public static TreeNode GetAllTypeNode() { TypesB1Node nodeType = new TypesB1Node(); nodeType.Text = nodeType.KNXMainNumber + "." + nodeType.KNXSubNumber + " " + nodeType.Name; nodeType.Nodes.Add(SwitchNode.GetTypeNode()); nodeType.Nodes.Add(BoolNode.GetTypeNoe()); nodeType.Nodes.Add(EnableNode.GetTypeNode()); nodeType.Nodes.Add(RampNode.GetTypeNode()); nodeType.Nodes.Add(AlarmNode.GetTypeNode()); nodeType.Nodes.Add(BinaryValueNode.GetTypeNode()); nodeType.Nodes.Add(StepNode.GetTypeNode()); nodeType.Nodes.Add(UpDownNode.GetTypeNode()); nodeType.Nodes.Add(OpenCloseNode.GetTypeNode()); nodeType.Nodes.Add(StartNode.GetTypeNode()); nodeType.Nodes.Add(StateNode.GetTypeNode()); nodeType.Nodes.Add(InvertNode.GetTypeNode()); nodeType.Nodes.Add(DimSendStyleNode.GetTypeNode()); nodeType.Nodes.Add(InputSourceNode.GetTypeNode()); nodeType.Nodes.Add(ResetNode.GetTypeNode()); nodeType.Nodes.Add(AckNode.GetTypeNode()); nodeType.Nodes.Add(TriggerNode.GetTypeNode()); nodeType.Nodes.Add(OccupancyNode.GetTypeNode()); nodeType.Nodes.Add(WindowDoorNode.GetTypeNode()); nodeType.Nodes.Add(LogicalFunctionNode.GetTypeNode()); nodeType.Nodes.Add(SceneABNode.GetTypeNode()); nodeType.Nodes.Add(ShutterBlindsModeNode.GetTypeNode()); nodeType.Nodes.Add(HeatCoolNode.GetTypeNode()); return(nodeType); }
void AddInvertNode() { BaseNode pn = new InvertNode(); pn.name = "new Invert Node"; nodeList.Add(pn); Repaint(); }
public override NodeViewModel CreateModel() { ModifierNode result = null; switch (modifyType) { case ModifyType.Abs: result = new AbsNode(); break; case ModifyType.Clamp: var clampNode = new ClampNode(); (clampNode.Lower.Editor as FloatEditorViewModel).Value = lower; (clampNode.Upper.Editor as FloatEditorViewModel).Value = upper; result = clampNode; break; case ModifyType.Exponent: var exponentNode = new ExponentNode(); (exponentNode.Exponent.Editor as FloatEditorViewModel).Value = exponent; result = exponentNode; break; case ModifyType.Invert: result = new InvertNode(); break; case ModifyType.ScaleBias: var scaleBiasNode = new ScaleBiasNode(); (scaleBiasNode.Scale.Editor as FloatEditorViewModel).Value = scale; (scaleBiasNode.Bias.Editor as FloatEditorViewModel).Value = bias; result = scaleBiasNode; break; case ModifyType.Scale2d: var scale2dNode = new Scale2DNode(); (scale2dNode.Scale2d.Editor as ValueEditorViewModel <Vector2>).Value = scale2d; result = scale2dNode; break; case ModifyType.Curve: result = new CurveNode(); // TODO break; case ModifyType.Terrace: result = new TerraceNode(); // TODO break; } result.Name = name; result.Position = pos; return(result); }
public void test_failure() { var testNode = new InvertNode( "testNode", failureNode.Object); Assert.AreEqual(testNode.Execute(bContext.Object), true); failureNode.Verify(x => x.Execute(bContext.Object)); }
public void test_success() { var testNode = new InvertNode( "testNode", successNode.Object); Assert.AreEqual(testNode.Execute(bContext.Object), false); successNode.Verify(x => x.Execute(bContext.Object)); }
public PhongPS() { Name = "PhongPS"; Type = ShaderType.Pixel; KeyPart = new TechniqueKey(ps: PixelShaderFlags.Diffuse | PixelShaderFlags.Specular); FeatureLevel = FeatureLevel.PS_4_0_Level_9_1; EnableSeparators = true; var input = Struct.VertexPositionNormalTextureOut; input.Name = "input"; InputStruct = input; OutputStruct = Struct.PixelShaderOutput; Structs.ConstantBuffer cbStatic = CBLight; Structs.ConstantBuffer cbFrame = CBFrame; Structs.ConstantBuffer cbInstance = ConstantBuffer.CBMaterial; Struct pointLight = (Struct)cbStatic[Param.Struct.PointLight]; Struct material = (Struct)cbInstance[Param.Struct.Material]; Add(cbStatic); Add(cbFrame); Add(cbInstance); CastNode vWorldPos = new CastNode { Input = new SwizzleNode { Input = new ReferenceNode { Value = InputStruct[Param.SemanticVariables.WorldPosition] } , Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z } }, Output = new Vector { Type = Shaders.Type.Float3, Name = "vWorldPos", }, IsVerbose = true }; SubtractionNode vLightDirection = new SubtractionNode { Input1 = new ReferenceNode { Value = pointLight[Param.Light.Position] }, Input2 = vWorldPos, }; SubtractionNode vViewDirection = new SubtractionNode { Input1 = new ReferenceNode { Value = cbFrame[Param.Vectors.CameraPosition] }, Input2 = vWorldPos, }; ReferenceNode nNormal = new ReferenceNode { Value = InputStruct[Param.SemanticVariables.Normal] }; UnaryFunctionNode normalizeNormal = new UnaryFunctionNode { Input1 = nNormal, Function = HlslIntrinsics.Normalize, Output = new Vector { Type = nNormal.Output.Type, Name = "vNormal" }, IsVerbose = true, }; UnaryFunctionNode normalizeViewDirection = new UnaryFunctionNode { Input1 = vViewDirection, Function = HlslIntrinsics.Normalize, Output = new Vector { Type = vViewDirection.Output.Type, Name = "vViewDirection" }, IsVerbose = true, }; UnaryFunctionNode normalizeLightDirection = new UnaryFunctionNode { Input1 = vLightDirection, Function = HlslIntrinsics.Normalize, Output = new Vector { Type = vLightDirection.Output.Type, Name = "vLightDirection" }, IsVerbose = true, }; InvertNode vLightDirectionInv = new InvertNode { Input = normalizeLightDirection, //Output = new Vector { Type = Shaders.Type.Float3, Name = "vLightDirection" }, }; PhongLightingNode nPhongLighting = new PhongLightingNode { Light = new ReferenceNode { Value = pointLight }, Material = new ReferenceNode { Value = material }, ViewDirection = normalizeViewDirection, Normal = normalizeNormal, LightDirection = vLightDirectionInv, Specular = true, }; Result = new PSOutputNode { FinalColor = nPhongLighting, Output = OutputStruct }; }