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- package arm.node.brush;
- import iron.math.Vec4;
- @:keep
- class VectorMathNode extends LogicNode {
- public var operation: String;
- var v = new Vec4();
- public function new(tree: LogicTree) {
- super(tree);
- }
- override function get(from: Int): Dynamic {
- var v1: Vec4 = inputs[0].get();
- var v2: Vec4 = inputs[1].get();
- v.setFrom(v1);
- var f = 0.0;
- switch (operation) {
- case "Add":
- v.add(v2);
- case "Subtract":
- v.sub(v2);
- case "Average":
- v.add(v2);
- v.x *= 0.5;
- v.y *= 0.5;
- v.z *= 0.5;
- case "Dot Product":
- f = v.dot(v2);
- v.set(f, f, f);
- case "Cross Product":
- v.cross(v2);
- case "Normalize":
- v.normalize();
- case "Multiply":
- v.x *= v2.x;
- v.y *= v2.y;
- v.z *= v2.z;
- case "Divide":
- v.x /= v2.x == 0.0 ? 0.000001 : v2.x;
- v.y /= v2.y == 0.0 ? 0.000001 : v2.y;
- v.z /= v2.z == 0.0 ? 0.000001 : v2.z;
- case "Length":
- f = v.length();
- v.set(f, f, f);
- case "Distance":
- f = v.distanceTo(v2);
- v.set(f, f, f);
- case "Project":
- v.setFrom(v2);
- v.mult(v1.dot(v2) / v2.dot(v2));
- case "Reflect":
- var tmp = new Vec4();
- tmp.setFrom(v2);
- tmp.normalize();
- v.reflect(tmp);
- case "Scale":
- v.x *= v2.x;
- v.y *= v2.x;
- v.z *= v2.x;
- case "Absolute":
- v.x = Math.abs(v.x);
- v.y = Math.abs(v.y);
- v.z = Math.abs(v.z);
- case "Minimum":
- v.x = Math.min(v1.x, v2.x);
- v.y = Math.min(v1.y, v2.y);
- v.z = Math.min(v1.z, v2.z);
- case "Maximum":
- v.x = Math.max(v1.x, v2.x);
- v.y = Math.max(v1.y, v2.y);
- v.z = Math.max(v1.z, v2.z);
- case "Floor":
- v.x = Math.floor(v1.x);
- v.y = Math.floor(v1.y);
- v.z = Math.floor(v1.z);
- case "Ceil":
- v.x = Math.ceil(v1.x);
- v.y = Math.ceil(v1.y);
- v.z = Math.ceil(v1.z);
- case "Fraction":
- v.x = v1.x - Math.floor(v1.x);
- v.y = v1.y - Math.floor(v1.y);
- v.z = v1.z - Math.floor(v1.z);
- case "Modulo":
- v.x = v1.x % v2.x;
- v.y = v1.y % v2.y;
- v.z = v1.z % v2.z;
- case "Snap":
- v.x = Math.floor(v1.x / v2.x) * v2.x;
- v.y = Math.floor(v1.y / v2.y) * v2.y;
- v.z = Math.floor(v1.z / v2.z) * v2.z;
- case "Sine":
- v.x = Math.sin(v1.x);
- v.y = Math.sin(v1.y);
- v.z = Math.sin(v1.z);
- case "Cosine":
- v.x = Math.cos(v1.x);
- v.y = Math.cos(v1.y);
- v.z = Math.cos(v1.z);
- case "Tangent":
- v.x = Math.tan(v1.x);
- v.y = Math.tan(v1.y);
- v.z = Math.tan(v1.z);
- }
- if (from == 0) return v;
- else return f;
- }
- }
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