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Core

File with operations table.

Namespaces

Name
Core::Builder

Classes

Name
classCore::Camera <br>Camera has following outputs 0 -> screen output 1 -> proj * view matrix output 2 -> mul output.
classCore::Cycle
classCore::Data <br>Representation of the interconnection wire value (Shared piece of memory - union of all data types passed along the wire) and of the value stored in the defaultValues map (such as fovy for Perspective)
classCore::DataMap <br>In column-major order.
classCore::GraphManager <br>You must manage GraphManager lifecycle.
structCore::HalfspaceSign
classCore::IdGenerator
classCore::IModelProxy
classCore::ManagedResource <br>Base class for objects that are the actual data managed by a ResourceManager.
classCore::MatrixTracker
classCore::Mesh <br>Mesh represents a complete 3D model.
classCore::Model
classCore::ModelResourceFiles <br>A set a of 3D file format files located somewhere in the filesystem.
classCore::Node <br>Base class interface for all boxes.
structCore::Operation <br>Description of each graph node (operation enum, default label, input and output pin names and types)
classCore::Operator <br>Implementation of Node class.
classCore::Pin <br>Pin used for connecting nodes.
classCore::Resource <br>Object holding information about a resource.
classCore::ResourceFiles <br>A collection of file paths in the filesystem that are together required to load a single resource like a model.
classCore::ResourceManager <br>Resource manager for loading resources from the filesystem.
classCore::Sequence <br>Sequence of matrices.
classCore::SequenceTree
structCore::SetValueResult
structCore::TrackingResult
classCore::Transform
classCore::TransformImpl
classCore::TransformImpl< ETransformType::AxisAngle >
classCore::TransformImpl< ETransformType::EulerX >
classCore::TransformImpl< ETransformType::EulerY >
classCore::TransformImpl< ETransformType::EulerZ >
classCore::TransformImpl< ETransformType::Free >
classCore::TransformImpl< ETransformType::Frustum >
classCore::TransformImpl< ETransformType::LookAt > <br>Same as perspective projection node, but all values are locked.
classCore::TransformImpl< ETransformType::Ortho >
classCore::TransformImpl< ETransformType::Perspective >
classCore::TransformImpl< ETransformType::Quat > <br>Quaternion class Quaternion represents the matrix, crated from quaternion.
classCore::TransformImpl< ETransformType::Scale >
classCore::TransformImpl< ETransformType::Translation >
structCore::TransformInfo <br>Cannot outlive the sequence.
structCore::TransformOperation <br>Extends Operation - adds properties to transform nodes.

Types

Name
enum classENodePlugResult { Ok = 0, Err_MismatchedPinTypes, Err_MismatchedPinKind, Err_Loopback, Err_NonexistentPin, Err_Loop, Err_DisabledPin}
enum classEOperatorType { Inversion, Transpose, Determinant, MatrixMulMatrix, MatrixAddMatrix, MatrixMulVector, VectorMulMatrix, MatrixMulFloat, VectorDotVector, VectorAddVector, VectorSubVector, VectorMulFloat, VectorPerspectiveDivision, NormalizeVector, MixVector, Vector3CrossVector3, Vector3DotVector3, Vector3AddVector3, Vector3SubVector3, Vector3MulFloat, NormalizeVector3, Vector3Length, ShowVector3, MixVector3, ConjQuat, FloatVecToQuat, AngleAxisToQuat, VecVecToQuat, QuatToFloatVec, QuatToAngleAxis, QuatToEuler, EulerToQuat, QuatInverse, QuatSlerp, QuatLongWaySlerp, QuatLerp, FloatMulQuat, QuatMulQuat, QuatVecConjQuat, QuatLength, ClampFloat, FloatMulFloat, FloatDivFloat, FloatAddFloat, FloatPowFloat, MixFloat, FloatSinCos, ASinACos, Signum, MatrixToVectors, Vectors3ToMatrix, VectorsToMatrix, MatrixToFloats, FloatsToMatrix, MatrixToTR, TRToMatrix, MatrixToQuat, QuatToMatrix, VectorToFloats, FloatsToVector, Vector3ToFloats, FloatsToVector3, VectorToVector3, Vector3ToVector, QuatToFloats, FloatsToQuat, NormalizeQuat, FloatToFloat, Vector3ToVector3, Vector4ToVector4, MatrixToMatrix, QuatToQuat, PulseToPulse, MakeTranslation, MakeEulerX, MakeEulerY, MakeEulerZ, MakeScale, MakeAxisAngle, MakeOrtho, MakePerspective, MakeFrustum, MakeLookAt, Screen}
enum classETransformType { Free = 0, Translation, EulerX, EulerY, EulerZ, Scale, AxisAngle, Quat, Ortho, Perspective, Frustum, LookAt}
enum classEValueState { Editable = 0x0002, EditableSyn = 0x0003, Locked = 0x0000, LockedSyn = 0x0001}<br>Float value editable status: b1, b2 - b1 is editable bit, b2 is synergies bit.
enum classEValueType { Pulse = 0, Float, Vec3, Vec4, Matrix, Quat, MatrixMul, Screen, Ptr}<br>An operator value type = type of the interconnection wire.
enum classResourceType { Model, Shader, Texture}
enum classTrackingDirection { LeftToRight = -1, RightToLeft = 1}
using Ptr< Camera >CameraPtr
using GraphManagergm
typedef std::int64_tID
using std::vector< Ptr< Transform > >Matrices
using std::vector< EValueType >PinGroup
using std::vector< std::string >PinNames
using std::bitset< 16 >TransformMask <br>ROW ORDER flags, if the mat4x4 values are editable (i.e., each single value may be changed by the mouse drag or not)
using std::array< int8_t, 16 >ValueMask <br>Array of possible value codes for each matrix element: -1, 0, 1, ANY.

Functions

Name
boolcanEditValue(EValueState valueState)
FORCE_INLINE glm::mat4getMatProduct(const std::vector< Ptr< Transform >> & matrices)
Ptr< Sequence >getNonemptyChildSequence(Ptr< Sequence > startSequence, Ptr< Sequence > parentSequence)
Ptr< Sequence >getNonemptyParentSequence(Ptr< Sequence > sequence)
FORCE_INLINE const Operation *getOperationProps(EOperatorType type)
FORCE_INLINE const TransformOperation::ValueMap &getTransformDefaults(const std::string & keyWord)
FORCE_INLINE const TransformMask &getTransformMap(const std::string & keyWord)
std::optional< TransformOperation * >getTransformOperation(const std::string & keyWord)
FORCE_INLINE const TransformOperation &getTransformOperation(ETransformType type)
template <typename T ,glm::precision P&gt; <br>GLM_FUNC_DECL glm::tquat< T, P >longWaySlerp(glm::tquat< T, P > const & x, glm::tquat< T, P > const & y, T a)<br>PF: Long way version of Spherical linear interpolation of two quaternions.
template <typename T ,glm::precision P&gt; <br>GLM_FUNC_QUALIFIER glm::tquat< T, P >longWaySlerp(glm::tquat< T, P > const & x, glm::tquat< T, P > const & y, T a)<br>PF: Long way version of Spherical linear interpolation of two quaternions.
const PinNamesmatrixIndexNames()
boolvalidateValue(const ValueMask & mask, glm::ivec2 coords, float value)<br>Check single element in the matrix, if it is in the allowed range.
boolvalidateValues(const ValueMask & mask, const glm::mat4 & matrix)<br>Check if all matrix elements are in the allowed range.

Attributes

Name
const PinNamesAngleAxisInputNames
const PinNamesAngleAxisToQuatInputNames
const PinNamesClampFloatInputNames
const PinGroupcycleInputs <br>From, to, multiplier, receive (play, pause, stopAndReset, prev, next).
const PinGroupcycleOutputs <br>Output value, emit (play, pause, stopAndReset, prev, next).
const std::array< std::string, 9 >defaultIoNames
const PinNamesemptyNames
const PinNameseulerInputNames
const PinGroupfloatInput
const PinGroupfloatMatrixInput
const PinGroupfloatQuatInput
const PinGroupfloatVector3Input
const PinGroupfloatVectorInput
const PinGroupfourFloatInput
const PinGroupfourVector3Input
const PinGroupfourVectorInput
constexpr TransformMaskg_AllLocked
constexpr TransformMaskg_AllUnlocked
constexpr ValueMaskg_AxisAngleMask
const Operationg_cameraProperties
const Operationg_CycleProperties
constexpr ValueMaskg_FrustumMask
constexpr ValueMaskg_LookAtMask
const Operationg_modelProperties
constexpr ValueMaskg_OrthoMask
constexpr ValueMaskg_PerspectiveMask
constexpr ValueMaskg_RotateXMask
constexpr ValueMaskg_RotateYMask
constexpr ValueMaskg_RotateZMask
constexpr ValueMaskg_ScaleMask
const Operationg_sequence
const std::vector< TransformOperation >g_transforms <br>All entries must be in the same order as ETransformType enum entries.
constexpr ValueMaskg_TranslateMask
IdGeneratorgenerator
IdGeneratorgenerator
constexpr unsignedI3T_CAMERA_OUT_MATRIX
constexpr unsignedI3T_CAMERA_OUT_MUL
constexpr unsignedI3T_CAMERA_OUT_SCREEN
constexpr size_tI3T_CYCLE_IN_FROM
constexpr size_tI3T_CYCLE_IN_NEXT
constexpr size_tI3T_CYCLE_IN_PAUSE
constexpr size_tI3T_CYCLE_IN_PLAY
constexpr size_tI3T_CYCLE_IN_PREV
constexpr size_tI3T_CYCLE_IN_STEP
constexpr size_tI3T_CYCLE_IN_STOP
constexpr size_tI3T_CYCLE_IN_TO
constexpr size_tI3T_CYCLE_OUT_BEGIN
constexpr size_tI3T_CYCLE_OUT_END
constexpr size_tI3T_CYCLE_OUT_NEXT
constexpr size_tI3T_CYCLE_OUT_PAUSE
constexpr size_tI3T_CYCLE_OUT_PLAY
constexpr size_tI3T_CYCLE_OUT_PREV
constexpr size_tI3T_CYCLE_OUT_STOP
constexpr size_tI3T_CYCLE_OUT_VAL
constexpr autoI3T_CYCLE_STEP_DURATION_MINIMUM
constexpr autoI3T_CYCLE_STEP_DURATION_SECONDS
constexpr size_tI3T_DATA0
constexpr size_tI3T_DATA1
constexpr size_tI3T_DATA2
constexpr size_tI3T_INPUT0
constexpr size_tI3T_INPUT1
constexpr size_tI3T_INPUT2
constexpr size_tI3T_OUTPUT0
constexpr size_tI3T_OUTPUT1
constexpr size_tI3T_OUTPUT2
constexpr size_tI3T_SEQ_IN_MAT
constexpr size_tI3T_SEQ_IN_MUL
constexpr size_tI3T_SEQ_MAT
constexpr size_tI3T_SEQ_MOD
constexpr size_tI3T_SEQ_MUL
constexpr size_tI3T_SEQ_OUT_MAT
constexpr size_tI3T_SEQ_OUT_MOD
constexpr size_tI3T_SEQ_OUT_MUL
const PinNameslookAtInputNames
const PinGroupmatrixInput
const PinGroupmatrixMulAndMatrixInput
const PinGroupmatrixMulInput
const PinGroupmatrixVectorInput
const PinNamesmixInputNames
constexpr IDNIL_ID
const std::vector< Operation >operations <br>Table with configuration parameters for OPERATORS.
const PinNamesorthoFrustrumInputNames
const PinNamesPerspectiveInputNames
const PinGrouppulseInput
const PinGroupquatInput
const PinNamesQuatToFloatVecInputNames
const PinGroupscreenFloatInput
const PinGroupscreenInput
const PinGroupsixFloatInput
const PinGroupsixteenFloatInput
const PinGroupthreeFloatInput
const PinGroupthreeVector3Input
const PinNamestr
const PinGrouptwoFloatInput
const PinGrouptwoFloatVector3Input
const PinGrouptwoMatrixInput
const PinGrouptwoQuatFloatInput
const PinGrouptwoQuatInput
const PinGrouptwoVector3FloatInput
const PinGrouptwoVector3Input
const PinGrouptwoVectorFloatInput
const PinGrouptwoVectorInput
const PinGroupvector3FloatInput
const PinGroupvector3Input
const PinGroupvector3QuatInput
const PinGroupvectorInput
const PinGroupvectorMatrixInput
const PinNamesVectors3ToMatrixInputNames
const PinNamesVectorsToMatrixInputNames
constexpr int8_tVM_ANY <br>Editable matrix element in ValueMask - it's range of values may be limited - the limit is checked in setValue() methods.
constexpr int8_tVM_MINUS_ONE <br>Fixed matrix element (-1) in ValueMask.
constexpr int8_tVM_ONE <br>Fixed matrix element (+1) in ValueMask.
constexpr int8_tVM_ZERO <br>Fixed matrix element (0) in ValueMask.
const PinNamesxyz
const PinNamesxyzw

Types Documentation

enum ENodePlugResult

EnumeratorValueDescription
Ok0
Err_MismatchedPinTypes
Err_MismatchedPinKind
Err_Loopback
Err_NonexistentPinSame nodes.
Err_Loop
Err_DisabledPin

enum EOperatorType

EnumeratorValueDescription
Inversion
Transpose
Determinant
MatrixMulMatrix
MatrixAddMatrix
MatrixMulVector
VectorMulMatrix
MatrixMulFloat
VectorDotVector
VectorAddVector
VectorSubVector
VectorMulFloat
VectorPerspectiveDivision
NormalizeVector
MixVector
Vector3CrossVector3
Vector3DotVector3
Vector3AddVector3
Vector3SubVector3
Vector3MulFloat
NormalizeVector3
Vector3Length
ShowVector3
MixVector3
ConjQuat
FloatVecToQuat
AngleAxisToQuat
VecVecToQuat
QuatToFloatVec
QuatToAngleAxis
QuatToEuler
EulerToQuat
QuatInverse
QuatSlerp
QuatLongWaySlerp
QuatLerp
FloatMulQuat
QuatMulQuat
QuatVecConjQuat
QuatLength
ClampFloat
FloatMulFloat
FloatDivFloat
FloatAddFloat
FloatPowFloat
MixFloat
FloatSinCos
ASinACos
Signum
MatrixToVectors
Vectors3ToMatrix
VectorsToMatrix
MatrixToFloats
FloatsToMatrix
MatrixToTR
TRToMatrix
MatrixToQuat
QuatToMatrix
VectorToFloats
FloatsToVector
Vector3ToFloats
FloatsToVector3
VectorToVector3
Vector3ToVector
QuatToFloats
FloatsToQuat
NormalizeQuat
FloatToFloat
Vector3ToVector3
Vector4ToVector4
MatrixToMatrix
QuatToQuat
PulseToPulse
MakeTranslation
MakeEulerX
MakeEulerY
MakeEulerZ
MakeScale
MakeAxisAngle
MakeOrtho
MakePerspective
MakeFrustum
MakeLookAt
Screen

enum ETransformType

EnumeratorValueDescription
Free0
Translation
EulerX
EulerY
EulerZ
Scale
AxisAngle
Quat
Ortho
Perspective
Frustum
LookAt

enum EValueState

EnumeratorValueDescription
Editable0x000210
EditableSyn0x000311
Locked0x000000
LockedSyn0x000101

Float value editable status: b1, b2 - b1 is editable bit, b2 is synergies bit.

Todo: PF:- proc tohle neni po bitech? SynergiesBit = 0x0001, ///< 001 EditableBit = 0x0002, ///< 010 PossibleNextBit = 0x0004, ///< 100 ...

enum EValueType

EnumeratorValueDescription
Pulse0
Floatstandard data type
Vec3
Vec4
Matrix
Quat
MatrixMulconnection of sequences in the scene graph - represents a matrix multiplication - stores a matrix
Screenprojection and camera view transformation
Ptr

An operator value type = type of the interconnection wire.

The string names are defined in Operations.h, defaultIoNames

enum ResourceType

EnumeratorValueDescription
Model
Shader
Texture

enum TrackingDirection

EnumeratorValueDescription
LeftToRight-1
RightToLeft1

using CameraPtr

cpp
using Core::CameraPtr = typedef Ptr<Camera>;
using Core::CameraPtr = typedef Ptr<Camera>;

using gm

cpp
using Core::gm = typedef GraphManager;
using Core::gm = typedef GraphManager;

typedef ID

cpp
typedef std::int64_t Core::ID;
typedef std::int64_t Core::ID;

using Matrices

cpp
using Core::Matrices = typedef std::vector<Ptr<Transform> >;
using Core::Matrices = typedef std::vector<Ptr<Transform> >;

using PinGroup

cpp
using Core::PinGroup = typedef std::vector<EValueType>;
using Core::PinGroup = typedef std::vector<EValueType>;

using PinNames

cpp
using Core::PinNames = typedef std::vector<std::string>;
using Core::PinNames = typedef std::vector<std::string>;

using TransformMask

cpp
using Core::TransformMask = typedef std::bitset<16>;
using Core::TransformMask = typedef std::bitset<16>;

ROW ORDER flags, if the mat4x4 values are editable (i.e., each single value may be changed by the mouse drag or not)

using ValueMask

cpp
using Core::ValueMask = typedef std::array<int8_t, 16>;
using Core::ValueMask = typedef std::array<int8_t, 16>;

Array of possible value codes for each matrix element: -1, 0, 1, ANY.

Note: These definitions are in the ROW order - are flipped to COLUMN order in validateValue()

These arrays are defined for all Transform variants in TransformImpl.cpp

Functions Documentation

function canEditValue

cpp
inline bool canEditValue(
    EValueState valueState
)
inline bool canEditValue(
    EValueState valueState
)

function getMatProduct

cpp
FORCE_INLINE glm::mat4 getMatProduct(
    const std::vector< Ptr< Transform >> & matrices
)
FORCE_INLINE glm::mat4 getMatProduct(
    const std::vector< Ptr< Transform >> & matrices
)

function getNonemptyChildSequence

cpp
Ptr< Sequence > getNonemptyChildSequence(
    Ptr< Sequence > startSequence,
    Ptr< Sequence > parentSequence
)
Ptr< Sequence > getNonemptyChildSequence(
    Ptr< Sequence > startSequence,
    Ptr< Sequence > parentSequence
)

Return: Nonempty child sequence of parentSequence or nullptr if there is no such sequence.

Precondition: parentSequence is direct or indirect parent of startSequence.

function getNonemptyParentSequence

cpp
Ptr< Sequence > getNonemptyParentSequence(
    Ptr< Sequence > sequence
)
Ptr< Sequence > getNonemptyParentSequence(
    Ptr< Sequence > sequence
)

Return: nullptr if there is no nonempty sequence in the parent chain.

function getOperationProps

cpp
FORCE_INLINE const Operation * getOperationProps(
    EOperatorType type
)
FORCE_INLINE const Operation * getOperationProps(
    EOperatorType type
)

function getTransformDefaults

cpp
FORCE_INLINE const TransformOperation::ValueMap & getTransformDefaults(
    const std::string & keyWord
)
FORCE_INLINE const TransformOperation::ValueMap & getTransformDefaults(
    const std::string & keyWord
)

function getTransformMap

cpp
FORCE_INLINE const TransformMask & getTransformMap(
    const std::string & keyWord
)
FORCE_INLINE const TransformMask & getTransformMap(
    const std::string & keyWord
)

function getTransformOperation

cpp
std::optional< TransformOperation * > getTransformOperation(
    const std::string & keyWord
)
std::optional< TransformOperation * > getTransformOperation(
    const std::string & keyWord
)

function getTransformOperation

cpp
FORCE_INLINE const TransformOperation & getTransformOperation(
    ETransformType type
)
FORCE_INLINE const TransformOperation & getTransformOperation(
    ETransformType type
)

function longWaySlerp

cpp
template <typename T ,
glm::precision P>
GLM_FUNC_DECL glm::tquat< T, P > longWaySlerp(
    glm::tquat< T, P > const & x,
    glm::tquat< T, P > const & y,
    T a
)
template <typename T ,
glm::precision P>
GLM_FUNC_DECL glm::tquat< T, P > longWaySlerp(
    glm::tquat< T, P > const & x,
    glm::tquat< T, P > const & y,
    T a
)

PF: Long way version of Spherical linear interpolation of two quaternions.

Parameters:

  • x A quaternion
  • y A quaternion
  • a Interpolation factor. The interpolation is defined beyond the range [0, 1].

Template Parameters:

  • T Value type used to build the quaternion. Supported: half, float or double.

See: gtc_quaternion

The interpolation always take the long path and the rotation is performed at constant speed.

function longWaySlerp

cpp
template <typename T ,
glm::precision P>
GLM_FUNC_QUALIFIER glm::tquat< T, P > longWaySlerp(
    glm::tquat< T, P > const & x,
    glm::tquat< T, P > const & y,
    T a
)
template <typename T ,
glm::precision P>
GLM_FUNC_QUALIFIER glm::tquat< T, P > longWaySlerp(
    glm::tquat< T, P > const & x,
    glm::tquat< T, P > const & y,
    T a
)

PF: Long way version of Spherical linear interpolation of two quaternions.

Parameters:

  • x A quaternion
  • y A quaternion
  • a Interpolation factor. The interpolation is defined beyond the range [0, 1].

Template Parameters:

  • T Value type used to build the quaternion. Supported: half, float or double.

See: gtc_quaternion

The interpolation always take the long path and the rotation is performed at constant speed.

function matrixIndexNames

cpp
static const PinNames matrixIndexNames()
static const PinNames matrixIndexNames()

function validateValue

cpp
bool validateValue(
    const ValueMask & mask,
    glm::ivec2 coords,
    float value
)
bool validateValue(
    const ValueMask & mask,
    glm::ivec2 coords,
    float value
)

Check single element in the matrix, if it is in the allowed range.

Parameters:

  • mask code of possible values (in the ROW order!) -1, 0, 1, ANY
  • coords {x, y} x is column and y is row.
  • value single value from the matrix to be validated against the mask

Return: true for an allowed value on given position in the matrix

Possible range is defined by constants in the ValueMask array. Editable values have the value VM_ANY, fixed values have VW_MINUS_ONE, VM_ZERO, or WM_ONE

function validateValues

cpp
bool validateValues(
    const ValueMask & mask,
    const glm::mat4 & matrix
)
bool validateValues(
    const ValueMask & mask,
    const glm::mat4 & matrix
)

Check if all matrix elements are in the allowed range.

Parameters:

  • mask code of possible values (in the ROW order!) -1, 0, 1, ANY
  • matrix matrix to be validated against the mask

Return: true for a valid matrix

Fixed elements are not changed. Editable elements (ANY) must be further tested outside.

column order

Attributes Documentation

variable AngleAxisInputNames

cpp
static const PinNames AngleAxisInputNames = {"angle", "axis"};
static const PinNames AngleAxisInputNames = {"angle", "axis"};

variable AngleAxisToQuatInputNames

cpp
static const PinNames AngleAxisToQuatInputNames = {"angle", "angle / 2", "vec3"};
static const PinNames AngleAxisToQuatInputNames = {"angle", "angle / 2", "vec3"};

variable ClampFloatInputNames

cpp
static const PinNames ClampFloatInputNames = {"val", "min", "max"};
static const PinNames ClampFloatInputNames = {"val", "min", "max"};

variable cycleInputs

cpp
static const PinGroup cycleInputs = {
    EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Pulse,
    EValueType::Pulse, EValueType::Pulse, EValueType::Pulse, EValueType::Pulse,
};
static const PinGroup cycleInputs = {
    EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Pulse,
    EValueType::Pulse, EValueType::Pulse, EValueType::Pulse, EValueType::Pulse,
};

From, to, multiplier, receive (play, pause, stopAndReset, prev, next).

variable cycleOutputs

cpp
static const PinGroup cycleOutputs = {
    EValueType::Float, EValueType::Pulse, EValueType::Pulse, EValueType::Pulse,
    EValueType::Pulse, EValueType::Pulse, EValueType::Pulse, EValueType::Pulse,
};
static const PinGroup cycleOutputs = {
    EValueType::Float, EValueType::Pulse, EValueType::Pulse, EValueType::Pulse,
    EValueType::Pulse, EValueType::Pulse, EValueType::Pulse, EValueType::Pulse,
};

Output value, emit (play, pause, stopAndReset, prev, next).

variable defaultIoNames

cpp
static const std::array< std::string, 9 > defaultIoNames = {
    "pulse",  
    "float",  
    "vec3",   
    "vec4",   
    "matrix", 
    "quat",   
    "MatMul", 
    "screen", 
    "pointer" 
};
static const std::array< std::string, 9 > defaultIoNames = {
    "pulse",  
    "float",  
    "vec3",   
    "vec4",   
    "matrix", 
    "quat",   
    "MatMul", 
    "screen", 
    "pointer" 
};

variable emptyNames

cpp
static const PinNames emptyNames = {};
static const PinNames emptyNames = {};

variable eulerInputNames

cpp
static const PinNames eulerInputNames = {"angle"};
static const PinNames eulerInputNames = {"angle"};

variable floatInput

cpp
static const PinGroup floatInput = {EValueType::Float};
static const PinGroup floatInput = {EValueType::Float};

variable floatMatrixInput

cpp
static const PinGroup floatMatrixInput = {EValueType::Float, EValueType::Matrix};
static const PinGroup floatMatrixInput = {EValueType::Float, EValueType::Matrix};

variable floatQuatInput

cpp
static const PinGroup floatQuatInput = {EValueType::Float, EValueType::Quat};
static const PinGroup floatQuatInput = {EValueType::Float, EValueType::Quat};

variable floatVector3Input

cpp
static const PinGroup floatVector3Input = {EValueType::Float, EValueType::Vec3};
static const PinGroup floatVector3Input = {EValueType::Float, EValueType::Vec3};

variable floatVectorInput

cpp
static const PinGroup floatVectorInput = {EValueType::Float, EValueType::Vec4};
static const PinGroup floatVectorInput = {EValueType::Float, EValueType::Vec4};

variable fourFloatInput

cpp
static const PinGroup fourFloatInput = {EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float};
static const PinGroup fourFloatInput = {EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float};

variable fourVector3Input

cpp
static const PinGroup fourVector3Input = {EValueType::Vec3, EValueType::Vec3, EValueType::Vec3, EValueType::Vec3};
static const PinGroup fourVector3Input = {EValueType::Vec3, EValueType::Vec3, EValueType::Vec3, EValueType::Vec3};

variable fourVectorInput

cpp
static const PinGroup fourVectorInput = {EValueType::Vec4, EValueType::Vec4, EValueType::Vec4, EValueType::Vec4};
static const PinGroup fourVectorInput = {EValueType::Vec4, EValueType::Vec4, EValueType::Vec4, EValueType::Vec4};

variable g_AllLocked

cpp
constexpr TransformMask g_AllLocked = 0b0000000000000000;
constexpr TransformMask g_AllLocked = 0b0000000000000000;

variable g_AllUnlocked

cpp
constexpr TransformMask g_AllUnlocked = 0b1111111111111111;
constexpr TransformMask g_AllUnlocked = 0b1111111111111111;

variable g_AxisAngleMask

cpp
constexpr ValueMask g_AxisAngleMask = {
    VM_ANY, VM_ANY, VM_ANY, VM_ZERO, VM_ANY,  VM_ANY,  VM_ANY,  VM_ZERO,
    VM_ANY, VM_ANY, VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};
constexpr ValueMask g_AxisAngleMask = {
    VM_ANY, VM_ANY, VM_ANY, VM_ZERO, VM_ANY,  VM_ANY,  VM_ANY,  VM_ZERO,
    VM_ANY, VM_ANY, VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};

variable g_cameraProperties

cpp
const Operation g_cameraProperties = {
    "Camera", "camera", {}, {EValueType::Screen, EValueType::Matrix, EValueType::MatrixMul}};
const Operation g_cameraProperties = {
    "Camera", "camera", {}, {EValueType::Screen, EValueType::Matrix, EValueType::MatrixMul}};

variable g_CycleProperties

cpp
static const Operation g_CycleProperties = {
	"Cycle", "cycle", cycleInputs, cycleOutputs,
    NO_TAG,
	{"from", "to", "step", "play", "pause", "stop", "prev", "next"},
	
    {"value", "", "pause", "stop", "prev", "next", "begin", "end"},
    
};
static const Operation g_CycleProperties = {
	"Cycle", "cycle", cycleInputs, cycleOutputs,
    NO_TAG,
	{"from", "to", "step", "play", "pause", "stop", "prev", "next"},
	
    {"value", "", "pause", "stop", "prev", "next", "begin", "end"},
    
};

variable g_FrustumMask

cpp
constexpr ValueMask g_FrustumMask = {
    VM_ANY,  VM_ZERO, VM_ANY, VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY,       VM_ZERO,
    VM_ZERO, VM_ZERO, VM_ANY, VM_ANY,  VM_ZERO, VM_ZERO, VM_MINUS_ONE, VM_ZERO,
};
constexpr ValueMask g_FrustumMask = {
    VM_ANY,  VM_ZERO, VM_ANY, VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY,       VM_ZERO,
    VM_ZERO, VM_ZERO, VM_ANY, VM_ANY,  VM_ZERO, VM_ZERO, VM_MINUS_ONE, VM_ZERO,
};

variable g_LookAtMask

cpp
constexpr ValueMask g_LookAtMask = {
    
    VM_ANY, VM_ANY, VM_ANY, VM_ANY, VM_ANY,  VM_ANY,  VM_ANY,  VM_ANY,
    VM_ANY, VM_ANY, VM_ANY, VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};
constexpr ValueMask g_LookAtMask = {
    
    VM_ANY, VM_ANY, VM_ANY, VM_ANY, VM_ANY,  VM_ANY,  VM_ANY,  VM_ANY,
    VM_ANY, VM_ANY, VM_ANY, VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};

variable g_modelProperties

cpp
static const Operation g_modelProperties = {
    "Model",
    "model",
    matrixMulInput,
    {},
};
static const Operation g_modelProperties = {
    "Model",
    "model",
    matrixMulInput,
    {},
};

variable g_OrthoMask

cpp
constexpr ValueMask g_OrthoMask = {
    VM_ANY,  VM_ZERO, VM_ZERO, VM_ANY, VM_ZERO, VM_ANY,  VM_ZERO, VM_ANY,
    VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};
constexpr ValueMask g_OrthoMask = {
    VM_ANY,  VM_ZERO, VM_ZERO, VM_ANY, VM_ZERO, VM_ANY,  VM_ZERO, VM_ANY,
    VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};

variable g_PerspectiveMask

cpp
constexpr ValueMask g_PerspectiveMask = {
    
    VM_ANY,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ANY,  VM_ZERO,      VM_ZERO,
    VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY,  VM_ZERO, VM_ZERO, VM_MINUS_ONE, VM_ZERO,
};
constexpr ValueMask g_PerspectiveMask = {
    
    VM_ANY,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ANY,  VM_ZERO,      VM_ZERO,
    VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY,  VM_ZERO, VM_ZERO, VM_MINUS_ONE, VM_ZERO,
};

variable g_RotateXMask

cpp
constexpr ValueMask g_RotateXMask = {
    VM_ONE,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY,  VM_ZERO,
    VM_ZERO, VM_ANY,  VM_ANY,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};
constexpr ValueMask g_RotateXMask = {
    VM_ONE,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY,  VM_ZERO,
    VM_ZERO, VM_ANY,  VM_ANY,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};

variable g_RotateYMask

cpp
constexpr ValueMask g_RotateYMask = {
    VM_ANY, VM_ZERO, VM_ANY, VM_ZERO, VM_ZERO, VM_ONE,  VM_ZERO, VM_ZERO,
    VM_ANY, VM_ZERO, VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};
constexpr ValueMask g_RotateYMask = {
    VM_ANY, VM_ZERO, VM_ANY, VM_ZERO, VM_ZERO, VM_ONE,  VM_ZERO, VM_ZERO,
    VM_ANY, VM_ZERO, VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};

variable g_RotateZMask

cpp
constexpr ValueMask g_RotateZMask = {
    VM_ANY,  VM_ANY,  VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY,  VM_ZERO, VM_ZERO,
    VM_ZERO, VM_ZERO, VM_ONE,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};
constexpr ValueMask g_RotateZMask = {
    VM_ANY,  VM_ANY,  VM_ZERO, VM_ZERO, VM_ANY,  VM_ANY,  VM_ZERO, VM_ZERO,
    VM_ZERO, VM_ZERO, VM_ONE,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};

variable g_ScaleMask

cpp
constexpr ValueMask g_ScaleMask = {
    VM_ANY,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ANY,  VM_ZERO, VM_ZERO,
    VM_ZERO, VM_ZERO, VM_ANY,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};
constexpr ValueMask g_ScaleMask = {
    VM_ANY,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ANY,  VM_ZERO, VM_ZERO,
    VM_ZERO, VM_ZERO, VM_ANY,  VM_ZERO, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};

variable g_sequence

cpp
const Operation g_sequence = {
    "Sequence", "sequence", matrixMulAndMatrixInput, {EValueType::MatrixMul, EValueType::Matrix, EValueType::Matrix}};
const Operation g_sequence = {
    "Sequence", "sequence", matrixMulAndMatrixInput, {EValueType::MatrixMul, EValueType::Matrix, EValueType::Matrix}};

variable g_transforms

cpp
static const std::vector< TransformOperation > g_transforms;
static const std::vector< TransformOperation > g_transforms;

All entries must be in the same order as ETransformType enum entries.

variable g_TranslateMask

cpp
constexpr ValueMask g_TranslateMask = {
    
    VM_ONE,  VM_ZERO, VM_ZERO, VM_ANY, VM_ZERO, VM_ONE,  VM_ZERO, VM_ANY,
    VM_ZERO, VM_ZERO, VM_ONE,  VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};
constexpr ValueMask g_TranslateMask = {
    
    VM_ONE,  VM_ZERO, VM_ZERO, VM_ANY, VM_ZERO, VM_ONE,  VM_ZERO, VM_ANY,
    VM_ZERO, VM_ZERO, VM_ONE,  VM_ANY, VM_ZERO, VM_ZERO, VM_ZERO, VM_ONE,
};

variable generator

cpp
static IdGenerator generator;
static IdGenerator generator;

variable generator

cpp
static IdGenerator generator;
static IdGenerator generator;

variable I3T_CAMERA_OUT_MATRIX

cpp
constexpr unsigned I3T_CAMERA_OUT_MATRIX = 1;
constexpr unsigned I3T_CAMERA_OUT_MATRIX = 1;

variable I3T_CAMERA_OUT_MUL

cpp
constexpr unsigned I3T_CAMERA_OUT_MUL = 2;
constexpr unsigned I3T_CAMERA_OUT_MUL = 2;

variable I3T_CAMERA_OUT_SCREEN

cpp
constexpr unsigned I3T_CAMERA_OUT_SCREEN = 0;
constexpr unsigned I3T_CAMERA_OUT_SCREEN = 0;

variable I3T_CYCLE_IN_FROM

cpp
constexpr size_t I3T_CYCLE_IN_FROM = 0;
constexpr size_t I3T_CYCLE_IN_FROM = 0;

variable I3T_CYCLE_IN_NEXT

cpp
constexpr size_t I3T_CYCLE_IN_NEXT = 7;
constexpr size_t I3T_CYCLE_IN_NEXT = 7;

variable I3T_CYCLE_IN_PAUSE

cpp
constexpr size_t I3T_CYCLE_IN_PAUSE = 4;
constexpr size_t I3T_CYCLE_IN_PAUSE = 4;

variable I3T_CYCLE_IN_PLAY

cpp
constexpr size_t I3T_CYCLE_IN_PLAY = 3;
constexpr size_t I3T_CYCLE_IN_PLAY = 3;

variable I3T_CYCLE_IN_PREV

cpp
constexpr size_t I3T_CYCLE_IN_PREV = 6;
constexpr size_t I3T_CYCLE_IN_PREV = 6;

variable I3T_CYCLE_IN_STEP

cpp
constexpr size_t I3T_CYCLE_IN_STEP = 2;
constexpr size_t I3T_CYCLE_IN_STEP = 2;

variable I3T_CYCLE_IN_STOP

cpp
constexpr size_t I3T_CYCLE_IN_STOP = 5;
constexpr size_t I3T_CYCLE_IN_STOP = 5;

variable I3T_CYCLE_IN_TO

cpp
constexpr size_t I3T_CYCLE_IN_TO = 1;
constexpr size_t I3T_CYCLE_IN_TO = 1;

variable I3T_CYCLE_OUT_BEGIN

cpp
constexpr size_t I3T_CYCLE_OUT_BEGIN = 6;
constexpr size_t I3T_CYCLE_OUT_BEGIN = 6;

variable I3T_CYCLE_OUT_END

cpp
constexpr size_t I3T_CYCLE_OUT_END = 7;
constexpr size_t I3T_CYCLE_OUT_END = 7;

variable I3T_CYCLE_OUT_NEXT

cpp
constexpr size_t I3T_CYCLE_OUT_NEXT = 5;
constexpr size_t I3T_CYCLE_OUT_NEXT = 5;

variable I3T_CYCLE_OUT_PAUSE

cpp
constexpr size_t I3T_CYCLE_OUT_PAUSE = 2;
constexpr size_t I3T_CYCLE_OUT_PAUSE = 2;

variable I3T_CYCLE_OUT_PLAY

cpp
constexpr size_t I3T_CYCLE_OUT_PLAY = 1;
constexpr size_t I3T_CYCLE_OUT_PLAY = 1;

variable I3T_CYCLE_OUT_PREV

cpp
constexpr size_t I3T_CYCLE_OUT_PREV = 4;
constexpr size_t I3T_CYCLE_OUT_PREV = 4;

variable I3T_CYCLE_OUT_STOP

cpp
constexpr size_t I3T_CYCLE_OUT_STOP = 3;
constexpr size_t I3T_CYCLE_OUT_STOP = 3;

variable I3T_CYCLE_OUT_VAL

cpp
constexpr size_t I3T_CYCLE_OUT_VAL = 0;
constexpr size_t I3T_CYCLE_OUT_VAL = 0;

variable I3T_CYCLE_STEP_DURATION_MINIMUM

cpp
constexpr auto I3T_CYCLE_STEP_DURATION_MINIMUM = 0.01f;
constexpr auto I3T_CYCLE_STEP_DURATION_MINIMUM = 0.01f;

variable I3T_CYCLE_STEP_DURATION_SECONDS

cpp
constexpr auto I3T_CYCLE_STEP_DURATION_SECONDS = 0.5f;
constexpr auto I3T_CYCLE_STEP_DURATION_SECONDS = 0.5f;

variable I3T_DATA0

cpp
constexpr size_t I3T_DATA0 = 0;
constexpr size_t I3T_DATA0 = 0;

variable I3T_DATA1

cpp
constexpr size_t I3T_DATA1 = 1;
constexpr size_t I3T_DATA1 = 1;

variable I3T_DATA2

cpp
constexpr size_t I3T_DATA2 = 2;
constexpr size_t I3T_DATA2 = 2;

variable I3T_INPUT0

cpp
constexpr size_t I3T_INPUT0 = 0;
constexpr size_t I3T_INPUT0 = 0;

variable I3T_INPUT1

cpp
constexpr size_t I3T_INPUT1 = 1;
constexpr size_t I3T_INPUT1 = 1;

variable I3T_INPUT2

cpp
constexpr size_t I3T_INPUT2 = 2;
constexpr size_t I3T_INPUT2 = 2;

variable I3T_OUTPUT0

cpp
constexpr size_t I3T_OUTPUT0 = 0;
constexpr size_t I3T_OUTPUT0 = 0;

variable I3T_OUTPUT1

cpp
constexpr size_t I3T_OUTPUT1 = 1;
constexpr size_t I3T_OUTPUT1 = 1;

variable I3T_OUTPUT2

cpp
constexpr size_t I3T_OUTPUT2 = 2;
constexpr size_t I3T_OUTPUT2 = 2;

variable I3T_SEQ_IN_MAT

cpp
constexpr size_t I3T_SEQ_IN_MAT = 1;
constexpr size_t I3T_SEQ_IN_MAT = 1;

variable I3T_SEQ_IN_MUL

cpp
constexpr size_t I3T_SEQ_IN_MUL = 0;
constexpr size_t I3T_SEQ_IN_MUL = 0;

variable I3T_SEQ_MAT

cpp
constexpr size_t I3T_SEQ_MAT = 1;
constexpr size_t I3T_SEQ_MAT = 1;

variable I3T_SEQ_MOD

cpp
constexpr size_t I3T_SEQ_MOD = 2;
constexpr size_t I3T_SEQ_MOD = 2;

variable I3T_SEQ_MUL

cpp
constexpr size_t I3T_SEQ_MUL = 0;
constexpr size_t I3T_SEQ_MUL = 0;

variable I3T_SEQ_OUT_MAT

cpp
constexpr size_t I3T_SEQ_OUT_MAT = 1;
constexpr size_t I3T_SEQ_OUT_MAT = 1;

variable I3T_SEQ_OUT_MOD

cpp
constexpr size_t I3T_SEQ_OUT_MOD = 2;
constexpr size_t I3T_SEQ_OUT_MOD = 2;

variable I3T_SEQ_OUT_MUL

cpp
constexpr size_t I3T_SEQ_OUT_MUL = 0;
constexpr size_t I3T_SEQ_OUT_MUL = 0;

variable lookAtInputNames

cpp
static const PinNames lookAtInputNames = {"eye", "center", "up"};
static const PinNames lookAtInputNames = {"eye", "center", "up"};

variable matrixInput

cpp
static const PinGroup matrixInput = {EValueType::Matrix};
static const PinGroup matrixInput = {EValueType::Matrix};

variable matrixMulAndMatrixInput

cpp
static const PinGroup matrixMulAndMatrixInput = {EValueType::MatrixMul, EValueType::Matrix};
static const PinGroup matrixMulAndMatrixInput = {EValueType::MatrixMul, EValueType::Matrix};

variable matrixMulInput

cpp
static const PinGroup matrixMulInput = {EValueType::MatrixMul};
static const PinGroup matrixMulInput = {EValueType::MatrixMul};

variable matrixVectorInput

cpp
static const PinGroup matrixVectorInput = {EValueType::Matrix, EValueType::Vec4};
static const PinGroup matrixVectorInput = {EValueType::Matrix, EValueType::Vec4};

variable mixInputNames

cpp
static const PinNames mixInputNames = {"from", "to", "t"};
static const PinNames mixInputNames = {"from", "to", "t"};

variable NIL_ID

cpp
constexpr ID NIL_ID = 0;
constexpr ID NIL_ID = 0;

variable operations

cpp
static const std::vector< Operation > operations;
static const std::vector< Operation > operations;

Table with configuration parameters for OPERATORS.

Must be in the same order as in EOperatorType!!!

variable orthoFrustrumInputNames

cpp
static const PinNames orthoFrustrumInputNames = {"left", "right", "bottom", "top", "near", "far"};
static const PinNames orthoFrustrumInputNames = {"left", "right", "bottom", "top", "near", "far"};

variable PerspectiveInputNames

cpp
static const PinNames PerspectiveInputNames = {"fovy", "aspect", "near", "far"};
static const PinNames PerspectiveInputNames = {"fovy", "aspect", "near", "far"};

variable pulseInput

cpp
static const PinGroup pulseInput = {EValueType::Pulse};
static const PinGroup pulseInput = {EValueType::Pulse};

variable quatInput

cpp
static const PinGroup quatInput = {EValueType::Quat};
static const PinGroup quatInput = {EValueType::Quat};

variable QuatToFloatVecInputNames

cpp
static const PinNames QuatToFloatVecInputNames = {"w", "(x,y,z)"};
static const PinNames QuatToFloatVecInputNames = {"w", "(x,y,z)"};

variable screenFloatInput

cpp
static const PinGroup screenFloatInput = {EValueType::Screen, EValueType::Float};
static const PinGroup screenFloatInput = {EValueType::Screen, EValueType::Float};

variable screenInput

cpp
static const PinGroup screenInput = {EValueType::Screen};
static const PinGroup screenInput = {EValueType::Screen};

variable sixFloatInput

cpp
static const PinGroup sixFloatInput = {EValueType::Float, EValueType::Float, EValueType::Float,
                                       EValueType::Float, EValueType::Float, EValueType::Float};
static const PinGroup sixFloatInput = {EValueType::Float, EValueType::Float, EValueType::Float,
                                       EValueType::Float, EValueType::Float, EValueType::Float};

variable sixteenFloatInput

cpp
static const PinGroup sixteenFloatInput = {EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float,
                                           EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float,
                                           EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float,
                                           EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float};
static const PinGroup sixteenFloatInput = {EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float,
                                           EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float,
                                           EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float,
                                           EValueType::Float, EValueType::Float, EValueType::Float, EValueType::Float};

variable threeFloatInput

cpp
static const PinGroup threeFloatInput = {EValueType::Float, EValueType::Float, EValueType::Float};
static const PinGroup threeFloatInput = {EValueType::Float, EValueType::Float, EValueType::Float};

variable threeVector3Input

cpp
static const PinGroup threeVector3Input = {EValueType::Vec3, EValueType::Vec3, EValueType::Vec3};
static const PinGroup threeVector3Input = {EValueType::Vec3, EValueType::Vec3, EValueType::Vec3};

variable tr

cpp
static const PinNames tr = {"T", "R"};
static const PinNames tr = {"T", "R"};

variable twoFloatInput

cpp
static const PinGroup twoFloatInput = {EValueType::Float, EValueType::Float};
static const PinGroup twoFloatInput = {EValueType::Float, EValueType::Float};

variable twoFloatVector3Input

cpp
static const PinGroup twoFloatVector3Input = {EValueType::Float, EValueType::Float, EValueType::Vec3};
static const PinGroup twoFloatVector3Input = {EValueType::Float, EValueType::Float, EValueType::Vec3};

variable twoMatrixInput

cpp
static const PinGroup twoMatrixInput = {EValueType::Matrix, EValueType::Matrix};
static const PinGroup twoMatrixInput = {EValueType::Matrix, EValueType::Matrix};

variable twoQuatFloatInput

cpp
static const PinGroup twoQuatFloatInput = {EValueType::Quat, EValueType::Quat, EValueType::Float};
static const PinGroup twoQuatFloatInput = {EValueType::Quat, EValueType::Quat, EValueType::Float};

variable twoQuatInput

cpp
static const PinGroup twoQuatInput = {EValueType::Quat, EValueType::Quat};
static const PinGroup twoQuatInput = {EValueType::Quat, EValueType::Quat};

variable twoVector3FloatInput

cpp
static const PinGroup twoVector3FloatInput = {EValueType::Vec3, EValueType::Vec3, EValueType::Float};
static const PinGroup twoVector3FloatInput = {EValueType::Vec3, EValueType::Vec3, EValueType::Float};

variable twoVector3Input

cpp
static const PinGroup twoVector3Input = {EValueType::Vec3, EValueType::Vec3};
static const PinGroup twoVector3Input = {EValueType::Vec3, EValueType::Vec3};

variable twoVectorFloatInput

cpp
static const PinGroup twoVectorFloatInput = {EValueType::Vec4, EValueType::Vec4, EValueType::Float};
static const PinGroup twoVectorFloatInput = {EValueType::Vec4, EValueType::Vec4, EValueType::Float};

variable twoVectorInput

cpp
static const PinGroup twoVectorInput = {EValueType::Vec4, EValueType::Vec4};
static const PinGroup twoVectorInput = {EValueType::Vec4, EValueType::Vec4};

variable vector3FloatInput

cpp
static const PinGroup vector3FloatInput = {EValueType::Vec3, EValueType::Float};
static const PinGroup vector3FloatInput = {EValueType::Vec3, EValueType::Float};

variable vector3Input

cpp
static const PinGroup vector3Input = {EValueType::Vec3};
static const PinGroup vector3Input = {EValueType::Vec3};

variable vector3QuatInput

cpp
static const PinGroup vector3QuatInput = {EValueType::Vec3, EValueType::Quat};
static const PinGroup vector3QuatInput = {EValueType::Vec3, EValueType::Quat};

variable vectorInput

cpp
static const PinGroup vectorInput = {EValueType::Vec4};
static const PinGroup vectorInput = {EValueType::Vec4};

variable vectorMatrixInput

cpp
static const PinGroup vectorMatrixInput = {EValueType::Vec4, EValueType::Matrix};
static const PinGroup vectorMatrixInput = {EValueType::Vec4, EValueType::Matrix};

variable Vectors3ToMatrixInputNames

cpp
static const PinNames Vectors3ToMatrixInputNames = {"vec3 X", "vec3 Y", "vec3 Z", "vec3 T"};
static const PinNames Vectors3ToMatrixInputNames = {"vec3 X", "vec3 Y", "vec3 Z", "vec3 T"};

variable VectorsToMatrixInputNames

cpp
static const PinNames VectorsToMatrixInputNames = {"vec4 X", "vec4 Y", "vec4 Z", "vec4 T"};
static const PinNames VectorsToMatrixInputNames = {"vec4 X", "vec4 Y", "vec4 Z", "vec4 T"};

variable VM_ANY

cpp
constexpr int8_t VM_ANY = 2;
constexpr int8_t VM_ANY = 2;

Editable matrix element in ValueMask - it's range of values may be limited - the limit is checked in setValue() methods.

variable VM_MINUS_ONE

cpp
constexpr int8_t VM_MINUS_ONE = -1;
constexpr int8_t VM_MINUS_ONE = -1;

Fixed matrix element (-1) in ValueMask.

variable VM_ONE

cpp
constexpr int8_t VM_ONE = 1;
constexpr int8_t VM_ONE = 1;

Fixed matrix element (+1) in ValueMask.

variable VM_ZERO

cpp
constexpr int8_t VM_ZERO = 0;
constexpr int8_t VM_ZERO = 0;

Fixed matrix element (0) in ValueMask.

variable xyz

cpp
static const PinNames xyz = {"x", "y", "z"};
static const PinNames xyz = {"x", "y", "z"};

variable xyzw

cpp
static const PinNames xyzw = {"x", "y", "z", "w"};
static const PinNames xyzw = {"x", "y", "z", "w"};

Updated on 2024-11-06 at 20:16:54 +0000