Maths_Addition
Mathematical addition
Inputs
-
X: First number to add
-
Y: Second number to add
Outputs
Maths_Subtraction
Mathematical subtraction
Inputs
-
X: Number to subtract from
-
Y: Number to subtract
Outputs
-
Result: Result of the subtraction
Maths_Multiplication
Mathematical multiplication
Inputs
-
X: First number to multiply
-
Y: Second number to multiply
Outputs
-
Product: Product of the numbers
Maths_Division
Mathematical division
Inputs
-
X: Number to divide
-
Y: Number to divide by
Outputs
-
Result: Result of the division
Maths_GreaterThan
Tests if input B is greater than input A
Inputs
-
firstNumber: First number
-
secondNumber: Second number
Outputs
-
Greater than (>): True if A > B
-
Greater than or equal to (>=): True if A >= B
Maths_LessThan
Tests if input B is less than input A
Inputs
-
firstNumber: First number
-
secondNumber: Second number
Outputs
-
Less than (<): True if A < B
-
Less than or equal to (<=): True if A <= B
Maths_RandomValue
Generates a random float between min and max
Inputs
-
Min: Start of range (default = 0)
-
Max: end of range (default = 1)
-
Seed: Seed for random number generator (int)
-
Number: Number of random numbers to generate (int)
Outputs
-
RnadomValue: Random float between min and max
Maths_DotProduct
Computes the dot product of two vectors
Inputs
-
firstVector: First vector
-
secondVector: Second vector
Outputs
-
Dot Product: Float representing X dot Y
Maths_CrossProduct
Computes the cross product of two vectors
Inputs
-
firstVector: First vector
-
secondVector: Second vector
Outputs
-
Cross Product: Float representing X cross Y
Maths_VectorLength
Computes the length of a vector
Inputs
Outputs
-
Length: Float representing length of X
Maths_UnitizeVector
Computes a unit vector from a vector
Inputs
Outputs
-
UnitVector: Unit Vector in direction of X
Maths_Lerp
Linear interpolation between two values
Inputs
-
From: Value to lerp from
-
To: Value to lerp to
-
T: Parameter t
Outputs
-
Lerped Value: Value at param t
Maths_RectangularGrid
Generates a planar rectangular grid from transform, number of cells and cell size
Inputs
-
transform: Transform: sets plane for rectangular grid
-
numberX: Number of cells in X direction
-
numberZ: Number of cells in Z direction
-
sizeX: Size of cells in X direction
-
sizeZ: size of cells in Z direction
Outputs
-
Rectangular Grid Vertices: Vertices
-
Rectangular Grid Polylines: Cell Polylines
Maths_RectangularArray
Generates a 3D rectangular array of cells from transform, number of cells and cell size
Inputs
-
transform: Transform for coordinate system
-
numberX: Number of cells in X direction
-
numberY: Number of cells in Y direction
-
numberZ: Number of cells in Z direction
-
sizeX: Size of cells in X direction
-
sizeY: size of cells in Y direction
-
sizeZ: size of cells in Z direction
Outputs
-
Rectangular Grid Vertices: Vertices
Maths_HexGrid
Generates a planar hexagonal grid
Inputs
-
transform: Transform: sets plane for hex grid
-
numberX: Number of cells in X direction
-
numberY: Number of cells in Y direction
-
numberZ: Number of cells in Z direction
-
size: Size of cells
Outputs
-
Hexagonal Grid Vertices: Vertices
-
Hexagonal Grid Polylines: Cell Polylines
Maths_RhodoLattice
Generates 3D lattice from rhombic dodecahedral tiling
Inputs
-
transform: Transform for coordinate system
-
numberX: Approx. width in rhodo diameters along x-axis of box
-
numberY: Approx. width in rhodo diameters along y-axis of box
-
numberZ: Approx. width in rhodo diameters along z-axis of box
-
Diameter: Diameter of one rhombic dodecahedron
Outputs
-
Rectangular Grid Vertices: Vertices
-
Rhodo Lattice Polylines: ...
Geometry_Rotation
Construct a rotation quaternion from axis and angle
Inputs
-
Axis: Axis (unit vector)
-
Angle: Angle of rotation (in radians)
Outputs
-
Rotation Quaternion: Rotation quaternion out
-
Rotation Transform: Rotation transformation out
Geometry_LookAt
Construct a rotation quaternion from axis and angle
Inputs
-
TargetPoint: Target Point
-
Up: Optional Up direction.
-
Transform: Option transform to modify
Outputs
-
Rotation Transform: Rotation transformation out
Geometry_AffineTransformation
Apply spatial transformation to geometric object
Inputs
-
Geometry: Mesh to transform
-
Transformation: Transformation to apply to geometry
Outputs
-
NewGeometry: Transformed Geometry
Sets_Series
Create a series of numbers
Inputs
-
Start: First number in the series
-
Step: Step size for each successive number
-
Count: Number of values in the series
Outputs
-
Series: Series of numbers
Sets_LogisticGrowthSeries
Create a series of numbers following logistic growth curve
Inputs
-
MaxVal: Maximum Value in the series
-
Steepness: rate of increase
-
Count: Number of values in the series
Outputs
-
Series: Series of numbers
Sets_ListItem
Select items by index
Inputs
-
List: List of items
-
Indices: Indices of desired list items
Outputs
-
List items: Selected list items
Sets_IfThen
Separates list items according to pattern
Inputs
-
List: List of items
-
Pattern: Pattern of separation
Outputs
-
List A: 'true' list items
-
List B: 'false list items
Sets_Merge
Merges two lists according to pattern
Inputs
-
List_A: First List
-
List_B: Second List
-
Pattern: Pattern of separation
Outputs
-
MergedList: New compsed list
Sets_ListConstruct
Construct a list from items
Inputs
-
Item1: First item
-
Item2: Second item
Outputs
Sets_ShiftList
Select items by index
Inputs
-
List: List of items
-
Shift Length: Number of indices to shift
-
Wrap: Wrap the indices to branch count
Outputs
-
Shifted List: Selected list items
Sets_LoopBegin
Entry point for a For Loop
Inputs
-
Name: Optional label for this loop.
-
Steps: Number of steps to compute. -1 for indefinite loop
-
Data: Initial Data
Outputs
-
Index: Current index
-
Data: Optional temporary data
Sets_LoopEnd
Ends a loop or transmits data back to start.
Inputs
-
LoopStart: Loop start component to operate on. Connect to any Loop Start output.
-
Stop: Optional bool to stop loop
-
Data: Generic data to transmit back to start
Outputs
-
Last Data: Last computed data
Sets_DataRecorder
Records generic data and outputs to list.
Inputs
-
DataItem: Data to record
-
RecordLimit: Number of items to record
-
Reset: Reset the recording
Outputs
-
Data: Optional temporary data
Sets_AddKeyValue
Adds a key value pair to a variant map
Inputs
-
Map: Variant map to operate on. Can be empty.
-
Key: Key of value to add
-
Value: Value add. This input is list access.
Outputs
-
Map out: Variant map out.
Sets_GetValueByKey
Gets a value by key name.
Inputs
-
Map: Variant map to operate on. Can be empty.
-
Key: Key of value to add
Outputs
Sets_ExportViewData
Exports data from a view to be used in another view.
Inputs
-
Data: Data tree to export
Outputs
-
ExportedData: Exported Data
Sets_ImportViewData
Imports data from a view to be used in this view.
Inputs
Outputs
-
ImportedData: Exported Data
Maths_MassAverage
Average of list of numbers
Inputs
-
List: List of floating point values
Outputs
-
Average: Average of values
Maths_MassAddition
Sums a list of numbers
Inputs
-
List: List of floating point values
Outputs
Input_Slider
An interactive numerical slider.
Inputs
Outputs
Input_Panel
Inputs
Outputs
Input_Float
Creates or casts a float
Inputs
Outputs
Input_Int
Creates or casts an integer
Inputs
-
Number: Non-integer number
Outputs
Input_Label
Label for annotating graphs
Inputs
Outputs
-
ContainerElement: Container Element
Input_Toggle
Boolean Toggle input
Inputs
Outputs
Input_ScreenToggle
Adds a boolean toggle to the user interface
Inputs
-
P: Position of the button in screen coordinates.
-
Label: Label of the button
-
Toggle: Toggle mode
-
Priority: Priority Index
-
Parent: Optional parent
Outputs
-
Button Pointer: Pointer to the UI Element
Input_ScreenContainer
A container for UI objects.
Inputs
-
Name: Name of this container
-
Position: Optional position. If left blank, the element is automatically positioned.
-
Size: Optional size. If left blank, the element is automatically size.
-
Options: Container options
Outputs
-
ContainerElement: Container Element
Input_CustomElement
Adds some text to the screen UI
Inputs
-
CustomType: Custom type name to create. Name must be contained the style file
-
Style File: Optional file to look up. If blank, the default style file will be used.
-
Position: Optional position. If left blank, the element is automatically positioned.
-
Size: Size of root element
-
Priority: Priority
-
Parent: Optional Parent element
Outputs
-
CustomElement: Custom Element
-
Children: Children elements.
Input_ButtonListener
Listens to button in scene
Inputs
-
Button Pointers: Pointers to screen buttons
-
Mute: Mute this listener
Outputs
Input_LineEditListener
Listens for line edit input
Inputs
-
LineEdit Pointers: Pointers to screen line edit
-
Mute: Mute this listener
Outputs
Input_KeyboardListener
Listens for Key strokes
Inputs
-
On: Listen for mouse clicks
-
Key Filter: Keys to listen to. If blank, return all.
Outputs
-
Key Press: Returns once on the frame that the key has pressed.
-
Key Down: Returns on every frame that the key is held down.
-
Key Up: Returns once on the frame that the key is released.
Input_MouseDownListener
Listens for mouse down in scene
Inputs
-
On: Listen for mouse clicks
-
Mouse button: Mouse Button
Outputs
-
Mouse Position: Mouse Position
-
Mouse Delta: Mouse Delta
Input_GamepadListener
Listens for gamepad input
Inputs
-
On: Listen for mouse clicks
-
Gamepad index: Gamepad Index
Outputs
-
Button ID: Button ID
-
Button Value: Button Value
-
Axis ID: Axis ID
-
Axis Value: Axis Value
Input_ScreenLineEdit
Adds a line edit to the user interface
Inputs
-
Screen Coords: Point Coordinate in Screen Space
-
Label: Label
-
Priority: Optional priority index
-
Parent: Optional parent
Outputs
-
Line Edit out: Ptr to line edit
Input_ScreenText
Adds some text to the screen UI
Inputs
-
Position: Optional position. If left blank, the element is automatically positioned.
-
Text: Text to display
-
Font: Path to Font to use
-
Size: Font Size
-
Priority: Priority
-
Parent: Optional Parent element
Outputs
-
TextElement: Text Element
Input_StringReplace
Appends or Creates a string with Formatting.
Inputs
-
String: String to work on
-
ReplaceThis: String to replace
-
ReplaceWith: Replacement string
Outputs
Input_StringAppend
Appends a string.
Inputs
-
InputString: Input String
-
AppendString: String to append
Outputs
Input_ScanDir
Scans a directory for files.
Inputs
-
Path: Directory path
-
Filter: Optional filter
-
Recursive: Search directory recursively
Outputs
-
Results: Scanned files
-
FullPaths: Full paths to scanned files
Input_Trigger
Transmit IoDataTree at first input upon trigger at second input
Inputs
-
IoDataTree: IoDataTree input to transmit on trigger
-
Trigger: Trigger -- listen for change in trigger input
Outputs
-
IoDataTree: IoDataTree transmitted on trigger
Input_ObjectMove
Moves an object based on user interaction
Inputs
-
Constraints: Movement constraints. One bit for each of the 6 degrees of freedom
-
Local Coords: Using local Coords for translation
-
Node Filter: Only allow movement on these nodes. If 0, all nodes are allowed to move.
Outputs
-
ID: ID of affected node
-
Transform: Transform defining movement
Input_Vector3
Slider for selecting a Vector3
Inputs
Outputs
Input_ColorSlider
Slider for selecting a Color
Inputs
Outputs
Input_GeometryEdit
Allows the user to manipulate geometry vertices.
Inputs
-
Geometry: Geometry to operate on.
-
Constraints: Movement constraints. One bit for each of the 6 degrees of freedom
-
DisplayThickness: Thickness of display curves
-
Color: Color of diplay curves
Outputs
-
Edit Geometry: Reference to Edit Geometry. Connect to Edit Geometry Listener.
Input_EditGeometryListener
Listens for updates to editable geometry
Inputs
-
NodeID: Id of edit geometry to listen to.
Outputs
-
Geometry: Edited geometry
Interop_SystemCommand
Calls a program from the OS
Inputs
-
Executable: The executable to call
-
Arguments: Arguments
Outputs
-
ExitCode: Result of the call
Interop_AsyncSystemCommand
Calls several programs from the OS
Inputs
-
Executable: The executable to call asynchronously
-
Arguments: Arguments
Outputs
-
ExitCode: Result of the call
Interop_SendData
Exports data from a view to be used in another view.
Inputs
-
Data: Data tree to export
Outputs
-
ExportedData: Exported Data
-
IP: IP Address
Interop_ReceiveData
Exports data from a view to be used in another view.
Inputs
-
Data: Data tree to export
Outputs
-
ExportedData: Exported Data
Resource_LoadResource
Loads a resource from a path
Inputs
-
Path: Path to Resource file (e.g. "Models/TeaPot.mdl")
-
Type: Type Name. Must be a registered class type. (e.g. "model")
Outputs
-
ResourcePointer: Void Pointer to Resource
Resource_CreateMaterial
Create a material from parameters
Inputs
-
Technique: Path to material
-
Parameters: Key-Value pairs of parameters to modify
-
Textures: Key-Value pairs of tex units and resource paths
Outputs
-
Material: Pointer to material
Graphics_BaseSettings
Sets a few of the most important render settings.
Inputs
-
Skybox: Set the skybox material
-
ZoneTexture: Zone Texture (for reflections)
-
Zone Size: Vector defined size of the render zone
-
AmbientLight: Ambient Light. Alpha channel determines brightness.
-
Fog Color: Color of Fog.
-
Fog extents: Fog extents. Vector 3 where x,y are start and end distances. Z is density.
Outputs
-
Zone: Pointer to zone
-
Skybox: Pointer to skybox
Graphics_Viewport
Creates a viewport for viewing geometry
Inputs
-
Viewport Index: Index of viewport to create. If exists, viewport will be overwritten.
-
Camera: Camera with which to render viewport.
-
Rect: Screen space rectangle in which to render. If null, full extents are used.
-
RenderPath: Base RenderPath for viewport. If blank, this will default to the main viewport path.
Outputs
-
Viewport: Point to resulting viewport
Graphics_MeshRenderer
Converts a mesh to a viewable object in the scene.
Inputs
-
Mesh: Mesh Structure
-
Material: Path to material.
-
SplitVertices: Split the vertices for flat shading
-
Color: MainColor
Outputs
-
NodeID: ID of rendered node
-
StaticModelPointer: Void Pointer to Static Model
Graphics_MeshEdges
Renders mesh edges
Inputs
-
Mesh: Mesh to render
-
Width: Width of curve
-
Color: Color
Outputs
Graphics_CurveToModel
Converts a curve to a model on disk with a pointer to the model
Inputs
-
Polyline: Polyline structure
-
File: Optional path to save Model
-
Thickness: Line thickness
-
VertexColors: VertexColors
Outputs
-
ModelPointer: Void Pointer to Model
Graphics_CurveRenderer
Curve Renderer
Inputs
-
Curve: Curve to render
-
Width: Width of curve
-
Color: Color
Outputs
Graphics_RenderTexture
Creates a texture that is filled by the given camera.
Inputs
-
Camera: Camera with which to render viewport.
-
Viewport: Optional viewport to use for render texture
-
RenderPath: Base RenderPath for viewport. If blank, this will default to the main viewport path.
Outputs
-
Texture: Render Texture
-
Material: Basic Material with the RenderTexture assigned.
Graphics_Light
Create a directional Sun light
Inputs
-
Transform: Transform
-
LightType: LightType
-
Color: Color
-
Range: Range
Outputs
-
NodeID: Node ID
-
Light: LightPtr
Physics_ApplyForce
Apply a force (vector with magnitude) to a rigid body
Inputs
-
RigidBody: RigidyBody
-
Force: Vector defining the force
Outputs
Physics_CollisionShape
Construct a collision shape form a mesh or model
Inputs
-
Node ID: Node to construct collision shape on
-
Base Mesh: Mesh to construct collision shape from
-
Shape type: Type of collision shape to create
Outputs
Physics_Constraint
Construct a constraint between a rigidbody and an optional second one.
Inputs
-
Body A: First rigidbody.
-
Local Anchor A: Position in local coordinates for start of constraint
-
Body B: Second rigidbody.
-
Local Anchor B: Position in local coordinates for end of constraint
-
Constraint Type: Type of constraint
Outputs
Scene_Display
Displays geometry in the scene
Inputs
-
Geometry: Geometry to render
-
Color: Color to Display
-
Mode: Display Mode. 0 - Fill, 1 - Wireframe, 2 - Points.
-
Flat: Flat shaded
Outputs
-
Node: Node ID of display
-
Model: Pointer to model
Scene_DeconstructModel
Deconstructs a static model into vertices, faces and normals
Inputs
Outputs
Scene_AddNode
Adds a node with optional name and parent
Inputs
-
Transform: Transform of node
-
Name: Optional node name
-
Parent: Optional node parent
Outputs
Scene_CloneNode
Clones a node
Inputs
-
NodeID: ID of node to clone
-
Transform: Transform of cloned node
-
ParentID: Optional parent of cloned node
Outputs
Scene_AddStaticModel
Adds a static model
Inputs
-
NodeID: ID of node
-
Model: Pointer to Model
-
Material: Pointer to Material
Outputs
-
Static Model: Pointer to static Model
Scene_AnimatedModel
Adds a static model
Inputs
-
NodeID: ID of node
-
AnimatedModel: Pointer or path to Model
-
Material: Pointer to Material
Outputs
-
Animated Model: Pointer to animated Model
Scene_PlayAnimation
Play an animation
Inputs
-
NodeID: ID of node
-
AnimationController: Pointer to animation contorller
-
Animation: Path to animation
Outputs
-
Animated Model: Pointer to animated Model
Scene_ScreenPointToRay
Given a screen point, returns a ray in world coordinates
Inputs
-
ScreenPoint: Point in normalized screen coordinates
-
CameraPtr: Optional pointer to a camera. If none provided, a camera will be found.
Outputs
-
Start Point: Start point of ray in world coords
-
Direction: Direction of ray in world coords
Scene_Raycast
Listens for screen raycasts, returns hit information
Inputs
-
StartPoint: Point in world coords
-
Direction: Direction in which to cast ray
-
Max Distance: Max distance to raycast
-
Mask: Mask elements from raycast
Outputs
-
Hit Points: Hit Points of ray
-
Distance: Distance
-
Normal: Normal
-
ModelPtr: Model pointer.
Scene_ScreenBloom
Adds intensity-controlled screen bloom effect
Inputs
-
Intensity: Intensity of Bloom
-
Source: Source Mix
-
Bloom Mix: Bloom Mix
Outputs
Physics_PhysicsWorld
Initializes physics world
Inputs
-
Step: Run physics
-
Gravity: Gravity Vector
Outputs
-
Physics World: Pointer to static physics world
Physics_RigidBody
Adds rigid body behaviour to a node
Inputs
-
Node ID: Node ID to add Rigid body to.
-
Physics World: Physics World
-
Mass: Mass. Set to zero if you want a fixed object
-
Shape type: Collision shape type.
Outputs
-
Rigid Body: Pointer to Rigid Body
-
Collision Shape: Pointer to Collision Shape
Scene_Text3D
Creates a 3D text node at given position and scale
Inputs
-
Text: Text to display
-
Positon: Position of text node.
-
Font: Font to display
-
Scale: Scale of text
-
Options: 3D Text options as bitmask. 1 - face camera, 2 - keep vertical, 4 - constant pixel size.
Outputs
-
ID: ID of node
-
TextPointer: Pointer to text component
Scene_ScriptInstance
Executes a script from file
Inputs
-
ScriptFile: Path to script file
-
X: Input variable called X
-
Y: Input variable called Y
-
Z: Input variable called Z
Outputs
-
A: Output variable called A
-
B: Output variable called B
-
C: Output variable called C
Scene_MouseClickListener
Listens for mouse clickkinput
Inputs
-
On: Listen for mouse clicks (bool)
-
Mouse button: Mouse Button
Outputs
-
Mouse Position: Mouse Position
Scene_SelectGeometry
Returns selected geometry
Inputs
Outputs
-
MeshesOut: Meshes out
-
PolylinesOut: Polylines out
-
PointsOut: Points out
-
Mouse Position: Mouse Position
Scene_ModifyNode
Modifies basic properties of a Node
Inputs
-
ID: Node ID
-
Transform: New transfrom
-
Name: Name
Outputs
Scene_GetNode
Finds a Node
Inputs
-
NodeID: ID of node to inspect.
-
:
Outputs
-
NodeID: Node ID
-
Name: Name
-
Transform: Transform
Scene_GetComponent
Gets a reference to a component from Node ID
Inputs
-
Node ID: Node ID
-
Type: Type of component to return
-
Recursive: Search node recursively
-
:
Outputs
-
Reference: Reference to component
Scene_AddComponent
Adds a native component to a scene node.
Inputs
-
Node ID: Node ID to add component
-
Type: Type of component to add.
Outputs
-
Reference: Reference to added component
Scene_ModifyComponent
Modifies the properties of a native component.
Inputs
-
Component Reference: Pointer reference to native component.
-
Property: Name of Property to modify.
-
Value: Value with which to modify property.
Outputs
-
Reference: Reference to modified component
Scene_SendEvent
Define and send an event
Inputs
-
EventName: Unique event name to send
-
DataTree: DataTree to send
Outputs
Scene_HandleEvent
Receive an Event
Inputs
-
EventName: Unique event name to send
Outputs
-
DataTree: DataTree to send
Scene_SetGlobalVar
Sets a global variant by name (key)
Inputs
-
Key: Key of variant to set.
-
Variant: Variant to set
-
Reset: Reset to null value
Outputs
Scene_GetGlobalVar
Gets a global variant by name (key)
Inputs
-
VarName: Key of variant to get.
-
DefaultValue: Default value if get fails.
Outputs
-
Variant: Returned variant
Scene_TriMeshVisualizeScalarField
Visualize scalar field on a TriMesh
Inputs
-
TriMesh: TriMesh input
-
ScalarField: Scalar field on the input TriMesh
Outputs
-
Node: Node ID of displayed TriMesh
-
Model: Pointer to model
Scene_LoadScene
Loads a Scene resource file from XML or JSON
Inputs
-
ScenePath: Resource Path to scene file
-
Additive: If true, loads scene additively
Outputs
-
SceneReference: Pointer to loaded scene
Scene_SaveScene
Saves current Scene resource file from XML or JSON
Inputs
-
ScenePath: Resource Path to scene file
-
UseJson: If true, will write to JSON format. Otherwise XML.
Outputs
-
Success: Returns true if file was written
Scene_AppendRenderPath
Appends a render path item to a viewport.
Inputs
-
RenderPath: Path to render path definition
-
ViewportID: Viewport ID to add render path to.
-
Parameters: Set additional render path parameters
-
Values: Addtional render path values
Outputs
-
Tags: Append Render path tags
Mesh_DecimateMesh
Perform decimation on triangle mesh
Inputs
-
Mesh: Mesh before decimation
-
Target Face Count: Target number of faces
Outputs
-
Mesh: Mesh after decimation
Maths_ConstructTransform
Construct transform from position, scale, and rotation
Inputs
-
Position: Vector3 position
-
Scale: Vector3 or float scale
-
Rotation: Quaternion for rotation
Outputs
-
Transform: Matrix3x4 representing a Transform
Scene_DeconstructTransform
Deconstruct a transform into position, rotation, and scale
Inputs
-
Transform: Transform to deconstruct
Outputs
-
Position: Position
-
Scale: Scale
-
Rotation: Rotation
Vector_ConstructVector
Construct a vector from xyz-coordinates
Inputs
-
X: X coordinate
-
Y: Y coordinate
-
Z: Z coordinate
Outputs
Input_Inspect
Convert tree to string for inspection
Inputs
Outputs
Mesh_SmoothMesh
Perform smoothing on triangle mesh
Inputs
-
Mesh: Mesh before smoothing
-
Iterations: Number of smoothing iterations
-
Target Factor: Move towards smoothed target by factor
Outputs
-
Mesh: Mesh after smoothing
Input_ScreenSlider
Adds a slider to the user interface
Inputs
-
Position: Optional position. If left blank, the element is automatically positioned.
-
Range: Range of slider
-
Label: Label
-
Priority: Priority
-
Parent: Optional Parent element
Outputs
-
Screen Slider Out: Ptrs of Slider on Screen
Tree_Flatten
Perform flattening on a tree
Inputs
-
IoDataTree: IoDataTree to flatten
Outputs
-
IoDataTree: Flattened IoDataTree
Tree_Graft
Perform grafting on a tree
Inputs
-
IoDataTree: IoDataTree to graft
Outputs
-
IoDataTree: Grafted IoDataTree
Tree_Reverse
Perform reversal on a tree
Inputs
-
IoDataTree: IoDataTree to reverse
Outputs
-
IoDataTree: Reversed IoDataTree
Tree_Simplify
Perform simplification on a tree
Inputs
-
IoDataTree: IoDataTree to simplify
Outputs
-
IoDataTree: Simplified IoDataTree
Tree_GetItem
Get Tree Item by path and index
Inputs
-
IoDataTree: IoDataTree storing lookup item
-
Branch (int): Path in branch in tree
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Optional Index: Index of item in list
Outputs
Tree_FlipMatrix
Perform flattening on a tree
Inputs
-
IoDataTree: IoDataTree to flatten
Outputs
-
IoDataTree: Flattened IoDataTree
Sets_ListLength
Compute list lengths for tree nodes
Inputs
-
DataTree: IoDataTree storing lists at nodes
Outputs
-
LengthTree: IoDataTree storing lengths at nodes
Sets_VariantMap
Construct a variant map from keys and values
Inputs
Outputs
Mesh_ReadTriangleMesh
Read triangle mesh from file
Inputs
-
Mesh file: Path to file storing the mesh (obj, off, ply, dxf)
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Force Y Up: Force y-axis to vertical/up
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Transform: Apply transform to imported geometry
Outputs
-
Mesh out: Mesh structure out
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Polylines out: Polylines out
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Points out: Points out
Mesh_DeconstructTriangleMesh
Deconstructs a triangle mesh into vertices, faces, and normals
Inputs
Outputs
-
Vertices: Vertices Out
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Faces: Faces Out
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Normals: Normals Out
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FaceCounts: Faces counts
Mesh_ConstructTriangleMesh
Construct a mesh from vertex and face lists
Inputs
-
Vertices: List of coordinates of vertices
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Faces: List of face indices
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Normals: List of vertex normals. If ommitted, they will be computed.
Outputs
Mesh_ClosestPoint
Find point on Mesh closest to query point
Inputs
-
Mesh: Mesh to search
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Query Point: Point to search from
Outputs
-
Point: Point on mesh closest to query point
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Index: Index of closest face
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Distance: Distance from query point to mesh
Mesh_HexayurtMesh
Construct a hexayurt mesh from scale
Inputs
-
Width: Width to thicken by
-
Transformation: Transformation to apply to hexayurt
Outputs
Mesh_CubeMesh
Construct a cube mesh from scale
Inputs
-
Side: Side length
-
Transformation: Transformation to apply to cube
Outputs
Mesh_Icosahedron
Construct an icosahedron mesh from scale
Inputs
-
Transformation: Transformation to apply to cube
Outputs
Mesh_Sphere
Construct a sphere mesh from scale
Inputs
-
Transformation: Transformation to apply to cube
Outputs
Mesh_SaveMesh
Saves a mesh in a variety of formats
Inputs
-
Mesh: Mesh to save
-
Path: Path
Outputs
Mesh_CleanMesh
Cull unused vertices from trimesh
Inputs
-
Mesh: Mesh with unused vertices
Outputs
-
Mesh: Mesh after removing unused vertices
-
NumRemoved: Number of vertices removed
Mesh_BoundingBox
Construct TriMesh bounding box for another TriMesh
Inputs
Outputs
-
BoxMesh: Meshed bounding box of input mesh
Mesh_HausdorffDistance
Compute Hausdorff distance between TriMeshes
Inputs
-
Mesh1: First mesh
-
Mesh2: Second mesh
Outputs
-
HausdorffDistance: Hausdorff distance between input meshes
Mesh_HarmonicDeformation
Given some displacement vectors, the harmonic deformation field is calculated
Inputs
-
Mesh: Mesh to deform
-
Displacement vectors.: Displacement vectors. Must be parallel to index list.
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Displacement indices: Index of mesh vertices to move. Must be parallel to vector list.
-
Harmonic exponent.: Exponent that controls the deformation field solve
Outputs
-
Harmonic Displacements: Harmonic displacemnt vectors
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Mesh: Transormed Mesh
Curve_Polyline
Construct a polyline from a vertex list
Inputs
-
Vertices: List of coordinates of vertices
-
Close: Close the curve
Outputs
-
Polyline: Constructed polyline
Curve_OffsetPolyline
Offsets a polyline by offsetting its vertices
Inputs
-
Polyline: Polyline to offset
-
Distance: Distance to offset by
Outputs
-
Offset Polyline: Offset polyline
Curve_SmoothPolyline
Smooth polyline via subdivision
Inputs
-
Polyline: Polyline to smooth
-
Iterations: Number of smoothing iterations to perform
Outputs
-
Smoothed Polyline: Smoothed and subdivided polyline
Curve_LineSegment
Construct a line segment from start and end vertices
Inputs
-
StartVertex: Start of segment
-
EndVertex: End of segment
Outputs
-
LineSegment: Constructed line segment
Curve_PolylineBlend
Lofts a collection of polylines into a mesh
Inputs
-
Polyline: First polyline
-
Polyline: Second polyline
Outputs
Curve_PolylineDivide
Divide polyline into equal parts
Inputs
-
Polyline: Polyline to divide
-
NumParts: Number of parts
Outputs
-
DividedPolyline: Polyline divided into parts
Curve_PolylineLoft
Perform loft operation on a list of polylines
Inputs
-
PolylineList: List of polylines to loft
Outputs
Curve_PolylineEvaluate
Evaluate point on polyline from parameter
Inputs
-
Polyline: Polyline
-
Parameter: Parameter to evaluate
Outputs
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Point: Point on polyline corresponding to parameter
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Transform: Transform on polyline corresponding to parameter
Curve_Polygon
Construct a polygon with n sides
Inputs
-
Number of sides: Number of sides for the polygon
-
Transformation: Transformation to apply to polygon
Outputs
-
Polygon: Constructed polygon
-
Vertices: Constructed vertices
Curve_SketchPlane
Create a sketch and position it in 3D.
Inputs
-
Curves: Storage and/or optional input curves
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Reset: Resets the sketch area
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Mode: Freeform or Line Mode
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Transform: Transform to map curve points
Outputs
-
Curves: Resulting Curves
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Texture: Sketch Texture
Curve_Rebuild
Refine polyline based on list of parameters
Inputs
-
Curve: Rebuilds the curve with the given number of segments
-
NumPoints: Number of target points
Outputs
-
Curve: The rebuilt curve.
Curve_Length
Calculates the length of a curve.
Inputs
Outputs
Curve_ReadBagOfEdges
Read bag of edges from file
Inputs
-
Edge file: Path to file storing the edges (obj, off, ply, dxf)
-
Force Y Up: Force y-axis to vertical/up
-
Transform: Apply transform to imported geometry
Outputs
-
Polylines out: Polylines out
Mesh_SubdivideMesh
Perform subdivision on triangle mesh
Inputs
-
Mesh: Mesh before subdivision
-
Steps: Number of subdivision steps
Outputs
-
Mesh: Mesh after subdivision
Input_SliderListener
Listens for slider input
Inputs
-
Sliders: Pointers to sliders
Outputs
-
Slider Values: Values of Sliders out
Vector_DeconstructVector
Deconstruct a vector into its components
Inputs
-
Vector: Vector to deconstruct
Outputs
-
X-Coordinate: X-Coordinate of vector
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Y-Coordinate: Y-Coordinate of vector
-
Z-Coordinate: Z-Coordinate of vector
Maths_EvalFunction
Evaluates a basic math function.
Inputs
-
First Arg: First input
-
Second Arg: Second input
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Third Arg: Third input
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Function: Function definition in Script
Outputs
Vector_ClosestPoint
Which point in list is closest
Inputs
-
Point: Query point
-
Point List: List of points
Outputs
-
Closest Point: Closest point in list to P
-
Index: Index into L of closest point
-
Distance: Distance to closest point
Vector_Distance
Compute distance between vectors
Inputs
-
Vector: First vector
-
Vector: Second vector
Outputs
-
Distance: Distance between vectors
Vector_ColorRGBA
Construct a color from RGBA values
Inputs
-
R: Red
-
G: Green
-
B: Blue
-
A: Alpha
Outputs
Vector_ColorPalette
Which point in list is closest
Inputs
-
StartColor: Start Color
-
Length: Number of colors to generate
-
Variance: Variance of colors
Outputs
-
ResultingColors: Resulting Colors
Vector_BestFitPlane
Compute the least-squares plane of best fit
Inputs
-
Geometry: Geometry determining the point cloud
Outputs
-
Point: Reference point on best-fit plane
-
Normal: Normal to best-fit plane
Scene_UpdateListener
Listens for scene updates
Inputs
Outputs
-
ElapsedTime: Elapsed Time since last start
-
DeltaTime: Frame update time
Mesh_Offset
Perform offset operation on a triangle mesh
Inputs
-
Mesh: Mesh to offset
-
Width: Width to offset by
Outputs
-
Mesh: Mesh after offsetting
Mesh_Window
Creates a set of windows from a mesh
Inputs
-
Mesh: Mesh to ...
-
Inset Factor: Factor controlling amount of inset
Outputs
Mesh_Frame
Creates an inset frame mesh
Inputs
-
Mesh: Mesh to ...
-
Inset Factor: Factor controlling amount of inset
Outputs
Mesh_Thicken
Perform thickening operation on a triangle mesh
Inputs
-
Mesh: Mesh to thicken
-
Width: Width to thicken by
Outputs
-
Mesh: Mesh after thickening
Mesh_LoopSubdivide
Perform loop subdivision on triangle mesh
Inputs
-
Mesh: Mesh before subdivision
-
Iterations: Number of iterations to perform
Outputs
-
Mesh: Mesh after subdivision
Mesh_ExtrudePolyline
Extrudes a polyline along a vector
Inputs
-
Polyline: Polyline to extrude
-
Extrude Direction: Vector along which to extrude
Outputs
Mesh_FillPolygon
Triangulates a polygon
Inputs
-
Polygon: Tries to mesh a polygon
-
Holes: Holes of the polygon
-
Transform: Optional transform for triangulation
Outputs
-
Mesh: Triangulated polygon
Mesh_FacePolylines
Returns the face polylines from a mesh
Inputs
Outputs
Mesh_Boundary
Compute boundary of a mesh
Inputs
Outputs
-
Boundary: Boundary of mesh as polyline
Mesh_MeshPlaneIntersection
Intersect triangle mesh with plane
Inputs
-
Mesh: Mesh to intersect with plane
-
Point: Point on plane
-
Normal: Normal to plane
Outputs
-
Mesh1: Mesh on normal side of plane
-
Mesh2: Mesh on non-normal side of plane
Mesh_JoinMeshes
Join meshes in a list into a single mesh
Inputs
Outputs
Mesh_TriMeshVolume
Compute volume of TriMesh
Inputs
-
Mesh: Mesh input to volume computation
Outputs
Mesh_Tetrahedralize
Create a tetrahedralization of a mesh
Inputs
-
Mesh: Mesh to tetrahedralize
-
Volume: Optional volume condition
Outputs
-
MeshOut: Tetrahedralized mesh out
Mesh_UnifyNormals
Unify TriMesh normals to consistent orientation
Inputs
Outputs
-
MeshOut: Mesh with unified normals
Mesh_AverageEdgeLength
Compute average edge length for TriMesh
Inputs
-
MeshIn: Mesh to compute average edge length on
Outputs
-
Length: Average edge length
Mesh_CollapseShortEdges
Collapse edges shorter than (1 - tol) * avg
Inputs
-
TriMesh: TriMesh before edge collapses
-
Tol: Collapse edges shorter than (1 - tol) * avg
Outputs
-
TriMesh: TriMesh after edge collapses
Mesh_MeanCurvatureFlow
Mean Curvature Flow on TriMesh
Inputs
-
Mesh: Mesh input
-
NumSteps: Number of steps to flow
Outputs
Mesh_PerVertexEval
Evaluates function on vertices of TriMesh
Inputs
-
Mesh: TriMesh input
-
Function: Function definition in Script
Outputs
-
ResultList: List of results evaluated on each vertex
Spatial_ReadOSM
Reads an OSM file
Inputs
-
OSMFile: Path to OSM File (XML)
-
Scale: Scale
-
Options: OSM Options
Outputs
-
Ways: Ways
-
Buildings: Buildings
-
BuildingHeight: Building Height
Spatial_Terrain
Terrain Object
Inputs
-
ImageFile: Image File
-
Material: Material Path
-
Transform: Transform
-
Spacing: Grid Spacing
Outputs
-
NodeID: Node ID
-
Terrain: Terrain
Spatial_Sun
Create a directional Sun light
Inputs
-
Latitude: Latitude
-
Longitude: Longitude
-
Month: Month
-
Day: Day
-
Hour: Hour
-
Color: Color
Outputs
-
NodeID: Node ID
-
Sun: SunPtr
Mesh_SplitLongEdges
Split edges longer than (1 + tol) * avg
Inputs
-
TriMesh: TriMesh before edge splits
-
Tol: Split edges longer than (1 + tol) * avg
Outputs
-
TriMesh: TriMesh after edge splits
Mesh_ComputeAdjacencyData
Computes Mesh Topology Data (manifold trimeshes only!)
Inputs
Outputs
-
Mesh: Mesh with topology data computed
Mesh_FaceTopology
Computes Mesh Topology Data for face
Inputs
-
Mesh: TriMeshWithAdjacencyData
Outputs
-
IncidentVertIDs: Indices of vertices incident to F
-
IncidentVertices: Vertices incident to F
-
AdjFaces: Indices of faces adjacent to F
Mesh_VertexTopology
Computes Mesh Topology Data for vertices
Inputs
-
Mesh: TriMeshWithAdjacencyData
Outputs
-
VertexStarIDs: Indices of vertices adjacent to V
-
VertexStar: Vertices adjacent to V
-
AdjFaces: Indices of faces incident to V
Mesh_BoundaryVertices
Computes Mesh Topology Data for a given vertex
Inputs
Outputs
-
BoundaryVertexIDs: Indices of vertices on mesh boundary
-
BoundaryVertices: Vertices on boundary
-
InteriorVertexIDs: Indices of interior vertices of mesh
-
InteriorVertices: Vertices in mesh interior
Mesh_DeconstructFace
Returns normal, centroid and vertices of face
Inputs
-
Mesh: TriMesh
-
FaceID: ID of face of interest
Outputs
-
FaceVertexIDs: Indices of vertices on mesh face
-
FaceVertices: Vertices on face
-
FaceNormal: Normal to face
-
FaceCentroid: Centroid of face
Mesh_Torus
Construct a torus mesh from radii
Inputs
-
OuterRadius: Outer radius
-
InnerRadius: Inner radius
-
FirstPower: FirstPower
-
SecondPower: SecondPower
-
MeshResolution: Integer (>3) describing mesh resolution
Outputs
-
QuadMesh: Torus QuadMesh
-
TriMesh: Torus TriMesh
Mesh_FlipNormals
Unify TriMesh normals to consistent orientation
Inputs
Outputs
-
MeshOut: Mesh with flipped normals
ShapeOp_Solve
...
Inputs
-
Constraint List: Constraint List
-
WeldDist: Weld points within distance
-
Gravity: Gravity
-
Mass: Mass (assigned to all points; 1.0f default)
-
Damping: Damping (default 1.0f)
-
Timestep: Timestep (default 1.0f)
-
Iterations: Iterations for solver (default 10)
-
MeshList: List of tracked meshes
-
ResetPts: Reset points
-
Restart: Restart
Outputs
-
Points: Point list output
-
MeshList: Mesh list output
ShapeOp_EdgeStrain
...
Inputs
-
Start: Start point of edge
-
End: End point of edge
-
Weight: Weight of edge constraint
-
rangeMin: rangeMin for ShapeOp EdgeConstraint
-
rangeMax: rangeMax for ShapeOp EdgeConstraint
Outputs
-
EdgeStrain: EdgeStrain ShapeOp constraint
ShapeOp_TriangleStrain
...
Inputs
-
vertexA: Triangle vertex A
-
vertexB: Triangle vertex B
-
vertexC: Triangle vertex C
-
Weight: Weight of edge constraint
-
rangeMin: rangeMin for ShapeOp EdgeConstraint
-
rangeMax: rangeMax for ShapeOp EdgeConstraint
Outputs
-
TriangleStrain: TriangleStrain ShapeOp constraint
ShapeOp_Closeness
...
Inputs
-
Position: Target position
-
Weight: Weight of edge constraint
Outputs
-
Closeness: Closeness ShapeOp constraint
ShapeOp_GeometryStrain
...
Inputs
-
Geometry: Mesh or polyline geometry
-
Weight: Weight of strain
-
Max: Max of strain
-
Min: Min strain.
Outputs
ShapeOp_MeshTriangleStrain
...
Inputs
-
Geometry: Mesh or polyline geometry
-
Weight: Weight of strain
-
Max: Max of strain
-
Min: Min strain.
Outputs
ShapeOp_GenericConstraint
...
Inputs
-
Type: Constraint type.
-
Vertices: Vertices that define the constraint
-
Weight: Weight of strain
-
Max: Max of strain
-
Min: Min strain.
Outputs
-
Constraint: Generic Constraint