function Node_MK_Fracture(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "MK Fracture"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Vec2("Subdivision", self, [ 4, 4 ]); inputs[2] = nodeValue_Float("Progress", self, 0.5) .setDisplay(VALUE_DISPLAY.slider) .setMappable(3); inputs[3] = nodeValueMap("Progress map", self); inputs[4] = nodeValue_Vec2("Movement", self, [ 0, 0 ]) .setMappable(9, true); inputs[5] = nodeValue_Rotation("Rotation", self, 180) .setMappable(10); inputs[6] = nodeValue_Float("Scale", self, 0.) .setDisplay(VALUE_DISPLAY.slider); inputs[7] = nodeValue_Float("Alpha", self, 1.) .setDisplay(VALUE_DISPLAY.slider); inputs[8] = nodeValue_Float("Gravity", self, 0.); inputs[9] = nodeValueMap("Movement map", self); inputs[10] = nodeValueMap("Rotation map", self); inputs[11] = nodeValue_Float("Brick Shift", self, 0.) .setDisplay(VALUE_DISPLAY.slider); inputs[12] = nodeValue_Float("Skew", self, 0.) .setDisplay(VALUE_DISPLAY.slider, { range : [ -1, 1, 0.01 ] }); inputs[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, ]; outputs[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; } }