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armorpaint/paint/sources/brush_nodes/separate_vector_node.ts
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type separate_vector_node_t = {
base?: logic_node_t;
};
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function separate_vector_node_create(raw: ui_node_t, args: f32_array_t): separate_vector_node_t {
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let n: separate_vector_node_t = {};
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n.base = logic_node_create(n);
n.base.get = separate_vector_node_get;
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return n;
}
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function separate_vector_node_get(self: separate_vector_node_t, from: i32): logic_node_value_t {
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let vector: vec4_t = logic_node_input_get(self.base.inputs[0])._vec4;
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if (from == 0) {
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let v: logic_node_value_t = {_f32 : vector.x};
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return v;
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}
else if (from == 1) {
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let v: logic_node_value_t = {_f32 : vector.y};
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return v;
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}
else {
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let v: logic_node_value_t = {_f32 : vector.z};
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return v;
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}
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}
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let separate_vector_node_def: ui_node_t = {
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id : 0,
name : _tr("Separate Vector"),
type : "separate_vector_node",
x : 0,
y : 0,
color : 0xff4982a0,
inputs : [ {
id : 0,
node_id : 0,
name : _tr("Vector"),
type : "VECTOR",
color : 0xff6363c7,
default_value : f32_array_create_xyz(0.0, 0.0, 0.0),
min : 0.0,
max : 1.0,
precision : 100,
display : 0
} ],
outputs : [
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{
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id : 0,
node_id : 0,
name : _tr("X"),
type : "VALUE",
color : 0xffa1a1a1,
default_value : f32_array_create_x(0.0),
min : 0.0,
max : 1.0,
precision : 100,
display : 0
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},
{
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id : 0,
node_id : 0,
name : _tr("Y"),
type : "VALUE",
color : 0xffa1a1a1,
default_value : f32_array_create_x(0.0),
min : 0.0,
max : 1.0,
precision : 100,
display : 0
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},
{
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id : 0,
node_id : 0,
name : _tr("Z"),
type : "VALUE",
color : 0xffa1a1a1,
default_value : f32_array_create_x(0.0),
min : 0.0,
max : 1.0,
precision : 100,
display : 0
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}
],
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buttons : [],
width : 0,
flags : 0
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};