merge upstream

This commit is contained in:
2025-07-06 17:41:02 +00:00
4 changed files with 14 additions and 9 deletions

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@ -3,7 +3,7 @@ package leenkx.logicnode;
import iron.object.Object; import iron.object.Object;
import iron.math.Vec4; import iron.math.Vec4;
class GetWorldNode extends LogicNode { class GetWorldOrientationNode extends LogicNode {
public var property0: String; public var property0: String;

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@ -55,9 +55,9 @@ class SetParticleDataNode extends LogicNode {
@:privateAccess psys.aligny = vel.y; @:privateAccess psys.aligny = vel.y;
@:privateAccess psys.alignz = vel.z; @:privateAccess psys.alignz = vel.z;
case 'Velocity Random': case 'Velocity Random':
psys.r.factor_random = inputs[3].get(); @:privateAccess psys.r.factor_random = inputs[3].get();
case 'Weight Gravity': case 'Weight Gravity':
psys.r.weight_gravity = inputs[3].get(); @:privateAccess psys.r.weight_gravity = inputs[3].get();
if (iron.Scene.active.raw.gravity != null) { if (iron.Scene.active.raw.gravity != null) {
@:privateAccess psys.gx = iron.Scene.active.raw.gravity[0] * @:privateAccess psys.r.weight_gravity; @:privateAccess psys.gx = iron.Scene.active.raw.gravity[0] * @:privateAccess psys.r.weight_gravity;
@:privateAccess psys.gy = iron.Scene.active.raw.gravity[1] * @:privateAccess psys.r.weight_gravity; @:privateAccess psys.gy = iron.Scene.active.raw.gravity[1] * @:privateAccess psys.r.weight_gravity;

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@ -313,17 +313,22 @@ def parse_texcoord(node: bpy.types.ShaderNodeTexCoord, out_socket: bpy.types.Nod
state.dxdy_varying_input_value = True state.dxdy_varying_input_value = True
return 'mposition' return 'mposition'
elif out_socket == node.outputs[4]: # Camera elif out_socket == node.outputs[4]: # Camera
return 'vec3(0.0)' # 'vposition' state.curshader.add_uniform('mat4 V', link='_viewMatrix')
if not state.frag.contains('vec3 viewPosition;'):
state.frag.write_init('vec3 viewPosition = (V * vec4(wposition, 1.0)).xyz;')
state.dxdy_varying_input_value = True
return 'viewPosition'
elif out_socket == node.outputs[5]: # Window elif out_socket == node.outputs[5]: # Window
# TODO: Don't use gl_FragCoord here, it uses different axes on different graphics APIs # TODO: Don't use gl_FragCoord here, it uses different axes on different graphics APIs
state.frag.add_uniform('vec2 screenSize', link='_screenSize') state.frag.add_uniform('vec2 screenSize', link='_screenSize')
state.dxdy_varying_input_value = True state.dxdy_varying_input_value = True
return f'vec3(gl_FragCoord.xy / screenSize, 0.0)' return f'vec3(gl_FragCoord.xy / screenSize, 0.0)'
elif out_socket == node.outputs[6]: # Reflection elif out_socket == node.outputs[6]: # Reflection
if state.context == ParserContext.WORLD: state.curshader.add_uniform('vec3 eye', link='_cameraPosition')
if not state.frag.contains('vec3 reflectionVector;'):
state.frag.write_init('vec3 reflectionVector = reflect(normalize(wposition - eye), normalize(n));')
state.dxdy_varying_input_value = True state.dxdy_varying_input_value = True
return 'n' return 'reflectionVector'
return 'vec3(0.0)'
def parse_uvmap(node: bpy.types.ShaderNodeUVMap, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str: def parse_uvmap(node: bpy.types.ShaderNodeUVMap, out_socket: bpy.types.NodeSocket, state: ParserState) -> vec3str:

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@ -61,7 +61,7 @@ class StereoPanner extends Panner {
public inline function setBalance(balance: Balance) { public inline function setBalance(balance: Balance) {
this._balance = balance; this._balance = balance;
final volumeLeft = Math.sqrt(~balance);Add commentMore actions final volumeLeft = Math.sqrt(~balance);
final volumeRight = Math.sqrt(balance); final volumeRight = Math.sqrt(balance);
sendMessage({ id: StereoPannerMessageID.PVolumeLeft, data: volumeLeft }); sendMessage({ id: StereoPannerMessageID.PVolumeLeft, data: volumeLeft });
sendMessage({ id: StereoPannerMessageID.PVolumeRight, data: volumeRight }); sendMessage({ id: StereoPannerMessageID.PVolumeRight, data: volumeRight });