true, true); .setVisible(true, true);
inputs[in_d3d + 5] = nodeValue_Color("Ambient Light", self, c_dkgrey ); newInput(in_d3d + 5, nodeValue_Color("Ambient Light", self, c_dkgrey ));
inputs[in_d3d + 6] = nodeValue_Bool("Show Background", self, false ); newInput(in_d3d + 6, nodeValue_Bool("Show Background", self, false ));
inputs[in_d3d + 7] = nodeValue_Enum_Button("Backface Culling", self, 2 , [ "None", "CW", "CCW" ]); newInput(in_d3d + 7, nodeValue_Enum_Button("Backface Culling", self, 2 , [ "None", "CW", "CCW" ]));
inputs[in_d3d + 8] = nodeValue_Float("Orthographic Scale", self, 0.5 ) inputs[in_d3d + 8] = nodeValue_Float("Orthographic Scale", self, 0.5 )
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] });
inputs[in_d3d + 9] = nodeValue_Enum_Scroll("Postioning Mode", self, 2, [ "Position + Rotation", "Position + Lookat", "Lookat + Rotation" ] ); newInput(in_d3d + 9, nodeValue_Enum_Scroll("Postioning Mode", self, 2, [ "Position + Rotation", "Position + Lookat", "Lookat + Rotation" ] ));
inputs[in_d3d + 10] = nodeValue_Vec3("Lookat Position", self, [ 0, 0, 0 ] ); newInput(in_d3d + 10, nodeValue_Vec3("Lookat Position", self, [ 0, 0, 0 ] ));
inputs[in_d3d + 11] = nodeValue_Rotation("Roll", self, 0); newInput(in_d3d + 11, nodeValue_Rotation("Roll", self, 0));
inputs[in_d3d + 12] = nodeValue_Rotation("Horizontal Angle", self, 45 ); newInput(in_d3d + 12, nodeValue_Rotation("Horizontal Angle", self, 45 ));
inputs[in_d3d + 13] = nodeValue_Float("Vertical Angle", self, 30 ) inputs[in_d3d + 13] = nodeValue_Float("Vertical Angle", self, 30 )
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 90, 0.1] }); .setDisplay(VALUE_DISPLAY.slider, { range: [0, 90, 0.1] });
inputs[in_d3d + 14] = nodeValue_Float("Distance", self, 4 ); newInput(in_d3d + 14, nodeValue_Float("Distance", self, 4 ));
inputs[in_d3d + 15] = nodeValue_Bool("Gamma Adjust", self, false ); newInput(in_d3d + 15, nodeValue_Bool("Gamma Adjust", self, false ));
inputs[in_d3d + 16] = nodeValue_Surface("Environment Texture", self); newInput(in_d3d + 16, nodeValue_Surface("Environment Texture", self));
inputs[in_d3d + 17] = nodeValue_Bool("Ambient Occlusion", self, false ); newInput(in_d3d + 17, nodeValue_Bool("Ambient Occlusion", self, false ));
inputs[in_d3d + 18] = nodeValue_Float("AO Radius", self, 0.25 ); newInput(in_d3d + 18, nodeValue_Float("AO Radius", self, 0.25 ));
inputs[in_d3d + 19] = nodeValue_Float("AO Bias", self, 0.05 ); newInput(in_d3d + 19, nodeValue_Float("AO Bias", self, 0.05 ));
inputs[in_d3d + 20] = nodeValue_Float("AO Strength", self, 1. ) inputs[in_d3d + 20] = nodeValue_Float("AO Strength", self, 1. )
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] });
@ -68,7 +68,7 @@ function Node_3D_Camera(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group)
inputs[in_d3d + 21] = nodeValue_Int("Round Normal", self, 0 ) inputs[in_d3d + 21] = nodeValue_Int("Round Normal", self, 0 )
.setWindows(); .setWindows();
inputs[in_d3d + 22] = nodeValue_Enum_Button("Blend mode", self, 0 , [ "Normal", "Additive" ]); newInput(in_d3d + 22, nodeValue_Enum_Button("Blend mode", self, 0 , [ "Normal", "Additive" ]));
in_cam = array_length(inputs); in_cam = array_length(inputs);

View file

@ -1,11 +1,11 @@
function Node_3D_Depth(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { function Node_3D_Depth(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "3D Depth"; name = "3D Depth";
inputs[0] = nodeValue_Surface("Base Texture", self); newInput(0, nodeValue_Surface("Base Texture", self));
inputs[1] = nodeValue_Surface("Depth", self); newInput(1, nodeValue_Surface("Depth", self));
inputs[2] = nodeValue_Vec3("Rotation", self, [0, 0, 0] ); newInput(2, nodeValue_Vec3("Rotation", self, [0, 0, 0] ));
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);

View file

@ -1,7 +1,7 @@
function Node_3D_Instancer(_x, _y, _group = noone) : Node_3D_Modifier(_x, _y, _group) constructor { function Node_3D_Instancer(_x, _y, _group = noone) : Node_3D_Modifier(_x, _y, _group) constructor {
name = "3D Instancer"; name = "3D Instancer";
inputs[in_mesh + 0] = nodeValue_Int("Amounts", self, 1); newInput(in_mesh + 0, nodeValue_Int("Amounts", self, 1));
inputs[in_mesh + 1] = nodeValue_Vec3("Positions", self, [ 0, 0, 0 ]) inputs[in_mesh + 1] = nodeValue_Vec3("Positions", self, [ 0, 0, 0 ])
.setArrayDepth(1); .setArrayDepth(1);

View file

@ -3,13 +3,13 @@ function Node_3D_Light_Directional(_x, _y, _group = noone) : Node_3D_Light(_x, _
object_class = __3dLightDirectional; object_class = __3dLightDirectional;
inputs[in_light + 0] = nodeValue_Bool("Cast Shadow", self, false); newInput(in_light + 0, nodeValue_Bool("Cast Shadow", self, false));
inputs[in_light + 1] = nodeValue_Int("Shadow Map Size", self, 1024); newInput(in_light + 1, nodeValue_Int("Shadow Map Size", self, 1024));
inputs[in_light + 2] = nodeValue_Int("Shadow Map Scale", self, 4); newInput(in_light + 2, nodeValue_Int("Shadow Map Scale", self, 4));
inputs[in_light + 3] = nodeValue_Float("Shadow Bias", self, .001); newInput(in_light + 3, nodeValue_Float("Shadow Bias", self, .001));
input_display_list = [ input_display_list = [
["Transform", false], 0, ["Transform", false], 0,

View file

@ -11,11 +11,11 @@ function Node_3D_Material(_x, _y, _group = noone) : Node_3D(_x, _y, _group) cons
inputs[2] = nodeValue_Float("Specular", self, 0 ) inputs[2] = nodeValue_Float("Specular", self, 0 )
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[3] = nodeValue_Float("Shininess", self, 1 ); newInput(3, nodeValue_Float("Shininess", self, 1 ));
inputs[4] = nodeValue_Bool("Metalic", self, false ); newInput(4, nodeValue_Bool("Metalic", self, false ));
inputs[5] = nodeValue_Surface("Normal Map", self); newInput(5, nodeValue_Surface("Normal Map", self));
inputs[6] = nodeValue_Float("Normal Strength", self, 1 ) inputs[6] = nodeValue_Float("Normal Strength", self, 1 )
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
@ -23,7 +23,7 @@ function Node_3D_Material(_x, _y, _group = noone) : Node_3D(_x, _y, _group) cons
inputs[7] = nodeValue_Float("Roughness", self, 1 ) inputs[7] = nodeValue_Float("Roughness", self, 1 )
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[8] = nodeValue_Bool("Anti aliasing", self, false ); newInput(8, nodeValue_Bool("Anti aliasing", self, false ));
outputs[0] = nodeValue_Output("Material", self, VALUE_TYPE.d3Material, noone); outputs[0] = nodeValue_Output("Material", self, VALUE_TYPE.d3Material, noone);

View file

@ -12,7 +12,7 @@ function Node_3D_Mesh_Cone(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _group
inputs[in_mesh + 2] = nodeValue_D3Material("Material Side", self, new __d3dMaterial()) inputs[in_mesh + 2] = nodeValue_D3Material("Material Side", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);
inputs[in_mesh + 3] = nodeValue_Bool("Smooth Side", self, false ); newInput(in_mesh + 3, nodeValue_Bool("Smooth Side", self, false ));
input_display_list = [ input_display_list = [
__d3d_input_list_mesh, in_mesh + 0, in_mesh + 3, __d3d_input_list_mesh, in_mesh + 0, in_mesh + 3,

View file

@ -2,7 +2,7 @@ function Node_3D_Mesh_Cube(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _group
name = "3D Cube"; name = "3D Cube";
object_class = noone; object_class = noone;
inputs[in_mesh + 0] = nodeValue_Bool("Material per side", self, false ); newInput(in_mesh + 0, nodeValue_Bool("Material per side", self, false ));
inputs[in_mesh + 1] = nodeValue_D3Material("Material", self, new __d3dMaterial()) inputs[in_mesh + 1] = nodeValue_D3Material("Material", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);

View file

@ -15,9 +15,9 @@ function Node_3D_Mesh_Cylinder(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _g
inputs[in_mesh + 3] = nodeValue_D3Material("Material Side", self, new __d3dMaterial()) inputs[in_mesh + 3] = nodeValue_D3Material("Material Side", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);
inputs[in_mesh + 4] = nodeValue_Bool("Smooth Side", self, false ); newInput(in_mesh + 4, nodeValue_Bool("Smooth Side", self, false ));
inputs[in_mesh + 5] = nodeValue_Bool("End caps", self, true ); newInput(in_mesh + 5, nodeValue_Bool("End caps", self, true ));
input_display_list = [ input_display_list = [
__d3d_input_list_mesh, in_mesh + 0, in_mesh + 4, in_mesh + 5, __d3d_input_list_mesh, in_mesh + 0, in_mesh + 4, in_mesh + 5,

View file

@ -8,9 +8,9 @@ function Node_3D_Mesh_Export(_x, _y, _group = noone) : Node(_x, _y, _group) cons
.setDisplay(VALUE_DISPLAY.path_save, { filter: "Obj (.obj)|*.obj" }) .setDisplay(VALUE_DISPLAY.path_save, { filter: "Obj (.obj)|*.obj" })
.setVisible(true); .setVisible(true);
inputs[2] = nodeValue_Bool("Export Texture", self, true); newInput(2, nodeValue_Bool("Export Texture", self, true));
inputs[3] = nodeValue_Bool("Invert UV", self, false); newInput(3, nodeValue_Bool("Invert UV", self, false));
input_display_list = [ 0, input_display_list = [ 0,
["Export", false], 1, 2, 3, ["Export", false], 1, 2, 3,

View file

@ -6,22 +6,22 @@ function Node_3D_Mesh_Extrude(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _gr
inputs[in_mesh + 0] = nodeValue_D3Material("Front Surface", self, new __d3dMaterial()) inputs[in_mesh + 0] = nodeValue_D3Material("Front Surface", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);
inputs[in_mesh + 1] = nodeValue_Surface("Front Height", self); newInput(in_mesh + 1, nodeValue_Surface("Front Height", self));
inputs[in_mesh + 2] = nodeValue_Bool("Smooth", self, false) inputs[in_mesh + 2] = nodeValue_Bool("Smooth", self, false)
inputs[in_mesh + 3] = nodeValue_Bool("Always update", self, false); newInput(in_mesh + 3, nodeValue_Bool("Always update", self, false));
inputs[in_mesh + 4] = nodeValue_Bool("Double Side", self, false); newInput(in_mesh + 4, nodeValue_Bool("Double Side", self, false));
inputs[in_mesh + 5] = nodeValue_D3Material("Back Surface", self, new __d3dMaterial()) inputs[in_mesh + 5] = nodeValue_D3Material("Back Surface", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);
inputs[in_mesh + 6] = nodeValue_Surface("Back Height", self); newInput(in_mesh + 6, nodeValue_Surface("Back Height", self));
inputs[in_mesh + 7] = nodeValue_Slider_Range("Front Height Level", self, [ 0, 1 ]); newInput(in_mesh + 7, nodeValue_Slider_Range("Front Height Level", self, [ 0, 1 ]));
inputs[in_mesh + 8] = nodeValue_Slider_Range("Back Height Level", self, [ 0, 1 ]); newInput(in_mesh + 8, nodeValue_Slider_Range("Back Height Level", self, [ 0, 1 ]));
input_display_list = [ in_mesh + 3, input_display_list = [ in_mesh + 3,
__d3d_input_list_mesh, __d3d_input_list_mesh,

View file

@ -15,9 +15,9 @@ function Node_3D_Mesh_Path_Extrude(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y
inputs[in_mesh + 3] = nodeValue_D3Material("Material Cap", self, new __d3dMaterial()) inputs[in_mesh + 3] = nodeValue_D3Material("Material Cap", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);
inputs[in_mesh + 4] = nodeValue_Bool("Smooth", self, false ); newInput(in_mesh + 4, nodeValue_Bool("Smooth", self, false ));
inputs[in_mesh + 5] = nodeValue_Bool("End caps", self, true ); newInput(in_mesh + 5, nodeValue_Bool("End caps", self, true ));
inputs[in_mesh + 6] = nodeValue_Int("Subdivision", self, 8 ) inputs[in_mesh + 6] = nodeValue_Int("Subdivision", self, 8 )
.setValidator(VV_min(2)); .setValidator(VV_min(2));
@ -25,13 +25,13 @@ function Node_3D_Mesh_Path_Extrude(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y
inputs[in_mesh + 7] = nodeValue_Float("Radius", self, 0.25 ) inputs[in_mesh + 7] = nodeValue_Float("Radius", self, 0.25 )
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[in_mesh + 8] = nodeValue("Radius Over Path", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11 ); newInput(in_mesh + 8, nodeValue("Radius Over Path", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11 ));
inputs[in_mesh + 9] = nodeValue_Vec2("Texture Scale", self, [ 1, 1 ] ); newInput(in_mesh + 9, nodeValue_Vec2("Texture Scale", self, [ 1, 1 ] ));
inputs[in_mesh + 10] = nodeValue_Bool("Loop", self, false ); newInput(in_mesh + 10, nodeValue_Bool("Loop", self, false ));
inputs[in_mesh + 11] = nodeValue_Bool("Inverted", self, false ); newInput(in_mesh + 11, nodeValue_Bool("Inverted", self, false ));
input_display_list = [ input_display_list = [
["Path", false], in_mesh + 0, in_mesh + 10, ["Path", false], in_mesh + 0, in_mesh + 10,

View file

@ -6,7 +6,7 @@ function Node_3D_Mesh_Plane(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _grou
inputs[in_mesh + 0] = nodeValue_D3Material("Material", self, new __d3dMaterial()) inputs[in_mesh + 0] = nodeValue_D3Material("Material", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);
inputs[in_mesh + 1] = nodeValue_Enum_Button("Normal", self, 2 , [ "X", "Y", "Z" ]); newInput(in_mesh + 1, nodeValue_Enum_Button("Normal", self, 2 , [ "X", "Y", "Z" ]));
inputs[in_mesh + 2] = nodeValue_Bool("Both side", self, false ) inputs[in_mesh + 2] = nodeValue_Bool("Both side", self, false )
.rejectArray(); .rejectArray();

View file

@ -9,7 +9,7 @@ function Node_3D_Mesh_Sphere_Ico(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y,
inputs[in_mesh + 1] = nodeValue_D3Material("Material", self, new __d3dMaterial()) inputs[in_mesh + 1] = nodeValue_D3Material("Material", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);
inputs[in_mesh + 2] = nodeValue_Bool("Smooth Normal", self, false ); newInput(in_mesh + 2, nodeValue_Bool("Smooth Normal", self, false ));
input_display_list = [ input_display_list = [
__d3d_input_list_mesh, in_mesh + 0, in_mesh + 2, __d3d_input_list_mesh, in_mesh + 0, in_mesh + 2,

View file

@ -12,7 +12,7 @@ function Node_3D_Mesh_Sphere_UV(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _
inputs[in_mesh + 2] = nodeValue_D3Material("Material", self, new __d3dMaterial()) inputs[in_mesh + 2] = nodeValue_D3Material("Material", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);
inputs[in_mesh + 3] = nodeValue_Bool("Smooth Normal", self, false ); newInput(in_mesh + 3, nodeValue_Bool("Smooth Normal", self, false ));
input_display_list = [ input_display_list = [
__d3d_input_list_mesh, in_mesh + 0, in_mesh + 1, in_mesh + 3, __d3d_input_list_mesh, in_mesh + 0, in_mesh + 1, in_mesh + 3,

View file

@ -4,13 +4,13 @@ function Node_3D_Mesh_Stack_Slice(_x, _y, _group = noone) : Node(_x, _y, _group)
inputs[0] = nodeValue_D3Mesh("Mesh", self, noone) inputs[0] = nodeValue_D3Mesh("Mesh", self, noone)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Vec2("Output Dimension", self, [ 16, 16 ]); newInput(1, nodeValue_Vec2("Output Dimension", self, [ 16, 16 ]));
inputs[2] = nodeValue_Float("Scale", self, 1); newInput(2, nodeValue_Float("Scale", self, 1));
inputs[3] = nodeValue_Int("Slices", self, 4); newInput(3, nodeValue_Int("Slices", self, 4));
inputs[4] = nodeValue_Vec3("BBOX Padding", self, [ 0, 0, 0 ]); newInput(4, nodeValue_Vec3("BBOX Padding", self, [ 0, 0, 0 ]));
outputs[0] = nodeValue_Output("Outputs", self, VALUE_TYPE.surface, []) outputs[0] = nodeValue_Output("Outputs", self, VALUE_TYPE.surface, [])
.setArrayDepth(1); .setArrayDepth(1);

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@ -6,18 +6,18 @@ function Node_3D_Mesh_Terrain(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _gr
inputs[in_mesh + 0] = nodeValue_D3Material("Material", self, new __d3dMaterial()) inputs[in_mesh + 0] = nodeValue_D3Material("Material", self, new __d3dMaterial())
.setVisible(true, true); .setVisible(true, true);
inputs[in_mesh + 1] = nodeValue_Enum_Button("Input type", self, 0 , [ "Surface", "Array" ]); newInput(in_mesh + 1, nodeValue_Enum_Button("Input type", self, 0 , [ "Surface", "Array" ]));
inputs[in_mesh + 2] = nodeValue_Surface("Height map", self); newInput(in_mesh + 2, nodeValue_Surface("Height map", self));
inputs[in_mesh + 3] = nodeValue_Int("Subdivision", self, 4 ); newInput(in_mesh + 3, nodeValue_Int("Subdivision", self, 4 ));
inputs[in_mesh + 4] = nodeValue_Float("Height array", self, [] ) inputs[in_mesh + 4] = nodeValue_Float("Height array", self, [] )
.setArrayDepth(2); .setArrayDepth(2);
inputs[in_mesh + 5] = nodeValue_Bool("Smooth", self, false ); newInput(in_mesh + 5, nodeValue_Bool("Smooth", self, false ));
inputs[in_mesh + 6] = nodeValue_Slider_Range("Front Height Level", self, [ 0, 1 ]); newInput(in_mesh + 6, nodeValue_Slider_Range("Front Height Level", self, [ 0, 1 ]));
input_display_list = [ input_display_list = [
__d3d_input_list_transform, __d3d_input_list_transform,

View file

@ -2,7 +2,7 @@ function Node_3D_Particle(_x, _y, _group = noone) : Node_3D_Modifier(_x, _y, _gr
name = "3D Particle"; name = "3D Particle";
update_on_frame = true; update_on_frame = true;
inputs[in_mesh + 0] = nodeValue_Int("Amounts", self, 1); newInput(in_mesh + 0, nodeValue_Int("Amounts", self, 1));
part_pool_size = 128; part_pool_size = 128;
parts = array_create(part_pool_size); parts = array_create(part_pool_size);

View file

@ -8,13 +8,13 @@ function Node_3D_Point_Affector(_x, _y, _group = noone) : Node_3D_Object(_x, _y,
inputs[in_d3d + 0] = nodeValue_Vec3("Points", self, [ 0, 0, 0 ]) inputs[in_d3d + 0] = nodeValue_Vec3("Points", self, [ 0, 0, 0 ])
.setVisible(true, true); .setVisible(true, true);
inputs[in_d3d + 1] = nodeValue_Vec3("Initial value", self, [ 0, 0, 0 ]); newInput(in_d3d + 1, nodeValue_Vec3("Initial value", self, [ 0, 0, 0 ]));
inputs[in_d3d + 2] = nodeValue_Vec3("Final value", self, [ 0, 0, 0 ]); newInput(in_d3d + 2, nodeValue_Vec3("Final value", self, [ 0, 0, 0 ]));
inputs[in_d3d + 3] = nodeValue_Float("Falloff distance", self, 0.5); newInput(in_d3d + 3, nodeValue_Float("Falloff distance", self, 0.5));
inputs[in_d3d + 4] = nodeValue("Falloff curve", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01); newInput(in_d3d + 4, nodeValue("Falloff curve", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01));
inputs[in_d3d + 5] = nodeValue_Enum_Scroll("Shape", self, 0, [ new scrollItem("Sphere", s_node_3d_affector_shape, 0), inputs[in_d3d + 5] = nodeValue_Enum_Scroll("Shape", self, 0, [ new scrollItem("Sphere", s_node_3d_affector_shape, 0),
new scrollItem("Plane", s_node_3d_affector_shape, 1), ]); new scrollItem("Plane", s_node_3d_affector_shape, 1), ]);

View file

@ -8,19 +8,19 @@ function Node_3D_Repeat(_x, _y, _group = noone) : Node_3D(_x, _y, _group) constr
inputs[1] = nodeValue_Enum_Button("Object Mode", self, 0 , [ "Duplicate", "Array" ] ) inputs[1] = nodeValue_Enum_Button("Object Mode", self, 0 , [ "Duplicate", "Array" ] )
.rejectArray(); .rejectArray();
inputs[2] = nodeValue_Int("Amount", self, 1 ); newInput(2, nodeValue_Int("Amount", self, 1 ));
inputs[3] = nodeValue_Vec3("Starting Position", self, [ 0, 0, 0 ] ); newInput(3, nodeValue_Vec3("Starting Position", self, [ 0, 0, 0 ] ));
inputs[4] = nodeValue_Quaternion("Starting Rotation", self, [ 0, 0, 0, 1 ] ); newInput(4, nodeValue_Quaternion("Starting Rotation", self, [ 0, 0, 0, 1 ] ));
inputs[5] = nodeValue_Vec3("Starting Scale", self, [ 1, 1, 1 ] ); newInput(5, nodeValue_Vec3("Starting Scale", self, [ 1, 1, 1 ] ));
inputs[6] = nodeValue_Vec3("Shift Position", self, [ 0, 0, 0 ] ); newInput(6, nodeValue_Vec3("Shift Position", self, [ 0, 0, 0 ] ));
inputs[7] = nodeValue_Quaternion("Shift Rotation", self, [ 0, 0, 0, 1 ] ); newInput(7, nodeValue_Quaternion("Shift Rotation", self, [ 0, 0, 0, 1 ] ));
inputs[8] = nodeValue_Vec3("Shift Scale", self, [ 0, 0, 0 ] ); newInput(8, nodeValue_Vec3("Shift Scale", self, [ 0, 0, 0 ] ));
inputs[9] = nodeValue_Float("Positions", self, [] ) inputs[9] = nodeValue_Float("Positions", self, [] )
.setArrayDepth(2); .setArrayDepth(2);

View file

@ -6,7 +6,7 @@ function Node_3D_Mesh_Plane(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _grou
inputs[| in_mesh + 0] = nodeValue("Material", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Material, noone ) inputs[| in_mesh + 0] = nodeValue("Material", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Material, noone )
.setVisible(true, true); .setVisible(true, true);
inputs[| in_mesh + 1] = nodeValue_Enum_Button("Normal", self, 2 , [ "X", "Y", "Z" ]); newInput(| in_mesh + 1, nodeValue_Enum_Button("Normal", self, 2 , [ "X", "Y", "Z" ]));
inputs[| in_mesh + 2] = nodeValue_Bool("Both side", self, false ) inputs[| in_mesh + 2] = nodeValue_Bool("Both side", self, false )

View file

@ -13,11 +13,11 @@ function Node_3D_Transform_Scene(_x, _y, _group = noone) : Node_3D(_x, _y, _grou
inputs[3] = nodeValue_Float("Scale", self, []) inputs[3] = nodeValue_Float("Scale", self, [])
.setArrayDepth(2); .setArrayDepth(2);
inputs[4] = nodeValue_Enum_Scroll("Positioning type", self, 0, [ "Additive", "Override" ]); newInput(4, nodeValue_Enum_Scroll("Positioning type", self, 0, [ "Additive", "Override" ]));
inputs[5] = nodeValue_Enum_Scroll("Rotating type", self, 0, [ "Additive", "Override" ]); newInput(5, nodeValue_Enum_Scroll("Rotating type", self, 0, [ "Additive", "Override" ]));
inputs[6] = nodeValue_Enum_Scroll("Scaling type", self, 0, [ "Additive", "Multiplicative", "Override" ]); newInput(6, nodeValue_Enum_Scroll("Scaling type", self, 0, [ "Additive", "Multiplicative", "Override" ]));
outputs[0] = nodeValue_Output("Scene", self, VALUE_TYPE.d3Scene, noone); outputs[0] = nodeValue_Output("Scene", self, VALUE_TYPE.d3Scene, noone);

View file

@ -6,12 +6,12 @@ function Node_3DSurf(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) co
inputs[0] = nodeValue_D3Scene("Scene", self, noone) inputs[0] = nodeValue_D3Scene("Scene", self, noone)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Vec2("Base Dimension", self, DEF_SURF); newInput(1, nodeValue_Vec2("Base Dimension", self, DEF_SURF));
inputs[2] = nodeValue_Float("Vertical Angle", self, 45 ) inputs[2] = nodeValue_Float("Vertical Angle", self, 45 )
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 90, 0.1] }); .setDisplay(VALUE_DISPLAY.slider, { range: [0, 90, 0.1] });
inputs[3] = nodeValue_Float("Distance", self, 4 ); newInput(3, nodeValue_Float("Distance", self, 4 ));
outputs[0] = nodeValue_Output("3DSurf", self, VALUE_TYPE.dynaSurface, noone); outputs[0] = nodeValue_Output("3DSurf", self, VALUE_TYPE.dynaSurface, noone);

View file

@ -1,14 +1,14 @@
function Node_9Slice(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { function Node_9Slice(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Nine Slice"; name = "Nine Slice";
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
inputs[1] = nodeValue_Dimension(self); newInput(1, nodeValue_Dimension(self));
inputs[2] = nodeValue_Padding("Splice", self, [ 0, 0, 0, 0 ]) inputs[2] = nodeValue_Padding("Splice", self, [ 0, 0, 0, 0 ])
.setUnitRef(function(index) { return getDimension(index); }); .setUnitRef(function(index) { return getDimension(index); });
inputs[3] = nodeValue_Enum_Scroll("Filling modes", self, 0, [ "Scale", "Repeat" ]); newInput(3, nodeValue_Enum_Scroll("Filling modes", self, 0, [ "Scale", "Repeat" ]));
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);

View file

@ -6,7 +6,7 @@ function Node_FFT(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) const
.setArrayDepth(1) .setArrayDepth(1)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Enum_Scroll("Preprocess Function", self, 0, [ "None", "Hann" ]); newInput(1, nodeValue_Enum_Scroll("Preprocess Function", self, 0, [ "None", "Hann" ]));
outputs[0] = nodeValue_Output("Array", self, VALUE_TYPE.float, []) outputs[0] = nodeValue_Output("Array", self, VALUE_TYPE.float, [])
.setArrayDepth(1); .setArrayDepth(1);

View file

@ -31,9 +31,9 @@ function Node_FLIP_Apply_Force(_x, _y, _group = noone) : Node(_x, _y, _group) co
inputs[2] = nodeValue_Float("Radius", self, 4 ) inputs[2] = nodeValue_Float("Radius", self, 4 )
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }); .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] });
inputs[3] = nodeValue_Enum_Scroll("Shape", self, 0 , [ new scrollItem("Circle", s_node_shape_circle, 0), new scrollItem("Rectangle", s_node_shape_rectangle, 0), ]); newInput(3, nodeValue_Enum_Scroll("Shape", self, 0 , [ new scrollItem("Circle", s_node_shape_circle, 0), new scrollItem("Rectangle", s_node_shape_rectangle, 0), ]));
inputs[4] = nodeValue_Vec2("Size", self, [ 4, 4 ] ); newInput(4, nodeValue_Vec2("Size", self, [ 4, 4 ] ));
inputs[5] = nodeValue_Surface("Texture", self) inputs[5] = nodeValue_Surface("Texture", self)

View file

@ -15,11 +15,11 @@ function Node_FLIP_Apply_Velocity(_x, _y, _group = noone) : Node(_x, _y, _group)
inputs[2] = nodeValue_Float("Radius", self, 4 ) inputs[2] = nodeValue_Float("Radius", self, 4 )
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }); .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] });
inputs[3] = nodeValue_Vec2("Velocity", self, [ 0, 0 ] ); newInput(3, nodeValue_Vec2("Velocity", self, [ 0, 0 ] ));
inputs[4] = nodeValue_Enum_Scroll("Shape", self, 0 , [ new scrollItem("Circle", s_node_shape_circle, 0), new scrollItem("Rectangle", s_node_shape_rectangle, 0) ]); newInput(4, nodeValue_Enum_Scroll("Shape", self, 0 , [ new scrollItem("Circle", s_node_shape_circle, 0), new scrollItem("Rectangle", s_node_shape_rectangle, 0) ]));
inputs[5] = nodeValue_Vec2("Size", self, [ 4, 4 ] ); newInput(5, nodeValue_Vec2("Size", self, [ 4, 4 ] ));
input_display_list = [ 0, input_display_list = [ 0,
["Velocity", false], 4, 1, 2, 5, 3, ["Velocity", false], 4, 1, 2, 5, 3,

View file

@ -12,12 +12,12 @@ function Node_FLIP_Destroy(_x, _y, _group = noone) : Node(_x, _y, _group) constr
inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ] ) inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ] )
.setUnitRef(function(index) { return getDimension(); }); .setUnitRef(function(index) { return getDimension(); });
inputs[2] = nodeValue_Enum_Scroll("Shape", self, 0 , [ new scrollItem("Circle", s_node_shape_circle, 0), new scrollItem("Rectangle", s_node_shape_rectangle, 0), ]); newInput(2, nodeValue_Enum_Scroll("Shape", self, 0 , [ new scrollItem("Circle", s_node_shape_circle, 0), new scrollItem("Rectangle", s_node_shape_rectangle, 0), ]));
inputs[3] = nodeValue_Float("Radius", self, 4 ) inputs[3] = nodeValue_Float("Radius", self, 4 )
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }); .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] });
inputs[4] = nodeValue_Vec2("Size", self, [ 4, 4 ] ); newInput(4, nodeValue_Vec2("Size", self, [ 4, 4 ] ));
inputs[5] = nodeValue_Float("Ratio", self, 1 ) inputs[5] = nodeValue_Float("Ratio", self, 1 )
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);

View file

@ -7,27 +7,27 @@ function Node_FLIP_Domain(_x, _y, _group = noone) : Node(_x, _y, _group) constru
manual_ungroupable = false; manual_ungroupable = false;
update_on_frame = true; update_on_frame = true;
inputs[0] = nodeValue_Dimension(self); newInput(0, nodeValue_Dimension(self));
inputs[1] = nodeValue_Int("Particle Size", self, 1); newInput(1, nodeValue_Int("Particle Size", self, 1));
inputs[2] = nodeValue_Int("Particle Density", self, 10); newInput(2, nodeValue_Int("Particle Density", self, 10));
inputs[3] = nodeValue_Float("FLIP Ratio", self, 0.8) inputs[3] = nodeValue_Float("FLIP Ratio", self, 0.8)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[4] = nodeValue_Float("Resolve accelerator", self, 1.5); newInput(4, nodeValue_Float("Resolve accelerator", self, 1.5));
inputs[5] = nodeValue_Int("Iteration", self, 8); newInput(5, nodeValue_Int("Iteration", self, 8));
inputs[6] = nodeValue_Float("Damping", self, 0.8) inputs[6] = nodeValue_Float("Damping", self, 0.8)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[7] = nodeValue_Float("Gravity", self, 5); newInput(7, nodeValue_Float("Gravity", self, 5));
inputs[8] = nodeValue_Float("Time Step", self, 0.05); newInput(8, nodeValue_Float("Time Step", self, 0.05));
inputs[9] = nodeValue_Toggle("Wall", self, 0b1111, { data: [ "T", "B", "L", "R" ] }); newInput(9, nodeValue_Toggle("Wall", self, 0b1111, { data: [ "T", "B", "L", "R" ] }));
inputs[10] = nodeValue_Float("Viscosity", self, 0.) inputs[10] = nodeValue_Float("Viscosity", self, 0.)
.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] });
@ -38,7 +38,7 @@ function Node_FLIP_Domain(_x, _y, _group = noone) : Node(_x, _y, _group) constru
inputs[12] = nodeValue_Float("Wall Elasticity", self, 0.) inputs[12] = nodeValue_Float("Wall Elasticity", self, 0.)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
inputs[13] = nodeValue_Rotation("Gravity Direction", self, 0); newInput(13, nodeValue_Rotation("Gravity Direction", self, 0));
input_display_list = [ input_display_list = [
["Domain", false], 0, 1, 9, 12, ["Domain", false], 0, 1, 9, 12,

View file

@ -11,28 +11,28 @@ function Node_FLIP_Render(_x, _y, _group = noone) : Node(_x, _y, _group) constru
inputs[1] = nodeValue_Float("Merge threshold", self, 0.75) inputs[1] = nodeValue_Float("Merge threshold", self, 0.75)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[2] = nodeValue_Range("Lifespan", self, [ 0, 0 ], { linked : true }); newInput(2, nodeValue_Range("Lifespan", self, [ 0, 0 ], { linked : true }));
inputs[3] = nodeValue_Float("Particle expansion", self, 20); newInput(3, nodeValue_Float("Particle expansion", self, 20));
inputs[4] = nodeValue_Bool("Draw obstracles", self, true); newInput(4, nodeValue_Bool("Draw obstracles", self, true));
inputs[5] = nodeValue_Surface("Fluid particle", self); newInput(5, nodeValue_Surface("Fluid particle", self));
inputs[6] = nodeValue_Enum_Scroll("Render type", self, 0, [ new scrollItem("Particle", s_node_flip_render, 0), inputs[6] = nodeValue_Enum_Scroll("Render type", self, 0, [ new scrollItem("Particle", s_node_flip_render, 0),
new scrollItem("Line", s_node_flip_render, 1), ] ); new scrollItem("Line", s_node_flip_render, 1), ] );
inputs[7] = nodeValue_Bool("Threshold", self, true); newInput(7, nodeValue_Bool("Threshold", self, true));
inputs[8] = nodeValue_Bool("Additive", self, true); newInput(8, nodeValue_Bool("Additive", self, true));
inputs[9] = nodeValue_Slider_Range("Alpha", self, [ 1, 1 ]); newInput(9, nodeValue_Slider_Range("Alpha", self, [ 1, 1 ]));
inputs[10] = nodeValue_Int("Segments", self, 1); newInput(10, nodeValue_Int("Segments", self, 1));
inputs[11] = nodeValue_Gradient("Color Over Velocity", self, new gradientObject(cola(c_white))); newInput(11, nodeValue_Gradient("Color Over Velocity", self, new gradientObject(cola(c_white))));
inputs[12] = nodeValue_Range("Velocity Map", self, [ 0, 10 ]); newInput(12, nodeValue_Range("Velocity Map", self, [ 0, 10 ]));
input_display_list = [ 0, 5, input_display_list = [ 0, 5,
["Rendering", false], 6, 10, 3, 4, 9, ["Rendering", false], 6, 10, 3, 4, 9,

View file

@ -12,7 +12,7 @@ function Node_FLIP_Repel(_x, _y, _group = noone) : Node(_x, _y, _group) construc
inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ] ) inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ] )
.setUnitRef(function(index) { return getDimension(); }); .setUnitRef(function(index) { return getDimension(); });
inputs[2] = nodeValue_Float("Radius", self, 4 ); newInput(2, nodeValue_Float("Radius", self, 4 ));
inputs[3] = nodeValue_Float("Strength", self, 4 ) inputs[3] = nodeValue_Float("Strength", self, 4 )
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 16, 0.1 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 16, 0.1 ] });

View file

@ -9,20 +9,20 @@ function Node_FLIP_Spawner(_x, _y, _group = noone) : Node(_x, _y, _group) constr
inputs[0] = nodeValue_Fdomain("Domain", self, noone ) inputs[0] = nodeValue_Fdomain("Domain", self, noone )
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Enum_Scroll("Spawn Shape", self, 0 , [ new scrollItem("Circle", s_node_shape_circle, 0), new scrollItem("Rectangle", s_node_shape_rectangle, 0), "Surface" ]); newInput(1, nodeValue_Enum_Scroll("Spawn Shape", self, 0 , [ new scrollItem("Circle", s_node_shape_circle, 0), new scrollItem("Rectangle", s_node_shape_rectangle, 0), "Surface" ]));
inputs[2] = nodeValue_Vec2("Spawn Position", self, [ 0.5, 0.25 ] ) inputs[2] = nodeValue_Vec2("Spawn Position", self, [ 0.5, 0.25 ] )
.setUnitRef(function(index) { return getDimension(); }, VALUE_UNIT.reference); .setUnitRef(function(index) { return getDimension(); }, VALUE_UNIT.reference);
inputs[3] = nodeValue_Enum_Button("Spawn Type", self, 0 , [ "Stream", "Splash" ]); newInput(3, nodeValue_Enum_Button("Spawn Type", self, 0 , [ "Stream", "Splash" ]));
inputs[4] = nodeValue_Int("Spawn Frame", self, 0 ); newInput(4, nodeValue_Int("Spawn Frame", self, 0 ));
inputs[5] = nodeValue_Float("Spawn Amount", self, 8 ); newInput(5, nodeValue_Float("Spawn Amount", self, 8 ));
inputs[6] = nodeValue_Range("Spawn Velocity", self, [ 0, 0 ] ); newInput(6, nodeValue_Range("Spawn Velocity", self, [ 0, 0 ] ));
inputs[7] = nodeValue_Surface("Spawn Surface", self); newInput(7, nodeValue_Surface("Spawn Surface", self));
inputs[8] = nodeValue_Float("Spawn Radius", self, 2 ) inputs[8] = nodeValue_Float("Spawn Radius", self, 2 )
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }); .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] });
@ -30,14 +30,14 @@ function Node_FLIP_Spawner(_x, _y, _group = noone) : Node(_x, _y, _group) constr
inputs[9] = nodeValue_Int("Seed", self, seed_random(6)) inputs[9] = nodeValue_Int("Seed", self, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[9].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[9].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
inputs[10] = nodeValue_Rotation_Random("Spawn Direction", self, [ 0, 45, 135, 0, 0 ] ); newInput(10, nodeValue_Rotation_Random("Spawn Direction", self, [ 0, 45, 135, 0, 0 ] ));
inputs[11] = nodeValue_Float("Inherit Velocity", self, 0 ) inputs[11] = nodeValue_Float("Inherit Velocity", self, 0 )
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[12] = nodeValue_Int("Spawn Duration", self, 1 ); newInput(12, nodeValue_Int("Spawn Duration", self, 1 ));
inputs[13] = nodeValue_Vec2("Spawn Szie", self, [ 2, 2 ] ); newInput(13, nodeValue_Vec2("Spawn Szie", self, [ 2, 2 ] ));
input_display_list = [ 0, 9, input_display_list = [ 0, 9,
["Spawner", false], 1, 7, 8, 13, 2, 3, 4, 12, 5, ["Spawner", false], 1, 7, 8, 13, 2, 3, 4, 12, 5,

View file

@ -9,11 +9,11 @@ function Node_FLIP_Update(_x, _y, _group = noone) : Node(_x, _y, _group) constru
inputs[0] = nodeValue_Fdomain("Domain", self, noone) inputs[0] = nodeValue_Fdomain("Domain", self, noone)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Bool("Update", self, true); newInput(1, nodeValue_Bool("Update", self, true));
inputs[2] = nodeValue_Bool("Override timestep", self, false); newInput(2, nodeValue_Bool("Override timestep", self, false));
inputs[3] = nodeValue_Float("Timestep", self, 0.01); newInput(3, nodeValue_Float("Timestep", self, 0.01));
input_display_list = [ 0, 1, input_display_list = [ 0, 1,
["Timestep", false], 2, 3, ["Timestep", false], 2, 3,

View file

@ -12,7 +12,7 @@ function Node_FLIP_Vortex(_x, _y, _group = noone) : Node(_x, _y, _group) constru
inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ] ) inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ] )
.setUnitRef(function(index) { return getDimension(); }); .setUnitRef(function(index) { return getDimension(); });
inputs[2] = nodeValue_Float("Radius", self, 4 ); newInput(2, nodeValue_Float("Radius", self, 4 ));
inputs[3] = nodeValue_Float("Strength", self, 4 ) inputs[3] = nodeValue_Float("Strength", self, 4 )
.setDisplay(VALUE_DISPLAY.slider, { range: [ -8, 8, 0.01 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ -8, 8, 0.01 ] });

View file

@ -9,7 +9,7 @@ function Node_FLIP_Wall(_x, _y, _group = noone) : Node(_x, _y, _group) construct
inputs[0] = nodeValue_Fdomain("Domain", self, noone ) inputs[0] = nodeValue_Fdomain("Domain", self, noone )
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Area("Area", self, DEF_AREA , { useShape : false }); newInput(1, nodeValue_Area("Area", self, DEF_AREA , { useShape : false }));
input_display_list = [ 0, input_display_list = [ 0,
["Collider", false], 1 ["Collider", false], 1

View file

@ -1,9 +1,9 @@
function Node_FXAA(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { function Node_FXAA(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "FXAA"; name = "FXAA";
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
inputs[1] = nodeValue_Bool("Active", self, true); newInput(1, nodeValue_Bool("Active", self, true));
inputs[2] = nodeValue_Float("Distance", self, 0.5) inputs[2] = nodeValue_Float("Distance", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);

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@ -10,11 +10,11 @@ function Node_BW(_x, _y) : Node_Processor(_x, _y) constructor {
uniform_exp = shader_get_uniform(sh_bw, "brightness"); uniform_exp = shader_get_uniform(sh_bw, "brightness");
uniform_con = shader_get_uniform(sh_bw, "contrast"); uniform_con = shader_get_uniform(sh_bw, "contrast");
inputs[| 0] = new NodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); newInput(| 0, NodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0));
inputs[| 1] = new NodeValue_Float(1, "Brightness", self, 0); newInput(| 1, NodeValue_Float(1, "Brightness", self, 0));
inputs[| 1].setDisplay(VALUE_DISPLAY.slider, [ -1, 1, 0.01]); inputs[| 1].setDisplay(VALUE_DISPLAY.slider, [ -1, 1, 0.01]);
inputs[| 2] = new NodeValue_Float(2, "Contrast", self, 1); newInput(| 2, NodeValue_Float(2, "Contrast", self, 1));
inputs[| 2].setDisplay(VALUE_DISPLAY.slider, [ -1, 4, 0.01]); inputs[| 2].setDisplay(VALUE_DISPLAY.slider, [ -1, 4, 0.01]);
outputs[| 0] = new nodeValue_Output(0, "Surface out", self, VALUE_TYPE.surface, surface_create(1, 1)); outputs[| 0] = new nodeValue_Output(0, "Surface out", self, VALUE_TYPE.surface, surface_create(1, 1));

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@ -1,9 +1,9 @@
function Node_PCX_Array_Get(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor { function Node_PCX_Array_Get(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor {
name = "Array Get"; name = "Array Get";
inputs[0] = nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(0, nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
inputs[1] = nodeValue("Index", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(1, nodeValue("Index", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone); outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone);

View file

@ -1,11 +1,11 @@
function Node_PCX_Array_Set(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor { function Node_PCX_Array_Set(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor {
name = "Array Set"; name = "Array Set";
inputs[0] = nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(0, nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
inputs[1] = nodeValue("Index", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(1, nodeValue("Index", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
inputs[2] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(2, nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone); outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone);

View file

@ -1,11 +1,11 @@
function Node_PCX_Condition(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor { function Node_PCX_Condition(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor {
name = "Condition"; name = "Condition";
inputs[0] = nodeValue("Condition", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(0, nodeValue("Condition", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
inputs[1] = nodeValue("True", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(1, nodeValue("True", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
inputs[2] = nodeValue("False", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(2, nodeValue("False", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone); outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone);

View file

@ -4,7 +4,7 @@ function Node_PCX_Equation(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) co
setDimension(96, 48); setDimension(96, 48);
ast = noone; ast = noone;
inputs[0] = nodeValue_Text("Equation", self, ""); newInput(0, nodeValue_Text("Equation", self, ""));
outputs[0] = nodeValue_Output("Result", self, VALUE_TYPE.PCXnode, noone ); outputs[0] = nodeValue_Output("Result", self, VALUE_TYPE.PCXnode, noone );

View file

@ -7,11 +7,11 @@ function Node_PCX_fn_Math(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) con
"Min", "Max", "Clamp", -1, "Min", "Max", "Clamp", -1,
"Lerp" ]); "Lerp" ]);
inputs[1] = nodeValue("x", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(1, nodeValue("x", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
inputs[2] = nodeValue("y", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(2, nodeValue("y", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
inputs[3] = nodeValue("z", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(3, nodeValue("z", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone); outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone);

View file

@ -1,11 +1,11 @@
function Node_PCX_fn_Random(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor { function Node_PCX_fn_Random(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor {
name = "Random"; name = "Random";
inputs[0] = nodeValue("Min", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(0, nodeValue("Min", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
inputs[1] = nodeValue("Max", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(1, nodeValue("Max", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
inputs[2] = nodeValue_Bool("Integer", self, false); newInput(2, nodeValue_Bool("Integer", self, false));
outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone); outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone);

View file

@ -1,7 +1,7 @@
function Node_PCX_fn_Surface_Height(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor { function Node_PCX_fn_Surface_Height(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor {
name = "Surface Height"; name = "Surface Height";
inputs[0] = nodeValue("Surface", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(0, nodeValue("Surface", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone); outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone);

View file

@ -1,7 +1,7 @@
function Node_PCX_fn_Surface_Width(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor { function Node_PCX_fn_Surface_Width(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor {
name = "Surface Width"; name = "Surface Width";
inputs[0] = nodeValue("Surface", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone); newInput(0, nodeValue("Surface", self, JUNCTION_CONNECT.input, VALUE_TYPE.PCXnode, noone));
outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone); outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone);

View file

@ -2,7 +2,7 @@ function Node_PCX_fn_var(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) cons
name = "Fn Variable"; name = "Fn Variable";
w = 64; w = 64;
inputs[0] = nodeValue("Default Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0); newInput(0, nodeValue("Default Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0));
outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone); outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone);

View file

@ -1,9 +1,9 @@
function Node_PCX_var(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor { function Node_PCX_var(_x, _y, _group = noone) : Node_PCX(_x, _y, _group) constructor {
name = "Variable"; name = "Variable";
inputs[0] = nodeValue_Text("Name", self, ""); newInput(0, nodeValue_Text("Name", self, ""));
inputs[1] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, -1); newInput(1, nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, -1));
outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone); outputs[0] = nodeValue_Output("PCX", self, VALUE_TYPE.PCXnode, noone);

View file

@ -4,7 +4,7 @@ function Node_VFX_Attract(_x, _y, _group = noone) : Node_VFX_effector(_x, _y, _g
inputs[4].setVisible(false, false); inputs[4].setVisible(false, false);
inputs[effector_input_length + 0] = nodeValue_Bool("Destroy when reach middle", self, false ); newInput(effector_input_length + 0, nodeValue_Bool("Destroy when reach middle", self, false ));
array_push(input_display_list, effector_input_length + 0); array_push(input_display_list, effector_input_length + 0);

View file

@ -6,11 +6,11 @@ function Node_VFX_Oscillate(_x, _y, _group = noone) : Node_VFX_effector(_x, _y,
inputs[6].setVisible(false, false); inputs[6].setVisible(false, false);
inputs[7].setVisible(false, false); inputs[7].setVisible(false, false);
inputs[effector_input_length + 0] = nodeValue_Float("Amplitude", self, 2 ); newInput(effector_input_length + 0, nodeValue_Float("Amplitude", self, 2 ));
inputs[effector_input_length + 1] = nodeValue_Float("Frequency", self, 0.2 ); newInput(effector_input_length + 1, nodeValue_Float("Frequency", self, 0.2 ));
inputs[effector_input_length + 2] = nodeValue_Bool("Multiply by speed", self, false ); newInput(effector_input_length + 2, nodeValue_Bool("Multiply by speed", self, false ));
array_push(input_display_list, effector_input_length + 0, effector_input_length + 1, effector_input_length + 2); array_push(input_display_list, effector_input_length + 0, effector_input_length + 1, effector_input_length + 2);

View file

@ -10,15 +10,15 @@ function Node_VFX_Override(_x, _y, _group = noone) : Node(_x, _y, _group) constr
inputs[0] = nodeValue_Particle("Particles", self, -1 ) inputs[0] = nodeValue_Particle("Particles", self, -1 )
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Float("Positions", self, noone ); newInput(1, nodeValue_Float("Positions", self, noone ));
inputs[2] = nodeValue_Float("Rotations", self, noone ); newInput(2, nodeValue_Float("Rotations", self, noone ));
inputs[3] = nodeValue_Float("Scales", self, noone ); newInput(3, nodeValue_Float("Scales", self, noone ));
inputs[4] = nodeValue_Color("Blend", self, noone ); newInput(4, nodeValue_Color("Blend", self, noone ));
inputs[5] = nodeValue_Float("Alpha", self, noone ); newInput(5, nodeValue_Float("Alpha", self, noone ));
inputs[6] = nodeValue_Surface("Surface", self) inputs[6] = nodeValue_Surface("Surface", self)
.setVisible(true, false); .setVisible(true, false);

View file

@ -6,7 +6,7 @@ function Node_VFX_Renderer(_x, _y, _group = noone) : Node(_x, _y, _group) constr
manual_ungroupable = false; manual_ungroupable = false;
inputs[0] = nodeValue_Vec2("Output dimension", self, DEF_SURF ); newInput(0, nodeValue_Vec2("Output dimension", self, DEF_SURF ));
inputs[1] = nodeValue_Bool("Round position", self, true, "Round position to the closest integer value to avoid jittering.") inputs[1] = nodeValue_Bool("Round position", self, true, "Round position to the closest integer value to avoid jittering.")
.rejectArray(); .rejectArray();

View file

@ -7,7 +7,7 @@ function Node_VFX_Renderer_Output(_x, _y, _group = noone) : Node_Group_Output(_x
manual_ungroupable = false; manual_ungroupable = false;
previewable = true; previewable = true;
inputs[0] = nodeValue_Vec2("Output dimension", self, DEF_SURF); newInput(0, nodeValue_Vec2("Output dimension", self, DEF_SURF));
inputs[1] = nodeValue_Bool("Round position", self, true, "Round position to the closest integer value to avoid jittering.") inputs[1] = nodeValue_Bool("Round position", self, true, "Round position to the closest integer value to avoid jittering.")
.rejectArray(); .rejectArray();

View file

@ -15,7 +15,7 @@ function Node_VFX_Spawner(_x, _y, _group = noone) : Node_VFX_Spawner_Base(_x, _y
inputs[input_len + 0] = nodeValue("Spawn trigger", self, JUNCTION_CONNECT.input, VALUE_TYPE.node, false) inputs[input_len + 0] = nodeValue("Spawn trigger", self, JUNCTION_CONNECT.input, VALUE_TYPE.node, false)
.setVisible(true, true); .setVisible(true, true);
inputs[input_len + 1] = nodeValue_Int("Step interval", self, 1, "How often the 'on step' event is triggered.\nWith 1 being trigger every frame, 2 means triggered once every 2 frames."); newInput(input_len + 1, nodeValue_Int("Step interval", self, 1, "How often the 'on step' event is triggered.\nWith 1 being trigger every frame, 2 means triggered once every 2 frames."));
outputs[0] = nodeValue_Output("Particles", self, VALUE_TYPE.particle, [] ); outputs[0] = nodeValue_Output("Particles", self, VALUE_TYPE.particle, [] );
outputs[1] = nodeValue_Output("On create", self, VALUE_TYPE.node, noone ); outputs[1] = nodeValue_Output("On create", self, VALUE_TYPE.node, noone );

View file

@ -13,9 +13,9 @@ function Node_VFX_Trail(_x, _y, _group = noone) : Node(_x, _y, _group) construct
inputs[0] = nodeValue_Particle("Particles", self, -1 ) inputs[0] = nodeValue_Particle("Particles", self, -1 )
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Int("Life", self, 4 ); newInput(1, nodeValue_Int("Life", self, 4 ));
inputs[2] = nodeValue_Bool("Color", self, false ); newInput(2, nodeValue_Bool("Color", self, false ));
outputs[0] = nodeValue_Output("Path", self, VALUE_TYPE.pathnode, self); outputs[0] = nodeValue_Output("Path", self, VALUE_TYPE.pathnode, self);

View file

@ -14,18 +14,18 @@ function Node_VFX_Triangulate(_x, _y, _group = noone) : Node(_x, _y, _group) con
manual_ungroupable = false; manual_ungroupable = false;
inputs[0] = nodeValue_Vec2("Output dimension", self, DEF_SURF ); newInput(0, nodeValue_Vec2("Output dimension", self, DEF_SURF ));
inputs[1] = nodeValue_Particle("Particles", self, -1 ) inputs[1] = nodeValue_Particle("Particles", self, -1 )
.setVisible(true, true); .setVisible(true, true);
inputs[2] = nodeValue_Float("Thickness", self, 1 ); newInput(2, nodeValue_Float("Thickness", self, 1 ));
inputs[3] = nodeValue_Color("Color", self, c_white ); newInput(3, nodeValue_Color("Color", self, c_white ));
inputs[4] = nodeValue_Bool("Inherit Thickness", self, false ); newInput(4, nodeValue_Bool("Inherit Thickness", self, false ));
inputs[5] = nodeValue_Bool("Inherit Color", self, false ); newInput(5, nodeValue_Bool("Inherit Color", self, false ));
outputs[0] = nodeValue_Output("Triangles", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("Triangles", self, VALUE_TYPE.surface, noone);

View file

@ -4,9 +4,9 @@ function Node_VFX_Turbulence(_x, _y, _group = noone) : Node_VFX_effector(_x, _y,
inputs[4].setVisible(false, false); inputs[4].setVisible(false, false);
inputs[effector_input_length + 0] = nodeValue_Float("Turbulence scale", self, 1 ); newInput(effector_input_length + 0, nodeValue_Float("Turbulence scale", self, 1 ));
inputs[effector_input_length + 1] = nodeValue_Bool("Constant seed", self, false ); newInput(effector_input_length + 1, nodeValue_Bool("Constant seed", self, false ));
array_push(input_display_list, effector_input_length + 0, effector_input_length + 1); array_push(input_display_list, effector_input_length + 0, effector_input_length + 1);

View file

@ -4,11 +4,11 @@ function Node_VFX_Vortex(_x, _y, _group = noone) : Node_VFX_effector(_x, _y, _gr
inputs[4].setVisible(false, false); inputs[4].setVisible(false, false);
inputs[effector_input_length + 0] = nodeValue_Float("Attraction force", self, 2 ); newInput(effector_input_length + 0, nodeValue_Float("Attraction force", self, 2 ));
inputs[effector_input_length + 1] = nodeValue_Bool("Clockwise", self, true ); newInput(effector_input_length + 1, nodeValue_Bool("Clockwise", self, true ));
inputs[effector_input_length + 2] = nodeValue_Bool("Destroy when reach middle", self, false ); newInput(effector_input_length + 2, nodeValue_Bool("Destroy when reach middle", self, false ));
array_push(input_display_list, effector_input_length + 0, effector_input_length + 1, effector_input_length + 2); array_push(input_display_list, effector_input_length + 0, effector_input_length + 1, effector_input_length + 2);

View file

@ -1,24 +1,24 @@
function Node_Active_Canvas(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { function Node_Active_Canvas(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = "Active Canvas"; name = "Active Canvas";
inputs[0] = nodeValue_Dimension(self); newInput(0, nodeValue_Dimension(self));
inputs[1] = nodeValue_Surface("Texture", self); newInput(1, nodeValue_Surface("Texture", self));
inputs[2] = nodeValue_Vec2("Position", self, [ 0, 0 ] ); newInput(2, nodeValue_Vec2("Position", self, [ 0, 0 ] ));
inputs[3] = nodeValue_Rotation("Rotation", self, 0); newInput(3, nodeValue_Rotation("Rotation", self, 0));
inputs[4] = nodeValue_Vec2("Scale", self, [ 1, 1 ] ); newInput(4, nodeValue_Vec2("Scale", self, [ 1, 1 ] ));
inputs[5] = nodeValue_Color("Color", self, c_white ); newInput(5, nodeValue_Color("Color", self, c_white ));
inputs[6] = nodeValue_Float("Alpha", self, 1 ) inputs[6] = nodeValue_Float("Alpha", self, 1 )
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[7] = nodeValue_Bool("Active", self, true ); newInput(7, nodeValue_Bool("Active", self, true ));
inputs[8] = nodeValue_Range("Distance", self, [ 1, 1 ] , { linked : true }); newInput(8, nodeValue_Range("Distance", self, [ 1, 1 ] , { linked : true }));
outputs[0] = nodeValue_Output("Output", self, VALUE_TYPE.surface, noone ); outputs[0] = nodeValue_Output("Output", self, VALUE_TYPE.surface, noone );

View file

@ -1,17 +1,17 @@
function Node_Alpha_Cutoff(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { function Node_Alpha_Cutoff(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Alpha Cutoff"; name = "Alpha Cutoff";
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
inputs[1] = nodeValue_Float("Minimum", self, 0.2, "Any pixel with less alpha (more transparent) than this will be removed.") inputs[1] = nodeValue_Float("Minimum", self, 0.2, "Any pixel with less alpha (more transparent) than this will be removed.")
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[2] = nodeValue_Surface("Mask", self); newInput(2, nodeValue_Surface("Mask", self));
inputs[3] = nodeValue_Float("Mix", self, 1) inputs[3] = nodeValue_Float("Mix", self, 1)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[4] = nodeValue_Bool("Active", self, true); newInput(4, nodeValue_Bool("Active", self, true));
active_index = 4; active_index = 4;
__init_mask_modifier(2); // inputs 5, 6, __init_mask_modifier(2); // inputs 5, 6,

View file

@ -1,9 +1,9 @@
function Node_Alpha_Grey(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { function Node_Alpha_Grey(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Alpha to Grey"; name = "Alpha to Grey";
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
inputs[1] = nodeValue_Bool("Active", self, true); newInput(1, nodeValue_Bool("Active", self, true));
active_index = 1; active_index = 1;
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);

View file

@ -14,7 +14,7 @@ function Node_Alpha_Hash(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
15, 47, 7, 39, 13, 45, 5, 37, 15, 47, 7, 39, 13, 45, 5, 37,
63, 31, 55, 23, 61, 29, 53, 21]; 63, 31, 55, 23, 61, 29, 53, 21];
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);

View file

@ -4,14 +4,14 @@ function Node_Anim_Curve(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
setDimension(96, 48); setDimension(96, 48);
inputs[0] = nodeValue("Curve", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01); newInput(0, nodeValue("Curve", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01));
inputs[1] = nodeValue_Float("Progress", self, 0) inputs[1] = nodeValue_Float("Progress", self, 0)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);
inputs[2] = nodeValue_Float("Minimum", self, 0); newInput(2, nodeValue_Float("Minimum", self, 0));
inputs[3] = nodeValue_Float("Maximum", self, 1); newInput(3, nodeValue_Float("Maximum", self, 1));
inputs[4] = nodeValue_Bool("Animated", self, false); newInput(4, nodeValue_Bool("Animated", self, false));
outputs[0] = nodeValue_Output("Curve", self, VALUE_TYPE.float, []); outputs[0] = nodeValue_Output("Curve", self, VALUE_TYPE.float, []);

View file

@ -2,19 +2,19 @@ function Node_Animation_Control(_x, _y, _group = noone) : Node(_x, _y, _group) c
name = "Animation Control"; name = "Animation Control";
setDimension(96, 96); setDimension(96, 96);
inputs[0] = nodeValue_Trigger("Toggle Play / Pause", self, false ); newInput(0, nodeValue_Trigger("Toggle Play / Pause", self, false ));
inputs[1] = nodeValue_Trigger("Pause", self, false ); newInput(1, nodeValue_Trigger("Pause", self, false ));
inputs[2] = nodeValue_Trigger("Resume", self, false ); newInput(2, nodeValue_Trigger("Resume", self, false ));
inputs[3] = nodeValue_Trigger("Play From Beginning", self, false ); newInput(3, nodeValue_Trigger("Play From Beginning", self, false ));
inputs[4] = nodeValue_Trigger("Play once", self, false ); newInput(4, nodeValue_Trigger("Play once", self, false ));
inputs[5] = nodeValue_Trigger("Skip Frames", self, false ); newInput(5, nodeValue_Trigger("Skip Frames", self, false ));
inputs[6] = nodeValue_Int("Skip Frames Count", self, 1); newInput(6, nodeValue_Int("Skip Frames Count", self, 1));
static step = function() { static step = function() {
if(getInputData(0)) if(getInputData(0))

View file

@ -2,7 +2,7 @@ function Node_Application_In(_x, _y, _group = noone) : Node(_x, _y, _group) cons
name = "GUI In"; name = "GUI In";
update_on_frame = true; update_on_frame = true;
inputs[0] = nodeValue_Surface("GUI", self); newInput(0, nodeValue_Surface("GUI", self));
APP_SURF_OVERRIDE = true; APP_SURF_OVERRIDE = true;

View file

@ -14,7 +14,7 @@ function Node_Area(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
new scrollItem("Elipse", s_node_shape_circle, 0) new scrollItem("Elipse", s_node_shape_circle, 0)
]); ]);
inputs[3] = nodeValue_Enum_Scroll("Type", self, 0, [ "Center Span", "Two Point" ]); newInput(3, nodeValue_Enum_Scroll("Type", self, 0, [ "Center Span", "Two Point" ]));
outputs[0] = nodeValue_Output("Area", self, VALUE_TYPE.float, [ 0, 0, 0, 0, AREA_SHAPE.rectangle ]) outputs[0] = nodeValue_Output("Area", self, VALUE_TYPE.float, [ 0, 0, 0, 0, AREA_SHAPE.rectangle ])
.setDisplay(VALUE_DISPLAY.vector); .setDisplay(VALUE_DISPLAY.vector);

View file

@ -4,11 +4,11 @@ function Node_Argument(_x, _y, _group = noone) : Node(_x, _y, _group) constructo
draw_padding = 8; draw_padding = 8;
inputs[0] = nodeValue_Text("Tag", self, ""); newInput(0, nodeValue_Text("Tag", self, ""));
inputs[1] = nodeValue_Enum_Scroll("Type", self, 0, [ "String", "Number" ]); newInput(1, nodeValue_Enum_Scroll("Type", self, 0, [ "String", "Number" ]));
inputs[2] = nodeValue_Text("Default value", self, ""); newInput(2, nodeValue_Text("Default value", self, ""));
outputs[0] = nodeValue_Output("Value", self, VALUE_TYPE.text, ""); outputs[0] = nodeValue_Output("Value", self, VALUE_TYPE.text, "");

View file

@ -2,7 +2,7 @@ function Node_Armature(_x, _y, _group = noone) : Node(_x, _y, _group) constructo
name = "Armature Create"; name = "Armature Create";
setDimension(96, 72); setDimension(96, 72);
//inputs[0] = nodeValue_Int("Axis", self, 0); //newInput(0, nodeValue_Int("Axis", self, 0));
bone_renderer = new Inspector_Custom_Renderer(function(_x, _y, _w, _m, _hover, _focus) { #region bone_renderer = new Inspector_Custom_Renderer(function(_x, _y, _w, _m, _hover, _focus) { #region
var _b = attributes.bones; var _b = attributes.bones;

View file

@ -12,7 +12,7 @@ function Node_Armature_Bind(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
name = "Armature Bind"; name = "Armature Bind";
batch_output = false; batch_output = false;
inputs[0] = nodeValue_Dimension(self); newInput(0, nodeValue_Dimension(self));
inputs[1] = nodeValue_Armature("Armature", self, noone) inputs[1] = nodeValue_Armature("Armature", self, noone)
.setVisible(true, true) .setVisible(true, true)
@ -22,7 +22,7 @@ function Node_Armature_Bind(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
.setVisible(true, true) .setVisible(true, true)
.setArrayDepth(1); .setArrayDepth(1);
inputs[3] = nodeValue_Vec2("Bone transform", self, [ 0, 0 ]); newInput(3, nodeValue_Vec2("Bone transform", self, [ 0, 0 ]));
inputs[4] = nodeValue_Float("Bone scale", self, 1) inputs[4] = nodeValue_Float("Bone scale", self, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.1, 2, 0.01 ] }); .setDisplay(VALUE_DISPLAY.slider, { range: [ 0.1, 2, 0.01 ] });
@ -395,18 +395,18 @@ function Node_Armature_Bind(_x, _y, _group = noone) : Node_Processor(_x, _y, _gr
var index = array_length(inputs); var index = array_length(inputs);
var _s = floor((index - input_fix_len) / data_length); var _s = floor((index - input_fix_len) / data_length);
inputs[index + 0] = nodeValue_Surface("Surface", self); newInput(index + 0, nodeValue_Surface("Surface", self));
inputs[index + 0].surface_index = index; inputs[index + 0].surface_index = index;
inputs[index + 0].hover_effect = 0; inputs[index + 0].hover_effect = 0;
inputs[index + 0].display_data.bone_id = ""; inputs[index + 0].display_data.bone_id = "";
inputs[index + 1] = nodeValue_Float("Transform", self, [ 0, 0, 0, 1, 1 ] ) inputs[index + 1] = nodeValue_Float("Transform", self, [ 0, 0, 0, 1, 1 ] )
.setDisplay(VALUE_DISPLAY.transform); .setDisplay(VALUE_DISPLAY.transform);
inputs[index + 2] = nodeValue_Bool("Inherit Rotation", self, true ); newInput(index + 2, nodeValue_Bool("Inherit Rotation", self, true ));
inputs[index + 3] = nodeValue_Bool("Apply Bone Rotation", self, false ); newInput(index + 3, nodeValue_Bool("Apply Bone Rotation", self, false ));
inputs[index + 4] = nodeValue_Bool("Inherit Scale", self, false ); newInput(index + 4, nodeValue_Bool("Inherit Scale", self, false ));
inputs[index + 5] = nodeValue_Bool("Apply Bone Scale", self, false ); newInput(index + 5, nodeValue_Bool("Apply Bone Scale", self, false ));
for( var i = 0; i < data_length; i++ ) for( var i = 0; i < data_length; i++ )
array_push(input_display_list, index + i); array_push(input_display_list, index + i);

View file

@ -6,7 +6,7 @@ function Node_Armature_Sample(_x, _y, _group = noone) : Node(_x, _y, _group) con
.setVisible(true, true) .setVisible(true, true)
.rejectArray(); .rejectArray();
inputs[1] = nodeValue_Text("Bone name", self, ""); newInput(1, nodeValue_Text("Bone name", self, ""));
inputs[2] = nodeValue_Float("Sample point", self, 0) inputs[2] = nodeValue_Float("Sample point", self, 0)
.setDisplay(VALUE_DISPLAY.slider); .setDisplay(VALUE_DISPLAY.slider);

View file

@ -6,9 +6,9 @@ function Node_Array_Copy(_x, _y, _group = noone) : Node(_x, _y, _group) construc
.setArrayDepth(1) .setArrayDepth(1)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Int("Starting Index", self, 0); newInput(1, nodeValue_Int("Starting Index", self, 0));
inputs[2] = nodeValue_Int("Size", self, 1); newInput(2, nodeValue_Int("Size", self, 1));
outputs[0] = nodeValue_Output("Array", self, VALUE_TYPE.any, 0) outputs[0] = nodeValue_Output("Array", self, VALUE_TYPE.any, 0)
.setArrayDepth(1); .setArrayDepth(1);

View file

@ -5,7 +5,7 @@ function Node_Array_CSV_Parse(_x, _y, _group = noone) : Node(_x, _y, _group) con
inputs[0] = nodeValue_Text("CSV string", self, 0) inputs[0] = nodeValue_Text("CSV string", self, 0)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Int("Skip line", self, 0); newInput(1, nodeValue_Int("Skip line", self, 0));
outputs[0] = nodeValue_Output("Array", self, VALUE_TYPE.any, 0) outputs[0] = nodeValue_Output("Array", self, VALUE_TYPE.any, 0)
.setArrayDepth(1); .setArrayDepth(1);

View file

@ -5,7 +5,7 @@ function Node_Array_Insert(_x, _y, _group = noone) : Node(_x, _y, _group) constr
inputs[0] = nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0) inputs[0] = nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Int("Index", self, 0); newInput(1, nodeValue_Int("Index", self, 0));
inputs[2] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0) inputs[2] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0)
.setVisible(true, true); .setVisible(true, true);

View file

@ -8,7 +8,7 @@ function Node_Array_Remove(_x, _y, _group = noone) : Node(_x, _y, _group) constr
inputs[1] = nodeValue_Enum_Button("Type", self, 0, [ "Index", "Value" ]) inputs[1] = nodeValue_Enum_Button("Type", self, 0, [ "Index", "Value" ])
.rejectArray(); .rejectArray();
inputs[2] = nodeValue_Int("Index", self, 0); newInput(2, nodeValue_Int("Index", self, 0));
inputs[3] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0) inputs[3] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0)
.setVisible(true, true); .setVisible(true, true);

View file

@ -5,7 +5,7 @@ function Node_Array_Set(_x, _y, _group = noone) : Node(_x, _y, _group) construct
inputs[0] = nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0) inputs[0] = nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Int("Index", self, 0); newInput(1, nodeValue_Int("Index", self, 0));
inputs[2] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0) inputs[2] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0)
.setVisible(true, true); .setVisible(true, true);

View file

@ -35,9 +35,9 @@ function Node_ASE_File_Read(_x, _y, _group = noone) : Node(_x, _y, _group) const
inputs[1] = nodeValue_Trigger("Generate layers", self, false ) inputs[1] = nodeValue_Trigger("Generate layers", self, false )
.setDisplay(VALUE_DISPLAY.button, { name: "Generate", UI : true, onClick: function() { refreshLayers(); } }); .setDisplay(VALUE_DISPLAY.button, { name: "Generate", UI : true, onClick: function() { refreshLayers(); } });
inputs[2] = nodeValue_Text("Current tag", self, ""); newInput(2, nodeValue_Text("Current tag", self, ""));
inputs[3] = nodeValue_Bool("Use cel dimension", self, false); newInput(3, nodeValue_Bool("Use cel dimension", self, false));
outputs[0] = nodeValue_Output("Output", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("Output", self, VALUE_TYPE.surface, noone);

View file

@ -1,12 +1,12 @@
function Node_Atlas(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { function Node_Atlas(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Pixel Expand"; name = "Pixel Expand";
inputs[0] = nodeValue_Surface("Surface in", self); newInput(0, nodeValue_Surface("Surface in", self));
inputs[1] = nodeValue_Bool("Active", self, true); newInput(1, nodeValue_Bool("Active", self, true));
active_index = 1; active_index = 1;
inputs[2] = nodeValue_Enum_Scroll("Method", self, 0, [ "Radial", "Scan" ]); newInput(2, nodeValue_Enum_Scroll("Method", self, 0, [ "Radial", "Scan" ]));
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);

View file

@ -2,7 +2,7 @@ function Node_Atlas_Draw(_x, _y, _group = noone) : Node(_x, _y, _group) construc
name = "Draw Atlas"; name = "Draw Atlas";
previewable = true; previewable = true;
inputs[0] = nodeValue_Dimension(self); newInput(0, nodeValue_Dimension(self));
inputs[1] = nodeValue_Surface("Atlas", self) inputs[1] = nodeValue_Surface("Atlas", self)
.setVisible(true, true); .setVisible(true, true);

View file

@ -5,19 +5,19 @@ function Node_Atlas_Set(_x, _y, _group = noone) : Node(_x, _y, _group) construct
inputs[0] = nodeValue_Surface("Atlas", self) inputs[0] = nodeValue_Surface("Atlas", self)
.setVisible(true, true); .setVisible(true, true);
inputs[1] = nodeValue_Surface("Surface", self); newInput(1, nodeValue_Surface("Surface", self));
inputs[2] = nodeValue_Vec2("Position", self, [ 0, 0 ]); newInput(2, nodeValue_Vec2("Position", self, [ 0, 0 ]));
inputs[3] = nodeValue_Rotation("Rotation", self, 0); newInput(3, nodeValue_Rotation("Rotation", self, 0));
inputs[4] = nodeValue_Vec2("Scale", self, [ 0, 0 ]); newInput(4, nodeValue_Vec2("Scale", self, [ 0, 0 ]));
inputs[5] = nodeValue_Color("Blend", self, c_white); newInput(5, nodeValue_Color("Blend", self, c_white));
inputs[6] = nodeValue_Float("Alpha", self, 1); newInput(6, nodeValue_Float("Alpha", self, 1));
inputs[7] = nodeValue_Bool("Recalculate Position", self, true); newInput(7, nodeValue_Bool("Recalculate Position", self, true));
outputs[0] = nodeValue_Output("Atlas", self, VALUE_TYPE.surface, noone); outputs[0] = nodeValue_Output("Atlas", self, VALUE_TYPE.surface, noone);

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