function Node_MK_Fracture(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "MK Fracture"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Vec2("Subdivision", self, [ 4, 4 ])); newInput(2, nodeValue_Float("Progress", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider) .setMappable(3); newInput(3, nodeValueMap("Progress map", self)); newInput(4, nodeValue_Vec2("Movement", self, [ 0, 0 ])) .setMappable(9, true); newInput(5, nodeValue_Rotation("Rotation", self, 180)) .setMappable(10); newInput(6, nodeValue_Float("Scale", self, 0.)) .setDisplay(VALUE_DISPLAY.slider); newInput(7, nodeValue_Float("Alpha", self, 1.)) .setDisplay(VALUE_DISPLAY.slider); newInput(8, nodeValue_Float("Gravity", self, 0.)); newInput(9, nodeValueMap("Movement map", self)); newInput(10, nodeValueMap("Rotation map", self)); newInput(11, nodeValue_Float("Brick Shift", self, 0.)) .setDisplay(VALUE_DISPLAY.slider); newInput(12, nodeValue_Float("Skew", self, 0.)) .setDisplay(VALUE_DISPLAY.slider, { range : [ -1, 1, 0.01 ] }); newInput(13, nodeValue_Enum_Button("Brick Axis", self, 0, [ "X", "Y" ])); input_display_list = [ new Inspector_Sprite(s_MKFX), 0, ["Fracture", false], 1, 2, 13, 11, 12, ["Physics", false], 3, 4, 9, 8, 5, 10, 6, ["Render", false], 7, ]; newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region } #endregion static step = function() { #region inputs[2].mappableStep(); inputs[4].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var _dim = surface_get_dimension(_surf); surface_set_shader(_outSurf, sh_mk_fracture); DRAW_CLEAR shader_set_f("dimension", _dim); shader_set_f("subdivision", _data[ 1]); shader_set_f_map("progress", _data[ 2], _data[3], inputs[2]); shader_set_f_map("movement", _data[ 4], _data[9], inputs[4]); shader_set_f("gravity", _data[ 8]); shader_set_f("rotation", _data[ 5], _data[10], inputs[5]); shader_set_f("scale", _data[ 6]); shader_set_f("alpha", _data[ 7]); shader_set_i("axis", _data[13]); shader_set_f("brickShift", _data[11]); shader_set_f("skew", _data[12]); draw_surface_safe(_surf); surface_reset_shader(); return _outSurf; } }