mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 20:55:34 +01:00
80 lines
No EOL
2.3 KiB
Text
80 lines
No EOL
2.3 KiB
Text
#region
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FN_NODE_CONTEXT_INVOKE {
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addHotkey("Node_Cross_Section", "Axis > Toggle", "A", MOD_KEY.none, function() /*=>*/ { PANEL_GRAPH_FOCUS_STR _n.inputs[1].setValue((_n.inputs[1].getValue() + 1) % 2); });
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addHotkey("Node_Cross_Section", "Mode > Toggle", "M", MOD_KEY.none, function() /*=>*/ { PANEL_GRAPH_FOCUS_STR _n.inputs[4].setValue((_n.inputs[4].getValue() + 1) % 2); });
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});
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#endregion
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function Node_Cross_Section(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Draw Cross Section";
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newInput(0, nodeValue_Surface("Surface In", self));
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newInput(1, nodeValue_Enum_Button("Axis", self, 0 , [ "X", "Y" ]));
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newInput(2, nodeValue_Float("Position", self, 0 ))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(3, nodeValue_Bool("Anti-aliasing", self, false ));
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newInput(4, nodeValue_Enum_Button("Mode", self, 0 , [ "BW", "Colored" ]));
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newOutput(0, nodeValue_Output("Surface Out", self, VALUE_TYPE.surface, noone ));
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input_display_list = [
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["Surfaces", false], 0,
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["Axis", false], 1, 2,
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["Output", false], 4, 3,
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];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, params) { #region
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PROCESSOR_OVERLAY_CHECK
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var _surf = getSingleValue(0);
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var _iaxs = getSingleValue(1);
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var _posi = getSingleValue(2);
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var _dim = surface_get_dimension(_surf);
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if(_iaxs == 0) {
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var _x0 = _x;
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var _y0 = _y + _posi * _dim[1] * _s;
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var _x1 = _x + _dim[0] * _s;
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var _y1 = _y0;
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} else {
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var _x0 = _x + _posi * _dim[0] * _s;
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var _y0 = _y;
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var _x1 = _x0;
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var _y1 = _y + _dim[1] * _s;
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}
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draw_set_color(COLORS._main_accent);
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draw_line(_x0, _y0, _x1, _y1);
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _surf = _data[0];
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var _iaxs = _data[1];
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var _posi = _data[2];
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var _aa = _data[3];
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var _mode = _data[4];
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var _dim = surface_get_dimension(_surf);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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surface_set_shader(_outSurf, sh_cross_section);
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shader_set_f("dimension", _dim);
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shader_set_i("iAxis", _iaxs);
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shader_set_f("position", _posi);
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shader_set_i("aa", _aa);
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shader_set_i("mode", _mode);
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draw_surface_safe(_surf);
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surface_reset_shader();
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return _outSurf;
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}
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} |