Detailed Description

Draws a custom 2D mesh with a given fill. Note that these work best with the Stack node. The path ranges from +1 to -1 on x and y.

Inheritance diagram for Loonim.ClippingPath:
Loonim.TextureNode

Public Member Functions

 ClippingPath ()
 
 ClippingPath (TextureNode fill, Mesh mesh)
 
 ClippingPath (TextureNode fill, VectorPath path)
 
void Refresh ()
 Updates the internal triangulated version of the path. Occurs whenever Path is set. More...
 
override DrawStackNode Allocate (DrawInfo info, ref int stackID)
 Allocates GPU drawing meta now. More...
 
- Public Member Functions inherited from Loonim.TextureNode
float[] Bake (int size)
 Bakes the x axis of this node as a 1D image. More...
 
void Bake (float[] values)
 Bakes the x axis of this node as a 1D image. More...
 
void Bake (Color[] values)
 Bakes the x axis of this node as a 1D image. Note that the red channel is the most important. More...
 
override string ToString ()
 
string ToString (int depth)
 
List< Material > CollectMaterials ()
 
void CollectMaterials (List< Material > into)
 
void AddSource (TextureNode source)
 Adds a new source to this node. More...
 
 TextureNode ()
 
 TextureNode (int sourceCount)
 Create a texture node with the given number of inputs. More...
 
void SubMaterialChanged ()
 Called when this nodes SubMaterialID has changed. More...
 
virtual void Draw (DrawInfo info)
 Allocates GPU drawing meta now. More...
 
void PreAllocate (DrawInfo info)
 Allocates now. More...
 
void DrawGPU (DrawInfo info)
 Draws this node now (but doesn't transfer it into a texture). More...
 
void Draw (DrawInfo info, Texture2D image, ref Color[] pixels)
 Draws this node into the given texture and pixel buffer now. Note that the pixels buffer might not get used, so initially pass in null and cache the resulting one if you wish. More...
 
void DrawCPU (DrawInfo info, Color[] pixels)
 Draws this node using the CPU. More...
 
TextureNode GetLayer (int id, int count)
 Gets the node with the given ID. More...
 
virtual void Prepare (DrawInfo info)
 Gets the node ready to draw. More...
 
virtual void Read (TextureReader reader)
 Reads sources from the given reader into this node. More...
 
virtual double GetWrapped (double x, double y, int wrap)
 Gets a wrapped value from this node. Range of +/- 1. More...
 
virtual double GetValue (double x, double y, double z)
 Gets the value from this node. This is required at a minimum. Range of +/- 1. More...
 
virtual double GetValue (double x, double y)
 Gets the value from this node. This is required at a minimum. Range of +/- 1. More...
 
virtual double GetValue (double t)
 Gets the 1D value from this node. Equiv to GetValue(t,0). Required for all graph nodes. More...
 
virtual UnityEngine.Color GetColour (double x, double y)
 Gets this nodes colour output. More...
 

Public Attributes

const float DefaultAccuracy =0.05f
 The default triangulation accuracy in terms of 0-1 (screen space). More...
 
bool MeshSet =false
 True if the user directly set a mesh. More...
 
float Accuracy =DefaultAccuracy
 Triangulation accuracy in terms of 0-1 in screen space. More...
 
- Public Attributes inherited from Loonim.TextureNode
int InstanceID
 Unique ID for this node in its parent tree. More...
 
TextureNode[] Sources
 Inputs to this node. May be null. More...
 
bool AllocateRequired =true
 True when this node changes. Note that it does not get set to true if the image draw size changes. More...
 
DrawStackNode DrawStore
 

Properties

VectorPath Path [get, set]
 The path in use. Ranges from +1 to -1 on x and y. More...
 
Mesh Mesh [get, set]
 
override int OutputDimensions [get]
 
override int TypeID [get]
 
- Properties inherited from Loonim.TextureNode
TextureNode SourceModule [get, set]
 First input to this node. Errors if it doesn't exist. More...
 
TextureNode SourceModule1 [get, set]
 First input to this node. Errors if it doesn't exist. More...
 
TextureNode SourceModule2 [get, set]
 Second input to this node. Errors if it doesn't exist. More...
 
TextureNode SourceModule3 [get, set]
 Third input to this node. Errors if it doesn't exist. More...
 
virtual int SubMaterialID [get]
 By default, materials are named Loonim/Texture_node_id, however some nodes have "sub-materials" where they essentially have a bunch of different shaders. An example is the Blend node. More...
 
virtual int MaterialID [get]
 By default, materials are named Loonim/Texture_node_id. This allows nodes to essentially share shaders. More...
 
virtual int OutputDimensions [get]
 The dimensions of the image that gets output from this node. A constant has 0 dimensions, a graph has 1 dimension and your ordinary image node has 2. Note that they vary based on inputs; for example an ADD node could add two graphs together (resulting in a 1D output) or it could add two images together (2D output). More...
 
virtual int TypeID [get]
 A globally constant ID for a given type of module. More...
 

Private Attributes

VectorPath Path_
 The path in use. Ranges from +1 to -1 on x and y. More...
 
Mesh Mesh_
 The computed mesh to display. The path ranges from +1 to -1 on x and y. More...
 

Static Private Attributes

static Triangulator Triangulator
 Shared triangulator for these paths. Created on demand. More...
 

Additional Inherited Members

- Protected Member Functions inherited from Loonim.TextureNode
void AllocateSources (Material material, DrawInfo info, int targetStack, int count)
 
- Static Protected Member Functions inherited from Loonim.TextureNode
static Shader GetShader (int type, int subType)
 Gets a shader of the given node ID and it's sub-type. More...
 
static Material GetMaterial (int type, int subType)
 Gets a sub-material of the given node ID. More...
 

Constructor & Destructor Documentation

Loonim.ClippingPath.ClippingPath ( )
inline
Loonim.ClippingPath.ClippingPath ( TextureNode  fill,
Mesh  mesh 
)
inline
Loonim.ClippingPath.ClippingPath ( TextureNode  fill,
VectorPath  path 
)
inline

Member Function Documentation

override DrawStackNode Loonim.ClippingPath.Allocate ( DrawInfo  info,
ref int  stackID 
)
inlinevirtual

Allocates GPU drawing meta now.

Reimplemented from Loonim.TextureNode.

void Loonim.ClippingPath.Refresh ( )
inline

Updates the internal triangulated version of the path. Occurs whenever Path is set.

Member Data Documentation

float Loonim.ClippingPath.Accuracy =DefaultAccuracy

Triangulation accuracy in terms of 0-1 in screen space.

const float Loonim.ClippingPath.DefaultAccuracy =0.05f

The default triangulation accuracy in terms of 0-1 (screen space).

Mesh Loonim.ClippingPath.Mesh_
private

The computed mesh to display. The path ranges from +1 to -1 on x and y.

bool Loonim.ClippingPath.MeshSet =false

True if the user directly set a mesh.

VectorPath Loonim.ClippingPath.Path_
private

The path in use. Ranges from +1 to -1 on x and y.

Triangulator Loonim.ClippingPath.Triangulator
staticprivate

Shared triangulator for these paths. Created on demand.

Property Documentation

Mesh Loonim.ClippingPath.Mesh
getset
override int Loonim.ClippingPath.OutputDimensions
getpackage
VectorPath Loonim.ClippingPath.Path
getset

The path in use. Ranges from +1 to -1 on x and y.

override int Loonim.ClippingPath.TypeID
get