function Node_MK_Fracture(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "MK Fracture"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Subdivision", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 4, 4 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue("Progress", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider) .setMappable(3); inputs[| 3] = nodeValueMap("Progress map", self); inputs[| 4] = nodeValue("Movement", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setMappable(9, true); inputs[| 5] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 180) .setDisplay(VALUE_DISPLAY.rotation) .setMappable(10); inputs[| 6] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.) .setDisplay(VALUE_DISPLAY.slider); inputs[| 7] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1.) .setDisplay(VALUE_DISPLAY.slider); inputs[| 8] = nodeValue("Gravity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.); inputs[| 9] = nodeValueMap("Movement map", self); inputs[| 10] = nodeValueMap("Rotation map", self); inputs[| 11] = nodeValue("Brick Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.) .setDisplay(VALUE_DISPLAY.slider); inputs[| 12] = nodeValue("Skew", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.) .setDisplay(VALUE_DISPLAY.slider, { range : [ -1, 1, 0.01 ] }); inputs[| 13] = nodeValue("Brick Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "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, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, 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; } }