feat(nodes): add rotation to instance node
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@@ -28,6 +28,13 @@
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"value": 1,
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"hidden": true
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},
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"rotation": {
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"type": "float",
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"min": 0,
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"max": 1,
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"value": 0.5,
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"hidden": true
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},
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"depth": {
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"type": "integer",
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"min": 1,
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@@ -1,12 +1,9 @@
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use glam::{Mat4, Quat, Vec3};
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use nodarium_macros::nodarium_execute;
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use nodarium_macros::nodarium_definition_file;
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use nodarium_macros::{nodarium_execute, nodarium_definition_file};
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use nodarium_utils::{
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concat_args, evaluate_float, evaluate_int,
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geometry::{
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create_instance_data, wrap_geometry_data, wrap_instance_data, wrap_path,
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},
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log, split_args,
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geometry::{create_instance_data, wrap_geometry_data, wrap_instance_data, wrap_path},
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split_args,
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};
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nodarium_definition_file!("src/input.json");
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@@ -15,13 +12,13 @@ nodarium_definition_file!("src/input.json");
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pub fn execute(input: &[i32]) -> Vec<i32> {
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let args = split_args(input);
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let mut inputs = split_args(args[0]);
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log!("WASM(instance): inputs: {:?}", inputs);
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let mut geo_data = args[1].to_vec();
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let geo = wrap_geometry_data(&mut geo_data);
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let mut transforms: Vec<Mat4> = Vec::new();
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// Find max depth
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let mut max_depth = 0;
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for path_data in inputs.iter() {
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if path_data[2] != 0 {
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@@ -30,7 +27,8 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
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max_depth = max_depth.max(path_data[3]);
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}
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let depth = evaluate_int(args[5]);
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let rotation = evaluate_float(args[5]);
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let depth = evaluate_int(args[6]);
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for path_data in inputs.iter() {
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if path_data[3] < (max_depth - depth + 1) {
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@@ -38,24 +36,34 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
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}
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let amount = evaluate_int(args[2]);
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let lowest_instance = evaluate_float(args[3]);
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let highest_instance = evaluate_float(args[4]);
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let path = wrap_path(path_data);
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for i in 0..amount {
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let alpha =
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lowest_instance + (i as f32 / amount as f32) * (highest_instance - lowest_instance);
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let alpha = lowest_instance
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+ (i as f32 / (amount - 1) as f32) * (highest_instance - lowest_instance);
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let point = path.get_point_at(alpha);
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let direction = path.get_direction_at(alpha);
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let tangent = path.get_direction_at(alpha);
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let size = point[3] + 0.01;
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let axis_rotation = Quat::from_axis_angle(
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Vec3::from_slice(&tangent).normalize(),
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i as f32 * rotation,
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);
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let path_rotation = Quat::from_rotation_arc(Vec3::Y, Vec3::from_slice(&tangent).normalize());
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let rotation = path_rotation * axis_rotation;
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let transform = Mat4::from_scale_rotation_translation(
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Vec3::new(point[3], point[3], point[3]),
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Quat::from_xyzw(direction[0], direction[1], direction[2], 1.0).normalize(),
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Vec3::new(size, size, size),
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rotation,
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Vec3::from_slice(&point),
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);
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transforms.push(transform);
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}
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}
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@@ -67,11 +75,11 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
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);
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let mut instances = wrap_instance_data(&mut instance_data);
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instances.set_geometry(geo);
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(0..transforms.len()).for_each(|i| {
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instances.set_transformation_matrix(i, &transforms[i].to_cols_array());
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});
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log!("WASM(instance): geo: {:?}", instance_data);
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for (i, transform) in transforms.iter().enumerate() {
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instances.set_transformation_matrix(i, &transform.to_cols_array());
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}
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inputs.push(&instance_data);
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concat_args(inputs)
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