function Node_Diffuse(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Diffuse"; newInput(0, nodeValue_Surface("Density field", self)); newInput(1, nodeValue_Float("Dissipation", self, 0.05)) .setDisplay(VALUE_DISPLAY.slider, { range: [ -0.2, 0.2, 0.001] }); newInput(2, nodeValue_Float("Scale", self, 1)); newInput(3, nodeValue_Float("Randomness", self, 1)); newInput(4, nodeValue_Float("Flow rate", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 1, 0.01] }); newInput(5, nodeValue_Slider_Range("Threshold", self, [ 0.5, 0.7 ])); newInput(6, nodeValueSeed(self)); newInput(7, nodeValue_Surface("External", self)); newInput(8, nodeValue_Float("External Strength", self, 0.1)) .setDisplay(VALUE_DISPLAY.slider, { range: [ -0.25, 0.25, 0.01] }); newInput(9, nodeValue_Int("Detail", self, 1)) newInput(10, nodeValue_Enum_Scroll("External Type", self, 0, [ "Point", "Vector" ])); newInput(11, nodeValue_Rotation("External Direction", self, 0)); newOutput(0, nodeValue_Output("Result", self, VALUE_TYPE.surface, noone)); input_display_list = [ 0, 6, ["Diffuse", false], 1, ["Flow", false], 2, 9, 3, 4, ["Forces", false], 10, 8, 11, ["Rendering", false], 5, ] temp_surface = [ surface_create(1, 1), surface_create(1, 1) ]; static step = function() { var _ftyp = getInputData(10); inputs[11].setVisible(_ftyp == 1); } static update = function() { var _surf = getInputData(0); var _diss = getInputData(1); var _scal = getInputData(2); var _rand = getInputData(3); var _flow = getInputData(4); var _thre = getInputData(5); var _seed = getInputData(6); var _fstr = getInputData(8); var _detl = getInputData(9); var _ftyp = getInputData(10); var _fdir = getInputData(11); if(!is_surface(_surf)) return; var _sw = surface_get_width_safe(_surf); var _sh = surface_get_height_safe(_surf); var _outSurf = outputs[0].getValue(); _outSurf = surface_verify(_outSurf, _sw, _sh); for( var i = 0, n = array_length(temp_surface); i < n; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh); surface_set_shader(temp_surface[0], sh_diffuse_dissipate); shader_set_f("dimension", _sw, _sh); shader_set_f("dissipation", 1 - _diss); draw_surface_safe(_surf); surface_reset_shader(); surface_set_shader(temp_surface[1], sh_diffuse_flow); shader_set_f("dimension", _sw, _sh); shader_set_f("scale", _scal); shader_set_i("iteration", _detl); shader_set_f("flowRate", _flow); shader_set_f("seed", _seed + CURRENT_FRAME * _rand / 100); shader_set_i("externalForceType", _ftyp); shader_set_f("externalForce", _fstr); shader_set_f("externalForceDir", degtorad(_fdir)); draw_surface_safe(temp_surface[0]); surface_reset_shader(); surface_set_shader(_outSurf, sh_diffuse_post); shader_set_f("dimension", _sw, _sh); shader_set_f("threshold", _thre); draw_surface_safe(temp_surface[1]); surface_reset_shader(); outputs[0].setValue(_outSurf); } }