Beispiel #1
0
        protected override void Initialize()
        {
            // Inputs
            InputSlot.CreateOrResetRequired <Surface>(ref surfaceInputSlot, this);
            InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this);
            InputSlot.CreateOrResetRequired <IEdgeAttribute <Vector3> >(ref vertexPositionsInputSlot, this);
            InputSlot.CreateOrResetRequired <IFaceAttribute <Vector3> >(ref facePositionsInputSlot, this);

            // Outputs
            OutputSlot.CreateOrResetGrouped <IEdgeAttribute <Vector3> >(ref bisectorsOutputSlot, this, "Face Edge Bisectors", "Attributes");
        }
Beispiel #2
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        protected override void Initialize()
        {
            // Inputs
            InputSlot.CreateOrResetRequired <Surface>(ref surfaceInputSlot, this);
            InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this);
            InputSlot.CreateOrResetRequired <IVertexAttribute <Vector3> >(ref vertexPositionsInputSlot, this);

            // Fields
            flatten = false;

            // Outputs
            OutputSlot.CreateOrResetGrouped <IFaceAttribute <Vector3> >(ref faceCentroidsOutputSlot, this, "Face Centroids", "Attributes");
        }
Beispiel #3
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        protected override void Initialize()
        {
            // Inputs
            InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this);
            InputSlot.CreateOrResetRequired <IEdgeAttribute <Vector3> >(ref vertexPositionsInputSlot, this);
            InputSlot.CreateOrResetRequired <IEdgeAttribute <Vector3> >(ref offsetsInputSlot, this);

            // Fields
            scale = 1f;

            // Outputs
            OutputSlot.CreateOrResetGrouped <IEdgeAttribute <Vector3> >(ref offsetVertexPositionsOutputSlot, this, "Offset Vertex Positions", "Attributes");
        }
        protected override void Initialize()
        {
            // Inputs
            InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this);
            InputSlot.CreateOrResetRequired <IFaceAttribute <Color> >(ref faceColorsInputSlot, this);

            // Fields
            colorSource   = ColorSource.Constant;
            constantColor = Color.black;
            blendWeight   = 0.5f;

            // Outputs
            OutputSlot.CreateOrResetGrouped <IEdgeAttribute <Color> >(ref faceEdgeColorsOutputSlot, this, "Face Edge Colors", "Attributes");
        }
        protected override void Initialize()
        {
            // Inputs
            InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this);

            // Fields
            groupCount = 1;
            randomness.Initialize(this);

            // Outputs
            OutputSlot.CreateOrResetGrouped <FaceGroupCollection>(ref faceGroupCollectionOutputSlot, this, "Random Face Groups", "Face Groups");
            OutputSlot.CreateOrResetGrouped <IFaceAttribute <int> >(ref faceGroupIndicesOutputSlot, this, "Random Face Group Indices", "Attributes");
            faceGroupOutputSlots = new OutputSlot[0];
        }
        protected override void Initialize()
        {
            // Inputs
            InputSlot.CreateOrResetRequired <Surface>(ref surfaceInputSlot, this);
            InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this);
            InputSlot.CreateOrResetRequired <IVertexAttribute <Vector3> >(ref vertexPositionsInputSlot, this);
            InputSlot.CreateOrResetRequired <IFaceAttribute <Vector3> >(ref facePositionsInputSlot, this);
            InputSlot.CreateOrResetRequired <IFaceAttribute <Vector3> >(ref faceNormalsInputSlot, this);

            // Fields
            calculationMethod = CalculationMethod.FromSurfaceNormal;

            // Outputs
            OutputSlot.CreateOrResetGrouped <IVertexAttribute <Vector3> >(ref vertexNormalsOutputSlot, this, "Vertex Normals", "Attributes");
        }
Beispiel #7
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        protected override void Initialize()
        {
            // Inputs
            InputSlot.CreateOrResetRequired <QuadrilateralSurface>(ref surfaceInputSlot, this);
            InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this);
            InputSlot.CreateOrResetRequired <IFaceAttribute <Vector3> >(ref facePositionsInputSlot, this);

            // Fields
            axisDivisions = new IntVector2(1, 1);

            // Outputs
            OutputSlot.CreateOrResetGrouped <FaceGroupCollection>(ref faceGroupCollectionOutputSlot, this, "Rectangular Face Groups", "Face Groups");
            OutputSlot.CreateOrResetGrouped <IFaceAttribute <int> >(ref faceGroupIndicesOutputSlot, this, "Rectangular Face Group Indices", "Attributes");
            faceGroupOutputSlots = new OutputSlot[0];
        }
Beispiel #8
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        protected override void Initialize()
        {
            // Inputs
            InputSlot.CreateOrResetRequired <Topology>(ref topologyInputSlot, this);
            InputSlot.CreateOrResetRequired <FaceGroupCollection>(ref faceGroupCollectionInputSlot, this);
            InputSlot.CreateOrResetRequired <IFaceAttribute <int> >(ref faceGroupIndicesInputSlot, this);

            // Fields
            colorSource   = ColorSource.Constant;
            constantColor = Color.white;
            randomness.Initialize(this);

            // Outputs
            OutputSlot.CreateOrResetGrouped <IFaceGroupAttribute <Color> >(ref faceGroupColorsOutputSlot, this, "Face Group Colors", "Attributes");
            OutputSlot.CreateOrResetGrouped <IFaceAttribute <Color> >(ref faceColorsOutputSlot, this, "Face Colors", "Attributes");
        }
Beispiel #9
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        protected override void Initialize()
        {
            // Fields
            radius              = 1f;
            primaryPole         = Vector3.up;
            equatorialPole      = Vector3.right;
            isInverted          = false;
            sphericalPolyhedron = SphericalPolyhedrons.Icosahedron;
            subdivisionDegree   = 10;
            useDualPolyhedron   = true;

            // Outputs
            OutputSlot.CreateOrReset <SphericalSurface>(ref surfaceOutputSlot, this, "Surface");
            OutputSlot.CreateOrReset <Topology>(ref topologyOutputSlot, this, "Topology");
            OutputSlot.CreateOrResetGrouped <IVertexAttribute <Vector3> >(ref vertexPositionsOutputSlot, this, "Vertex Positions", "Attributes");
        }
        protected override void Initialize()
        {
            // Fields
            _version = "1.1";

            tileType = TileTypes.Quadrilateral;
            size     = new IntVector2(64, 64);
            SetHexTileShape(HexTileShapes.RegularPointUp, true);
            SetQuadTileShape(QuadTileShapes.Square, true);

            isAxis0Wrapped = false;
            isAxis1Wrapped = false;

            hexGridAxisStyle = HexGridAxisStyles.Staggered;
            swapAxes         = false;

            origin   = Vector3.zero;
            rotation = Vector3.zero;

            // Outputs
            OutputSlot.CreateOrReset <QuadrilateralSurface>(ref surfaceOutputSlot, this, "Surface");
            OutputSlot.CreateOrReset <Topology>(ref topologyOutputSlot, this, "Topology");
            OutputSlot.CreateOrResetGrouped <IVertexAttribute <Vector3> >(ref vertexPositionsOutputSlot, this, "Vertex Positions", "Attributes");
        }