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armorpaint/paint/sources/material_nodes/separate_xyz_node.c
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#include "../global.h"
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char *separate_xyz_node_value(ui_node_t *node, ui_node_socket_t *socket) {
char *vec = parser_material_parse_vector_input(node->inputs->buffer[0]);
if (socket == node->outputs->buffer[0]) {
return string("%s.x", vec);
}
else if (socket == node->outputs->buffer[1]) {
return string("%s.y", vec);
}
else {
return string("%s.z", vec);
}
}
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void separate_xyz_node_init() {
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ui_node_t *separate_xyz_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Separate XYZ"),
.type = "SEPXYZ",
.x = 0,
.y = 0,
.color = 0xff62676d,
.inputs = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_socket_t, {.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}),
},
1),
.outputs = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_socket_t, {.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}),
GC_ALLOC_INIT(ui_node_socket_t, {.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}),
GC_ALLOC_INIT(ui_node_socket_t, {.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}),
},
3),
.buttons = any_array_create_from_raw((void *[]){}, 0),
.width = 0,
.flags = 0});
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any_array_push(nodes_material_utilities, separate_xyz_node_def);
any_map_set(parser_material_node_values, "SEPXYZ", separate_xyz_node_value);
}