5 Commits

Author SHA1 Message Date
release-bot
4f48a519a9 feat(nodes): add rotation to instance node
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2026-02-09 22:16:20 +01:00
release-bot
97199ac20f feat(nodes): implement leaf node 2026-02-09 22:16:02 +01:00
release-bot
f36f0cb230 feat(ui): show circles only when hovering InputShape 2026-02-09 22:15:39 +01:00
release-bot
ed3d48e07f fix(runtime): correctly encode 2d shape for wasm nodes 2026-02-09 22:15:11 +01:00
release-bot
c610d6c991 fix(app): show backside in three instances 2026-02-09 22:14:45 +01:00
7 changed files with 207 additions and 25 deletions

View File

@@ -4,7 +4,7 @@
import { decodeFloat, splitNestedArray } from '@nodarium/utils';
import type { PerformanceStore } from '@nodarium/utils';
import { Canvas } from '@threlte/core';
import { Vector3 } from 'three';
import { DoubleSide, Vector3 } from 'three';
import { type Group, MeshMatcapMaterial, TextureLoader } from 'three';
import { createGeometryPool, createInstancedGeometryPool } from './geometryPool';
import Scene from './Scene.svelte';
@@ -14,7 +14,8 @@
matcap.colorSpace = 'srgb';
const material = new MeshMatcapMaterial({
color: 0xffffff,
matcap
matcap,
side: DoubleSide
});
let sceneComponent = $state<ReturnType<typeof Scene>>();

View File

@@ -28,7 +28,7 @@ function getValue(input: NodeInput, value?: unknown) {
}
if (Array.isArray(value)) {
if (input.type === 'vec3') {
if (input.type === 'vec3' || input.type === 'shape') {
return [
0,
value.length + 1,

View File

@@ -28,6 +28,13 @@
"value": 1,
"hidden": true
},
"rotation": {
"type": "float",
"min": 0,
"max": 1,
"value": 0.5,
"hidden": true
},
"depth": {
"type": "integer",
"min": 1,

View File

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

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)
}

View File

@@ -274,6 +274,11 @@
stroke-width: 1px;
stroke: var(--color-layer-3);
fill: var(--color-layer-2);
opacity: 0;
transition: opacity 0.2s ease;
}
svg:hover circle {
opacity: 1;
}
circle.active,
circle:hover {