feat: update some nodes a bit
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This commit is contained in:
2026-05-08 01:49:29 +02:00
parent 581daa1be7
commit e6c368afaa
13 changed files with 262 additions and 58 deletions
Generated
+1
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@@ -66,6 +66,7 @@ checksum = "92ecc6618181def0457392ccd0ee51198e065e016d1d527a7ac1b6dc7c1f09d2"
name = "leaf" name = "leaf"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"glam",
"nodarium_macros", "nodarium_macros",
"nodarium_utils", "nodarium_utils",
] ]
@@ -1,5 +1,5 @@
import { toast } from '@nodarium/ui';
import { GraphSchema, type NodeId } from '@nodarium/types'; import { GraphSchema, type NodeId } from '@nodarium/types';
import { toast } from '@nodarium/ui';
import type { GraphManager } from '../graph-manager.svelte'; import type { GraphManager } from '../graph-manager.svelte';
import type { GraphState } from '../graph-state.svelte'; import type { GraphState } from '../graph-state.svelte';
+1 -1
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@@ -32,7 +32,7 @@ function writePath(scene: Group, data: Int32Array): Vector3[] {
// Instanced spheres at points // Instanced spheres at points
if (positions.length > 0) { if (positions.length > 0) {
const sphereGeometry = new SphereGeometry(0.05, 8, 8); // keep low-poly const sphereGeometry = new SphereGeometry(0.02, 8, 8); // keep low-poly
const sphereMaterial = new MeshBasicMaterial({ const sphereMaterial = new MeshBasicMaterial({
color: 0xff0000, color: 0xff0000,
depthTest: false depthTest: false
+10 -1
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@@ -134,6 +134,14 @@ function getValue(input: NodeInput, value?: unknown) {
return encodeFloat(value as number); return encodeFloat(value as number);
} }
if (input.type === 'select' && typeof value !== 'number') {
const index = input.options?.indexOf(value as string);
if (index === undefined || index < 0) {
throw new Error(`Unknown value ${value} for select input ${input.label}`);
}
return index;
}
if (Array.isArray(value)) { if (Array.isArray(value)) {
if (input.type === 'vec3' || input.type === 'shape') { if (input.type === 'vec3' || input.type === 'shape') {
return [ return [
@@ -159,6 +167,8 @@ function getValue(input: NodeInput, value?: unknown) {
return value; return value;
} }
console.log({ input, value });
throw new Error(`Unknown input type ${input.type}`); throw new Error(`Unknown input type ${input.type}`);
} }
@@ -312,7 +322,6 @@ export class MemoryRuntimeExecutor implements RuntimeExecutor {
continue; continue;
} }
a = performance.now(); a = performance.now();
// Collect the inputs for the node // Collect the inputs for the node
@@ -12,8 +12,8 @@ export class WorkerRuntimeExecutor implements RuntimeExecutor {
getPerformanceData() { getPerformanceData() {
return this.worker.getPerformanceData(); return this.worker.getPerformanceData();
} }
getDebugData() { async getDebugData() {
return this.worker.getDebugData(); return await this.worker.getDebugData();
} }
set useRuntimeCache(useCache: boolean) { set useRuntimeCache(useCache: boolean) {
this.worker.setUseRuntimeCache(useCache); this.worker.setUseRuntimeCache(useCache);
+5 -1
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@@ -299,7 +299,11 @@
bind:showHelp={appSettings.value.nodeInterface.showHelp} bind:showHelp={appSettings.value.nodeInterface.showHelp}
bind:settings={graphSettings} bind:settings={graphSettings}
bind:settingTypes={graphSettingTypes} bind:settingTypes={graphSettingTypes}
onsave={async (g) => { pendingSave = true; await pm.saveGraph(g); pendingSave = false; }} onsave={async (g) => {
pendingSave = true;
await pm.saveGraph(g);
pendingSave = false;
}}
onresult={(result) => handleUpdate(result as Graph)} onresult={(result) => handleUpdate(result as Graph)}
/> />
{/key} {/key}
+16 -7
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@@ -13,19 +13,28 @@
"max": 1, "max": 1,
"value": 1 "value": 1
}, },
"curviness": {
"type": "float",
"hidden": true,
"min": 0,
"max": 1,
"value": 0.5
},
"depth": { "depth": {
"type": "integer", "type": "integer",
"min": 1, "min": 1,
"max": 10, "max": 10,
"hidden": true, "hidden": true,
"value": 1 "value": 1
},
"elasticity": {
"type": "float",
"description": "How rigid the stem is. 0 = rope (uniform droop), 1 = stiff rod (only the tip bends).",
"min": 0,
"max": 1,
"step": 0.05,
"value": 0.3
},
"mode": {
"type": "select",
"internal": true,
"label": "Mode",
"options": ["closed-form", "chain"],
"hidden": true,
"description": "closed-form lerps each segment toward gravity; chain is a forward-kinematic cantilever where each segment rotates by an angle that grows along the stem."
} }
} }
} }
+84 -6
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@@ -20,7 +20,11 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
let args = split_args(input); let args = split_args(input);
let plants = split_args(args[0]); let plants = split_args(args[0]);
let depth = evaluate_int(args[3]); let depth = evaluate_int(args[2]);
let elasticity = evaluate_float(args[3]).clamp(0.0, 1.0);
let mode = evaluate_int(args[4]); // 0 = closed-form, 1 = verlet
// 0 → sqrt (rope), 1 → ~4.5 (only the tip droops)
let bend_exponent = 0.5 + elasticity * 4.0;
let mut max_depth = 0; let mut max_depth = 0;
for path_data in plants.iter() { for path_data in plants.iter() {
@@ -42,6 +46,77 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
let mut output_data = path_data.clone(); let mut output_data = path_data.clone();
let output = wrap_path_mut(&mut output_data); let output = wrap_path_mut(&mut output_data);
if mode == 1 {
// Forward-kinematic cantilever chain. Each segment rotates around
// an axis perpendicular to (rest_dir, gravity) by an angle that
// grows with alpha along the stem. Positions are built from the
// anchored base outward, so segment lengths are preserved by
// construction (no iteration, no rescaling, no oscillation).
let raw_strength = evaluate_float(args[1]);
let gravity_dir = Vec3::new(0.0, -1.0, 0.0);
// Tip bend angle in radians. PI/2 = horizontal tip at strength=1.
let max_angle = raw_strength * std::f32::consts::FRAC_PI_2;
let original: Vec<Vec3> = (0..path.length)
.map(|i| {
let s = i * 4;
Vec3::from_slice(&path.points[s..s + 3])
})
.collect();
let seg_lens: Vec<f32> = (0..path.length - 1)
.map(|i| (original[i + 1] - original[i]).length())
.collect();
let rest_dirs: Vec<Vec3> = (0..path.length - 1)
.map(|i| {
let d = original[i + 1] - original[i];
let l = d.length();
if l > 0.0001 { d / l } else { Vec3::Y }
})
.collect();
let mut cur = vec![Vec3::ZERO; path.length];
cur[0] = original[0];
for i in 1..path.length {
let seg_idx = i - 1;
let alpha = if path.length > 2 {
seg_idx as f32 / (path.length - 2) as f32
} else {
1.0
};
let bend_angle = max_angle * alpha.powf(bend_exponent);
let rest_dir = rest_dirs[seg_idx];
let mut bend_axis = rest_dir.cross(gravity_dir);
let axis_len = bend_axis.length();
bend_axis = if axis_len > 0.0001 {
bend_axis / axis_len
} else {
// rest_dir parallel to gravity — pick an arbitrary
// perpendicular axis to break symmetry.
Vec3::X
};
// Rodrigues' rotation formula
let (sin_a, cos_a) = bend_angle.sin_cos();
let bent_dir = rest_dir * cos_a
+ bend_axis.cross(rest_dir) * sin_a
+ bend_axis * bend_axis.dot(rest_dir) * (1.0 - cos_a);
cur[i] = cur[i - 1] + bent_dir * seg_lens[seg_idx];
}
for i in 0..path.length {
let s = i * 4;
output.points[s] = cur[i].x;
output.points[s + 1] = cur[i].y;
output.points[s + 2] = cur[i].z;
}
} else {
// Closed-form: per-segment lerp toward a downward vector
let mut offset_vec = Vec3::ZERO; let mut offset_vec = Vec3::ZERO;
for i in 0..path.length - 1 { for i in 0..path.length - 1 {
@@ -49,15 +124,16 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
let start_index = i * 4; let start_index = i * 4;
let start_point = Vec3::from_slice(&path.points[start_index..start_index + 3]); let start_point = Vec3::from_slice(&path.points[start_index..start_index + 3]);
let end_point = Vec3::from_slice(&path.points[start_index + 4..start_index + 7]); let end_point =
Vec3::from_slice(&path.points[start_index + 4..start_index + 7]);
let direction = end_point - start_point; let direction = end_point - start_point;
let length = direction.length(); let length = direction.length();
let curviness = evaluate_float(args[2]); let curviness = elasticity.max(0.0001);
let strength = let strength_arg = evaluate_float(args[1]) * 10.0;
evaluate_float(args[1]) / curviness.max(0.0001) * evaluate_float(args[1]); let strength = strength_arg / curviness * strength_arg;
log!( log!(
"length: {}, curviness: {}, strength: {}", "length: {}, curviness: {}, strength: {}",
@@ -68,7 +144,8 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
let down_point = Vec3::new(0.0, -length * strength, 0.0); let down_point = Vec3::new(0.0, -length * strength, 0.0);
let mut mid_point = lerp_vec3(direction, down_point, curviness * alpha.sqrt()); let mut mid_point =
lerp_vec3(direction, down_point, curviness * alpha.powf(bend_exponent));
if mid_point[0] == 0.0 && mid_point[2] == 0.0 { if mid_point[0] == 0.0 && mid_point[2] == 0.0 {
mid_point[0] += 0.0001; mid_point[0] += 0.0001;
@@ -87,6 +164,7 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
offset_vec += final_end_point - end_point; offset_vec += final_end_point - end_point;
} }
}
output_data output_data
}) })
.collect(); .collect();
+1
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@@ -8,5 +8,6 @@ edition = "2018"
crate-type = ["cdylib", "rlib"] crate-type = ["cdylib", "rlib"]
[dependencies] [dependencies]
glam = "0.30.10"
nodarium_macros = { version = "0.1.0", path = "../../../../packages/macros" } nodarium_macros = { version = "0.1.0", path = "../../../../packages/macros" }
nodarium_utils = { version = "0.1.0", path = "../../../../packages/utils" } nodarium_utils = { version = "0.1.0", path = "../../../../packages/utils" }
+27
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@@ -19,6 +19,33 @@
"max": 64, "max": 64,
"value": 1, "value": 1,
"hidden": true "hidden": true
},
"yCurve": {
"type": "float",
"description": "Curl the leaf upward along its length (radians). 0 = flat, ~1.57 = 90° tip curl.",
"min": -3.14,
"max": 3.14,
"step": 0.05,
"value": 0,
"hidden": true
},
"yTwist": {
"type": "float",
"description": "Twist around the leaf's spine. Combined with yCurve, produces a 3D spiral.",
"min": -6.28,
"max": 6.28,
"step": 0.05,
"value": 0,
"hidden": true
},
"xCurve": {
"type": "float",
"description": "Curl each cross-section into an arc, mirrored around the midrib. 0 = flat, ~1.57 = U-shape.",
"min": -3.14,
"max": 3.14,
"step": 0.05,
"value": 0,
"hidden": true
} }
} }
} }
+83 -9
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@@ -1,6 +1,7 @@
use std::convert::TryInto; use std::convert::TryInto;
use std::f32::consts::PI; use std::f32::consts::PI;
use glam::Vec3;
use nodarium_macros::nodarium_definition_file; use nodarium_macros::nodarium_definition_file;
use nodarium_macros::nodarium_execute; use nodarium_macros::nodarium_execute;
use nodarium_utils::encode_float; use nodarium_utils::encode_float;
@@ -42,6 +43,9 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
let input_path = split_args(args[0])[0]; let input_path = split_args(args[0])[0];
let size = evaluate_float(args[1]); let size = evaluate_float(args[1]);
let width_resolution = evaluate_int(args[2]).max(3) as usize; let width_resolution = evaluate_int(args[2]).max(3) as usize;
let y_curve = evaluate_float(args[3]);
let y_twist = evaluate_float(args[4]);
let x_curve = evaluate_float(args[5]);
let path_length = (input_path.len() - 4) / 2; let path_length = (input_path.len() - 4) / 2;
let slice_count = path_length; let slice_count = path_length;
@@ -93,27 +97,97 @@ pub fn execute(input: &[i32]) -> Vec<i32> {
// Writing Positions // Writing Positions
let width = 50.0; let width = 50.0;
let leaf_length: f32 = 100.0;
let mut positions = vec![[0.0f32; 3]; position_amount]; let mut positions = vec![[0.0f32; 3]; position_amount];
// Pre-compute a local frame (center, normal=local-Y, binormal=local-X) for
// each slice by walking the FK chain. At each step we bend around the
// current binormal (curls the leaf) and twist around the current tangent
// (rotates the bend plane → spiral).
let segs = (slice_count - 1).max(1) as f32;
let bend_per_step = y_curve / segs;
let twist_per_step = y_twist / segs;
let mut centers: Vec<Vec3> = Vec::with_capacity(slice_count);
let mut frame_n: Vec<Vec3> = Vec::with_capacity(slice_count);
let mut frame_b: Vec<Vec3> = Vec::with_capacity(slice_count);
let mut tangent = Vec3::new(0.0, 0.0, 1.0);
let mut normal = Vec3::new(0.0, 1.0, 0.0);
let mut binormal = Vec3::new(1.0, 0.0, 0.0);
let pz_first = decode_float(input_path[2 + 1]);
let mut center = Vec3::new(0.0, 0.0, pz_first - leaf_length);
for i in 0..slice_count { for i in 0..slice_count {
let ax = i as f32 / (slice_count -1) as f32; centers.push(center);
frame_n.push(normal);
frame_b.push(binormal);
if i + 1 < slice_count {
let pz_curr = decode_float(input_path[2 + i * 2 + 1]);
let pz_next = decode_float(input_path[2 + (i + 1) * 2 + 1]);
let seg_len = pz_next - pz_curr;
center = center + tangent * seg_len;
// Bend around binormal — tilts tangent toward normal
let (sin_b, cos_b) = bend_per_step.sin_cos();
let new_t = tangent * cos_b + normal * sin_b;
let new_n = -tangent * sin_b + normal * cos_b;
tangent = new_t;
normal = new_n;
// Twist around tangent — rotates normal/binormal so the next bend
// happens in a rotated plane
let (sin_tw, cos_tw) = twist_per_step.sin_cos();
let new_n2 = normal * cos_tw + binormal * sin_tw;
let new_b = -normal * sin_tw + binormal * cos_tw;
normal = new_n2;
binormal = new_b;
}
}
for i in 0..slice_count {
let ax = i as f32 / segs;
let px = decode_float(input_path[2 + i * 2 + 0]); let px = decode_float(input_path[2 + i * 2 + 0]);
let pz = decode_float(input_path[2 + i * 2 + 1]); let hw = width - px; // half-width at this slice
let c = centers[i];
let n = frame_n[i];
let b = frame_b[i];
for j in 0..width_resolution { for j in 0..width_resolution {
let alpha = j as f32 / (width_resolution - 1) as f32; let alpha = j as f32 / (width_resolution - 1) as f32;
let x = 2.0 * (-px * (alpha - 0.5) + alpha * width); // Signed cross-section parameter, -1 (left edge) → +1 (right edge)
let py = calculate_y(alpha-0.5)*5.0*(ax*PI).sin(); let t = 2.0 * alpha - 1.0;
let pz_val = pz - 100.0; let py_local = calculate_y(alpha - 0.5) * 5.0 * (ax * PI).sin();
// X-curl: each cross-section traces a circular arc with curvature
// x_curve / hw. Because theta = x_curve * t is signed around the
// midrib, sin/cos give a mirrored arc (left and right edges curl
// the same direction).
let theta = x_curve * t;
let (sin_t, cos_t) = theta.sin_cos();
let (b_arc, n_arc) = if x_curve.abs() < 0.0001 {
(t * hw, 0.0)
} else {
let r = hw / x_curve;
(r * sin_t, r * (1.0 - cos_t))
};
// Cross-section bulge follows the rotated local frame
let b_total = b_arc - py_local * sin_t;
let n_total = n_arc + py_local * cos_t;
let world = c + b * b_total + n * n_total;
let pos_idx = i * width_resolution + j; let pos_idx = i * width_resolution + j;
positions[pos_idx] = [x - width, py, pz_val]; positions[pos_idx] = [world.x, world.y, world.z];
let flat_idx = offset + pos_idx * 3; let flat_idx = offset + pos_idx * 3;
out[flat_idx + 0] = encode_float((x - width) * size); out[flat_idx + 0] = encode_float(world.x * size);
out[flat_idx + 1] = encode_float(py * size); out[flat_idx + 1] = encode_float(world.y * size);
out[flat_idx + 2] = encode_float(pz_val * size); out[flat_idx + 2] = encode_float(world.z * size);
} }
} }
+5 -4
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@@ -15,9 +15,9 @@
}, },
"strength": { "strength": {
"type": "float", "type": "float",
"min": 0.1, "min": 0,
"max": 10, "max": 1,
"value": 2 "value": 0.5
}, },
"fixBottom": { "fixBottom": {
"type": "float", "type": "float",
@@ -56,7 +56,8 @@
"preserveLength": { "preserveLength": {
"type": "boolean", "type": "boolean",
"label": "Preserve length", "label": "Preserve length",
"value": true "value": true,
"hidden": true
} }
} }
} }
+1 -1
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@@ -29,7 +29,7 @@
"type": "boolean", "type": "boolean",
"internal": true, "internal": true,
"hidden": true, "hidden": true,
"value": true, "value": false,
"description": "If multiple objects are connected, should we rotate them as one or spread them?" "description": "If multiple objects are connected, should we rotate them as one or spread them?"
} }
} }