function Node_Cross_Section(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Cross Section"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone ); inputs[| 1] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_button, [ "X", "Y" ]); inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ) .setDisplay(VALUE_DISPLAY.slider); inputs[| 3] = nodeValue("Anti Aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false ); inputs[| 4] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_button, [ "BW", "Colored" ]); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone ); input_display_list = [ ["Surfaces", false], 0, ["Axis", false], 1, 2, ["Output", false], 4, 3, ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, params) { #region PROCESSOR_OVERLAY_CHECK var _surf = getSingleValue(0); var _iaxs = getSingleValue(1); var _posi = getSingleValue(2); var _dim = surface_get_dimension(_surf); if(_iaxs == 0) { var _x0 = _x; var _y0 = _y + _posi * _dim[1] * _s; var _x1 = _x + _dim[0] * _s; var _y1 = _y0; } else { var _x0 = _x + _posi * _dim[0] * _s; var _y0 = _y; var _x1 = _x0; var _y1 = _y + _dim[1] * _s; } draw_set_color(COLORS._main_accent); draw_line(_x0, _y0, _x1, _y1); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var _iaxs = _data[1]; var _posi = _data[2]; var _aa = _data[3]; var _mode = _data[4]; var _dim = surface_get_dimension(_surf); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); surface_set_shader(_outSurf, sh_cross_section); shader_set_f("dimension", _dim); shader_set_i("iAxis", _iaxs); shader_set_f("position", _posi); shader_set_i("aa", _aa); shader_set_i("mode", _mode); draw_surface_safe(_surf); surface_reset_shader(); return _outSurf; } }