function Node_Fluid_Add(_x, _y, _group = noone) : Node_Fluid(_x, _y, _group) constructor { name = "Add Fluid"; color = COLORS.node_blend_fluid; icon = THEME.fluid_sim; w = 96; min_h = 96; inputs[| 0] = nodeValue("Fluid Domain", self, JUNCTION_CONNECT.input, VALUE_TYPE.fdomain, noone) .setVisible(true, true); inputs[| 1] = nodeValue("Fluid brush", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 0]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 4] = nodeValue("Inherit velocity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] }); inputs[| 5] = nodeValue("Density", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 6] = nodeValue("Expand velocity mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0); inputs[| 7] = nodeValue("Velocity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 0]) .setDisplay(VALUE_DISPLAY.vector); input_display_list = [ ["Domain", false], 0, ["Fluid", false], 3, 1, 5, 2, ["Velocity", false], 7, 4, 6, ]; _prevPos = noone; outputs[| 0] = nodeValue("Fluid Domain", self, JUNCTION_CONNECT.output, VALUE_TYPE.fdomain, noone); temp_surface = [ surface_create(1, 1) ]; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var _mat = getInputData(1); var _pos = getInputData(2); if(is_surface(_mat)) { var sw = surface_get_width_safe(_mat) * _s; var sh = surface_get_height_safe(_mat) * _s; var mx = _x + _pos[0] * _s - sw / 2; var my = _y + _pos[1] * _s - sh / 2; draw_surface_ext_safe(_mat, mx, my, _s, _s, 0, c_white, 0.5); } inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } #endregion static update = function(frame = CURRENT_FRAME) { var _dom = inputs[| 0].getValue(frame); var _mat = inputs[| 1].getValue(frame); var _pos = inputs[| 2].getValue(frame); var _act = inputs[| 3].getValue(frame); var _inh = inputs[| 4].getValue(frame); var _den = inputs[| 5].getValue(frame); var _msk = inputs[| 6].getValue(frame); var _vel = inputs[| 7].getValue(frame); FLUID_DOMAIN_CHECK outputs[| 0].setValue(_dom); if(!_act) return; if(!is_surface(_mat)) return; var sw = surface_get_width_safe(_mat); var sh = surface_get_height_safe(_mat); var dx = _vel[0]; var dy = _vel[1]; if(_prevPos != noone && _inh != 0) { dx += (_pos[0] - _prevPos[0]) * _inh; dy += (_pos[1] - _prevPos[1]) * _inh; } temp_surface[0] = surface_verify(temp_surface[0], sw, sh); surface_set_shader(temp_surface[0], sh_fluid_bleach); draw_surface_safe(_mat); surface_reset_shader(); if(dx != 0 || dy != 0) { if(_msk == 0) fd_rectangle_add_velocity_surface(_dom, temp_surface[0], _pos[0] - sw / 2, _pos[1] - sh / 2, 1, 1, dx, dy); else { var _vw = sw + max(0, _msk * 2); var _vh = sh + max(0, _msk * 2); var _vmask = surface_create(_vw, _vh); surface_set_shader(_vmask,,, BLEND.over); draw_surface_safe(temp_surface[0], max(0, _msk), max(0, _msk)); surface_reset_shader(); var vel_mask = surface_create(_vw, _vh); surface_set_shader(vel_mask, sh_mask_expand); shader_set_f("dimension", _vw, _vh); shader_set_f("amount", _msk); draw_surface_safe(_vmask); surface_reset_shader(); fd_rectangle_add_velocity_surface(_dom, vel_mask, _pos[0] - _vw / 2, _pos[1] - _vh / 2, 1, 1, dx, dy); surface_free(_vmask); surface_free(vel_mask); } } fd_rectangle_add_material_surface(_dom, temp_surface[0], _pos[0] - sw / 2, _pos[1] - sh / 2, 1, 1, c_white, _den); _prevPos[0] = _pos[0]; _prevPos[1] = _pos[1]; } static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { var bbox = drawGetBbox(xx, yy, _s); var _mat = getInputData(1); if(!is_surface(_mat)) return; draw_surface_fit(_mat, bbox.xc, bbox.yc, bbox.w, bbox.h); } }