feat(nodes): implement leaf node

This commit is contained in:
release-bot
2026-02-09 22:16:02 +01:00
parent f36f0cb230
commit 97199ac20f
2 changed files with 165 additions and 4 deletions

View File

@@ -11,6 +11,14 @@
"size": {
"type": "float",
"value": 1
},
"xResolution": {
"type": "integer",
"description": "The amount of stems to produce",
"min": 1,
"max": 64,
"value": 1,
"hidden": true
}
}
}

View File

@@ -1,13 +1,166 @@
use std::convert::TryInto;
use std::f32::consts::PI;
use nodarium_macros::nodarium_definition_file;
use nodarium_macros::nodarium_execute;
use nodarium_utils::{concat_args, log, split_args};
use nodarium_utils::encode_float;
use nodarium_utils::evaluate_float;
use nodarium_utils::evaluate_int;
use nodarium_utils::log;
use nodarium_utils::wrap_arg;
use nodarium_utils::{split_args, decode_float};
nodarium_definition_file!("src/input.json");
fn calculate_y(x: f32) -> f32 {
let term1 = (x * PI * 2.0).sin().abs();
let term2 = (x * 2.0 * PI + (PI / 2.0)).sin() / 2.0;
term1 + term2
}
// Helper vector math functions
fn vec_sub(a: &[f32; 3], b: &[f32; 3]) -> [f32; 3] {
[a[0] - b[0], a[1] - b[1], a[2] - b[2]]
}
fn vec_cross(a: &[f32; 3], b: &[f32; 3]) -> [f32; 3] {
[
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0],
]
}
fn vec_normalize(v: &[f32; 3]) -> [f32; 3] {
let len = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
if len == 0.0 { [0.0, 0.0, 0.0] } else { [v[0]/len, v[1]/len, v[2]/len] }
}
#[nodarium_execute]
pub fn execute(input: &[i32]) -> Vec<i32> {
let args = split_args(input);
log!("leaf input: {:?}", input);
log!("leaf args: {:?}", args);
concat_args(args)
let input_path = split_args(args[0])[0];
let size = evaluate_float(args[1]);
let width_resolution = evaluate_int(args[2]).max(3) as usize;
let path_length = (input_path.len() - 4) / 2;
let slice_count = path_length;
let face_amount = (slice_count - 1) * (width_resolution - 1) * 2;
let position_amount = slice_count * width_resolution;
let out_length =
3 // metadata
+ face_amount * 3 // indices
+ position_amount * 3 // positions
+ position_amount * 3; // normals
let mut out = vec![0 as i32; out_length];
log!("face_amount={:?} position_amount={:?}", face_amount, position_amount);
out[0] = 1;
out[1] = position_amount.try_into().unwrap();
out[2] = face_amount.try_into().unwrap();
let mut offset = 3;
// Writing Indices
let mut idx = 0;
for i in 0..(slice_count - 1) {
let base0 = (i * width_resolution) as i32;
let base1 = ((i + 1) * width_resolution) as i32;
for j in 0..(width_resolution - 1) {
let a = base0 + j as i32;
let b = base0 + j as i32 + 1;
let c = base1 + j as i32;
let d = base1 + j as i32 + 1;
// triangle 1
out[offset + idx + 0] = a;
out[offset + idx + 1] = b;
out[offset + idx + 2] = c;
// triangle 2
out[offset + idx + 3] = b;
out[offset + idx + 4] = d;
out[offset + idx + 5] = c;
idx += 6;
}
}
offset += face_amount * 3;
// Writing Positions
let width = 50.0;
let mut positions = vec![[0.0f32; 3]; position_amount];
for i in 0..slice_count {
let ax = i as f32 / (slice_count -1) as f32;
let px = decode_float(input_path[2 + i * 2 + 0]);
let pz = decode_float(input_path[2 + i * 2 + 1]);
for j in 0..width_resolution {
let alpha = j as f32 / (width_resolution - 1) as f32;
let x = 2.0 * (-px * (alpha - 0.5) + alpha * width);
let py = calculate_y(alpha-0.5)*5.0*(ax*PI).sin();
let pz_val = pz - 100.0;
let pos_idx = i * width_resolution + j;
positions[pos_idx] = [x - width, py, pz_val];
let flat_idx = offset + pos_idx * 3;
out[flat_idx + 0] = encode_float((x - width) * size);
out[flat_idx + 1] = encode_float(py * size);
out[flat_idx + 2] = encode_float(pz_val * size);
}
}
// Writing Normals
offset += position_amount * 3;
let mut normals = vec![[0.0f32; 3]; position_amount];
for i in 0..(slice_count - 1) {
for j in 0..(width_resolution - 1) {
let a = i * width_resolution + j;
let b = i * width_resolution + j + 1;
let c = (i + 1) * width_resolution + j;
let d = (i + 1) * width_resolution + j + 1;
// triangle 1: a,b,c
let u = vec_sub(&positions[b], &positions[a]);
let v = vec_sub(&positions[c], &positions[a]);
let n1 = vec_cross(&u, &v);
// triangle 2: b,d,c
let u2 = vec_sub(&positions[d], &positions[b]);
let v2 = vec_sub(&positions[c], &positions[b]);
let n2 = vec_cross(&u2, &v2);
for &idx in &[a, b, c] {
normals[idx][0] += n1[0];
normals[idx][1] += n1[1];
normals[idx][2] += n1[2];
}
for &idx in &[b, d, c] {
normals[idx][0] += n2[0];
normals[idx][1] += n2[1];
normals[idx][2] += n2[2];
}
}
}
// normalize and write to output
for i in 0..position_amount {
let n = vec_normalize(&normals[i]);
let flat_idx = offset + i * 3;
out[flat_idx + 0] = encode_float(n[0]);
out[flat_idx + 1] = encode_float(n[1]);
out[flat_idx + 2] = encode_float(n[2]);
}
wrap_arg(&out)
}