Added initial remap node
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@@ -404,6 +404,29 @@ namespace FlaxEditor.Surface.Archetypes
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NodeElementArchetype.Factory.Output(0, "A | B", null, 2),
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}
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},
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new NodeArchetype
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{
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TypeID = 48,
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Title = "Remap",
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Description = "Remaps a value from one range to another, so for example having 25 in a range of 0 to 100 being remapped to 0 to 1 would return 0.25",
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Flags = NodeFlags.AllGraphs,
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Size = new Vector2(175, 75),
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DefaultValues = new object[]
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{
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25.0f,
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new Vector2(0.0f, 100.0f),
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new Vector2(0.0f, 1.0f),
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false
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},
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Elements = new[]
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{
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NodeElementArchetype.Factory.Input(0, "Value", true, typeof(float), 0, 0),
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NodeElementArchetype.Factory.Input(1, "In Range", true, typeof(Vector2), 1, 1),
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NodeElementArchetype.Factory.Input(2, "Out Range", true, typeof(Vector2), 2, 2),
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NodeElementArchetype.Factory.Input(3, "Clamp", true, typeof(bool), 3, 3),
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NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 4),
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}
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},
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};
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}
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}
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@@ -401,6 +401,22 @@ void ShaderGenerator::ProcessGroupMath(Box* box, Node* node, Value& value)
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{
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value = writeFunction1(node, tryGetValue(node->GetBox(0), Value::Zero), TEXT("radians"));
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break;
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}
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// Remap
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case 48:
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{
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auto inVal = tryGetValue(node->GetBox(0), node->Values[0]);
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auto rangeA = tryGetValue(node->GetBox(1), node->Values[1]);
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auto rangeB = tryGetValue(node->GetBox(2), node->Values[2]);
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// Clamp value?
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if (node->Values[3].AsBool)
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{
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value = writeLocal(ValueType::Float, String::Format(TEXT("clamp({2}.x + ({0} - {1}.x) * ({2}.y - {2}.x) / ({1}.y - {1}.x), {2}.x, {2}.y)"), inVal.Value, rangeA.Value, rangeB.Value), node);
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break;
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}
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value = writeLocal(ValueType::Float, String::Format(TEXT("{2}.x + ({0} - {1}.x) * ({2}.y - {2}.x) / ({1}.y - {1}.x)"), inVal.Value, rangeA.Value, rangeB.Value), node);
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break;
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}
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default:
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break;
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@@ -371,6 +371,22 @@ void VisjectExecutor::ProcessGroupMath(Box* box, Node* node, Value& value)
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if (value.Type.Type == VariantType::Enum)
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value.AsUint64 = value.AsUint64 | (uint64)tryGetValue(node->GetBox(1), Value::Zero);
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break;
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case 48:
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{
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const float inVal = tryGetValue(node->GetBox(0), node->Values[0]).AsFloat;
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const Vector2 rangeA = tryGetValue(node->GetBox(1), node->Values[1]).AsVector2();
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const Vector2 rangeB = tryGetValue(node->GetBox(2), node->Values[2]).AsVector2();
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// Use clamp?
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if (node->Values[3].AsBool)
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{
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value = Math::Clamp(rangeB.X + (inVal - rangeA.X) * (rangeB.Y - rangeB.X) / (rangeA.Y - rangeA.X), rangeB.X, rangeB.Y);
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break;
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}
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value = rangeB.X + (inVal - rangeA.X) * (rangeB.Y - rangeB.X) / (rangeA.Y - rangeA.X);
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break;
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}
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default:
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break;
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}
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