gH]kDwP|trueSpace7.6[VS_O93Y*I Clinton Reese, RUR`d8pM*#ͺOPNG  IHDR`ZgIDATxAj@@Q-=F t#tUz(Aa=H-"F\%|h$gfo/ :Ow  &@L1b  &@L1b  &@L1b  &@L1b  &@L1b  &@L1b  &@L1b=7x>8 ->7춛vsZ1bg7WͼsY ͼs^ 'g'JNjn*p"Ȁ  wVHRS wVHRSDspacing\H z,AMa]z,AMa]DnumSegments\@-1OSM n-1OSM n"LayoutLayout 럆L<_ї"(XFҦV>g'JNjn*pFDb@@T@?z,AMa] wVHRS?-1OSM n 럆L<_ї|  Default GFʠN=@xI 9 }}Segmentsz,AMa]Z`Ez]UO1釥GP>aPxI ,z,AMa]Z`Ez]UO GFʠN=@ xI 8 }}Spacing wVHRSZ`Ez]UO1釥GP>aP xI , wVHRSZ`Ez]UOOˁ CRih[ 0xI VActivity.Run('%THIS_NAME%/RGBcolorPoints')0Create RGB Color MatrixZ`Ez]UOPN AnqH@PxI >z,AMa]@@B?Z`Ez]UOPN AnqH@P xI > wVHRS=@ #<Z`Ez]UO49`  "܂dKu=m  Cube .;]kI 忞@"g o 0M ؉ 4W}@O{$ G?ŋ G?ŋ tSObjLtrueSpace object synchronization data W5f@(䐈Z` d ( X ׊;Jf|ڢ׊;Jf|ڢBWldMatrixWorld matrix `^02eE{|@Ze ( 偢jD%~`8偢jD%~`8BObjMatrix Object's matrix `^02eE{|@Z(XFҦV" <ĠF姁J]<ĠF姁J]DMatrix,Object's input matrix `^02eE{|@\d $1&KߊPV$1&KߊPV$AutoShowPanelAutoShowPanel$x WAGWAGOwnerMatrixOwner's matrix `^02eE{|@ e [irH%}J[irH%}J DepthMesh depth4MBLt64MBLt6 Height segments2Count of height segmentscCN!F)/cCN!F)/HeightMesh heightZK=nʼZK=nʼDepth segments0Count of depth segments\5KZWDL&f\5KZWDL&f WidthMesh widthXxEbN5Point Size in Point rendering. -1OSM n"-V?XM%S $hKnPSVm偢jD%~`8(XFҦV>g'JNjn*pFCqCc@ k@A3C?[irH%}J@׊;Jf|ڢ(lrsGrL!@XxEbN599 ?-1OSM n 럆L<_їs   Asp4  GFʠN=(8?1 }}<ĠF姁J]Z`Ez]UO GFʠN=8H?1 }}WAGZ`Ez]UO GFʠN=P?1 }}(lrsGrZ`Ez]UO1釥GP>aP?,(lrsGrZ`Ez]UO GFʠN=Hfx?1 }}-V?XM%Z`Ez]UO}4կMj=+hHx?0-V?XM%\VV GFʠN=x?1 }}tveDCE`"IWJZ`Ez]UO GFʠN=?1 }}偢jD%~`8Z`Ez]UO GFʠN=?1 }}S $hKnPSVmZ`Ez]UO GFʠN=?1 }}׊;Jf|ڢZ`Ez]UON\q+nN-K^(?A}}?0@(lrsGrZ`Ez]UO>@tveDCE`"IWJ$1&KߊPV\5KZWDL&f@ZK=nʼ4MBLt6$a47m2O | Transformd <ĠF姁J]pDe f e WAGpf e 偢jD%~`8PB f ׊;Jf|ڢPBX g 4W}@O{$(XFҦV"-1OSM n"偢jD%~`8(XFҦV>g'JNjn*pFB BX@1@?׊;Jf|ڢWAG<ĠF姁J]-1OSM n 럆L<_ї, ܂dKu=$ "Material List, 1n .;]kI 忞@"H  o 4W}@O{$ p -V?XM%H (XFҦV"-V?XM%(XFҦV>g'JNjn*pFBCX@1@?) 6G%$; ,Material List Manager`s -V?XM%P p t &zB}J?t&zB}J?&Active material ID2Active material class ID`s H 4W}@O{$  ƐwC,F\t ƐwC,F\Mat Chunk 0BDynamic material input connector |E8y`s (XFҦV"-V?XM%&zB}J? ƐwC,F\(XFҦV>g'JNjn*pFB BX@>@?܂dKu= Material 0 .;]kI 忞@"   4W}@O{$ gYأC۲+?gYأC۲+?Material ChunkMaterial Chunk |E8y (XFҦV"(XFҦV>g'JNjn*pFBBX@1@?gYأC۲+?܂dKu=~D3D material .;]kI 忞@"`a qPͽU^ 4W}@O{$ .F_P#.F_P#Material Output material __W8E#( U@Ra.U@Ra.LE2Data$LE2 Data for node >g'JNjn*p՞'fA5-_՞'fA5-_D3DEYED3DEYE =xNT{-1OSM n"(XFҦVLE2Data, 1"J@#QLJ@#QLLE2Data$LE2 Data for node >g'JNjn*pLE2Data, 24W}@O{(XFҦV>g'JNjn*pFB BX@1@P@?.F_P#՞'fA5-_J@#QL>g'JNjn*pF4CtCd@@@?-1OSM n 럆L<_ї, .;]kI 忞@U@Ra.>g'JNjn*pFjCCd@T@?Pc|B;]2TMaterialhZ .F_P#T.F_P#Material Output material __W8E#( Z S^M~b tS^M~b Alpha_shaderAlpha shader RnчINNhZ 0] 5OD.GWf5t5OD.GWf5Color_shaderColor shader zdU@AUʂ*hZ ^ qΤIGGItqΤIGGIModel_shaderModel shader @SrE8㲻thZ ^ ,S@vTVt,S@vTVNormal_shaderNormal shader Xb"ٲN+4hZ ` зVJiltзVJil Texcoord_shader Texcoord shader lrMH;ehZ `a 4W}@O{$U@Ra.-1OSM n"(XFҦVLE2Data, 1"c kF_dkF_Vertex_shaderVertex shader k|eKwj9CqVertexShaderhZ xd t@*Ntt@*N Constant_shader Constant shader QVO Pk@hZ Xe <;vHwt<;vHwAlphaTest Alpha Test type :KrbSxhZ XX 0S̤@+Rt 0S̤@+RAlphaTestValue"Alpha Test ValuehZ ,S@vTV5OD.GWf5 0S̤@+RзVJil4W}@O{(XFҦV>g'JNjn*pF4DBb@{@?S^M~b <;vHw:KrbSxbDisabledEnabledAs OpaqueDisabled.F_P#kF_t@*N-1OSM n 럆L<_ї, U@Ra.>g'JNjn*pFDnC`@\@?qΤIGGI܂dKu=,DefaultTexCoordShaderg(gD9f<(gD9f<TCMoveYTCMoveY& R:>a[EH*M\R:>a[EH*M\LE2Data$LE2 Data for node >g'JNjn*pLE2Data, 27wCH7wCHLE2Data$LE2 Data for node >g'JNjn*pqwkd@Xywkd@XyTCScaleXTCScaleXI q4W}@O{$qy݀J}Ny݀J}N FloatInput floatTCMoveXHO qĦBZĦBZTCScaleYTCScaleYha )rޙG )rޙG ˢLE2Data, 1$LE2 Data for node >g'JNjn*pLE2Data, 4(XFҦVLE2Data, 3"%%u5E b%%u5E bLE2Data$LE2 Data for node >g'JNjn*pLE2Data, 6QA@y:l1QA@y:l1LE2Data, 5$LE2 Data for node >g'JNjn*p$Q/G|]8$Q/G|]8LE2Data, 1$LE2 Data for node >g'JNjn*p-1OSM n#q.;]kI 忞@" 0 ?K 0c< O + `M f qзVJil` (gD9f<R:>a[EH*M\>g'JNjn*pFBC`@d@?7wCH>g'JNjn*pFCC`@0@?wkd@Xy?%%u5E b>g'JNjn*pF`CCb@\@KAC?y݀J}NĦBZ?зVJil4W}@O{)rޙG >g'JNjn*pFBC`@d@?(XFҦV>g'JNjn*pFBBX@1@KAC?QA@y:l1>g'JNjn*pFg'JNjn*pFCCC`@d@?-1OSM n 럆L<_ї, .;]kI 忞@N5 JVE>:i̶% ShaderTexcoord зVJilPq )#,OrRt)#,OrRTexcoord*Input texcoord brick F 1+5?N>/ 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1" r!"I = 8tr!"I = 8Texcoord2,Input texcoord2 brick F 1+5?N>/ %%u5E b>g'JNjn*pFEDA`@P@?зVJil4W}@O{(XFҦV>g'JNjn*pFEDAb@@X@?)#,OrRr!"I = 8-1OSM n 럆L<_ї, L{0nBg)`! L AddP)\Fvq3P)\Fvq3$PrivateShaderData$PrivateShaderData wk0.DX?_ :JF>*Ut:JF>*UInputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/P p #2 |L?¢Fht#2 |L?¢FhInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/P P ,8A fKھT,8A fKھResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ 0 4W}@O{%%%u5E b-1OSM n"(XFҦVLE2Data, 1",8A fKھ:JF>*U%%u5E b>g'JNjn*pFD`B`@P@?4W}@O{#2 |L?¢Fh(XFҦV>g'JNjn*pFD`Bb@@P@?P)\Fvq3wk0.DX?_Gp.HOV-1OSM n 럆L<_ї, L{0nBg)`! B ModulateP)\Fvq32x2֣K!dE5t2x2֣K!dE5InputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/TXGy5֣ tTXGy5֣ FullLightColorInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ dE9@T dE9@ AttenuatedColorResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ 4W}@O{%%%u5E b-1OSM n"(XFҦVLE2Data, 1"%%u5E b>g'JNjn*pFC`@P@?4W}@O{(XFҦV>g'JNjn*pFCb@@P@?P)\Fvq3wk0.DX?_M0(rHHTXGy5֣  dE9@2x2֣K!dE5-1OSM n 럆L<_ї, L{0nBg)`! 7h*VectorFromComponents P)\Fvq3:K Gx:G<l5tGx:G<l5XTX : RtFloat - Scalar floating point value F 1+5?N>/?K ;K  LDs(et LDs(eYTY : RtFloat - Scalar floating point value F 1+5?N>/?K /?K =K "PZKLьt"PZKLьWTW : RtFloat - Scalar floating point value F 1+5?N>/?K ?K JN۪BP TJN۪BP ResultnResult : RtFloat4 - The four component vector or color F 1+5?N>/?K 4W}@O{%%%u5E b(XFҦVLE2Data, 1"-1OSM n" "PZKLь?8[GVTI%%u5E b>g'JNjn*pFC`@\@? LDs(e4W}@O{Gx:G<l5(XFҦV>g'JNjn*pFCb@@X@?P)\Fvq3wk0.DX?_JEG0JN۪BP -1OSM n 럆L<_ї, L{0nBg)`! l 0VectorFromComponents, 1 P)\Fvq3pGx:G<l5tGx:G<l5 Row1jRow1 : RtFloat4 - The four component vector or color F 1+5?N>/P LDs(et LDs(eYTY : RtFloat - Scalar floating point value F 1+5?N>/?8[GVTIt?8[GVTIZTZ : RtFloat - Scalar floating point value F 1+5?N>/"PZKLьt"PZKLьWTW : RtFloat - Scalar floating point value F 1+5?N>/JN۪BP TJN۪BP ResultnResult : RtFloat4 - The four component vector or color F 1+5?N>/p 04W}@O{%%%u5E b(XFҦVLE2Data, 1"-1OSM n" "PZKLь?8[GVTI%%u5E b>g'JNjn*pFCB`@\@? LDs(e4W}@O{Gx:G<l5(XFҦV>g'JNjn*pFCBb@[@?P)\Fvq3wk0.DX?_JEG0JN۪BP -1OSM n 럆L<_ї, /|V FK| ShaderInput?ڵfA'7(?ڵfA'7(EyePos8Eye position in world space F 1+5?N>/%dLrQn0%dLrQn0EyeDirNormalized eye vector in world space. Note that this is vector pointing from surface to the eye F 1+5?N>/piDM7piDM7EyeDistNDistance from current point to the eye F 1+5?N>/^@A툷^@A툷PositionNShading point position in world space. F 1+5?N>/Ȧ p1M@o=p1M@o=TexCoords3D texture coordinates for given surface point. Any undefined channel (u, v or w) is replaced with 0. Initialized to interpolated vertex texture coords. Replaced by output of TextCoord shader. F 1+5?N>/}E[2CV)}E[2CV) ColornColor specified by color shader. RGB portion is used to specify color (and is not limited to range 0-1). Initialized to interpolated vertex color. Replaced by output of Color shader. F 1+5?N>/`MOWIB"ѥ`MOWIB"ѥNormalNormalized normal of the surface for given pixel. Normal vector is expected to be in world space. Initialized with denormalized interpolated vertex normal. Replaced by output of Normal shader. F 1+5?N>/HtO{/(HtO{/(TangentNormalized tangent of the surface for given pixel. Tangent vector is expected to be in world space. Initialized with denormalized interpolated vertex tangent. Replaced by output of Normal shader. F 1+5?N>/ qQ@Rj qQ@Rj AlphaZTransparency specified for given pixel. Value should be specified in range 0...1 (full transparency ... fully opaque). Initialized to 1. Replaced by output of Alpha shader. F 1+5?N>/ҥY@e&ҥY@e&LightDirNormalized light direction vector for given pixel. Light vector is expected to be in world space. Note that this is vector pointing from surface to the light. Initialized in the Vertex light shader. Replaced by output of Light shader. F 1+5?N>/B_;OKFJ*rB_;OKFJ*rLightDistDistance of the current point to the light. Initialized in the Vertex light shader. Replaced by output of Light shader. F 1+5?N>/HRSEpFCHRSEpFCLightColorLight color for given pixel. Replaced by output of Light shader. F 1+5?N>/~__um1CR¬5~__um1CR¬5TangentToWorldTransformation matrix from tangent space to world space for vectors. F 1+5?N>/ٻzEuSٻzEuSWorldToObjectnTransformation matrix from world space to object space F 1+5?N>/SaI7֏bSaI7֏bObjectToWorldTransformation matrix from object space to world space. Note that this is inverse matrix to WorldToObject. F 1+5?N>/c< 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1"y"WMB]y"WMB]*ObjectToWorld_NormalA 3x3 Transformation matrix for normal and tangent vectors from object space to world space. F 1+5?N>/)5FYP)5FYPObjectToClipPerspective transformation matrix from object space to screen space. F 1+5?N>/x*yIx*yIWorldToClipPerspective transformation matrix from world space to screen space. F 1+5?N>/#h"mO('#h"mO('TexCoords2`A secondary set of texture coordinates for given surface point. Any undefined channel (u, v or w) is replaced with 0. Initialized to interpolated second vertex texture coords. F 1+5?N>/B_;OKFJ*rڳVܯ]FՃ尲+%tsxi_GetInputLightDistRtFloat^@A툷ڳVܯ]FՃ尲+%tsxi_GetInputPositionRtFloat4p1M@o=ڳVܯ]FՃ尲,&tsxi_GetInputTexCoordsRtFloat3 qQ@RjڳVܯ]FՃ尲'!tsxi_GetInputAlphaRtFloatHRSEpFCڳVܯ]FՃ尲-'tsxi_GetInputLightColorRtFloat4%%u5E b>g'JNjn*pF CA`@0@?)5FYPٻzEuSڳVܯ]FՃ尲2,tsxi_GetInputWorldToObject RtFloat4x4~__um1CR¬5ڳVܯ]FՃ尲3-tsxi_GetInputTangentToWorld RtFloat3x3SaI7֏bڳVܯ]FՃ尲2,tsxi_GetInputObjectToWorld RtFloat4x44W}@O{(XFҦV>g'JNjn*pF CAX@1@?x*yI?ڵfA'7(ڳVܯ]FՃ尲)#tsxi_GetInputEyePosRtFloat4`MOWIB"ѥڳVܯ]FՃ尲)#tsxi_GetInputNormalRtFloat3ҥY@e&ڳVܯ]FՃ尲+%tsxi_GetInputLightDirRtFloat3#h"mO('%dLrQn0ڳVܯ]FՃ尲)#tsxi_GetInputEyeDirRtFloat3y"WMB]}E[2CV)ڳVܯ]FՃ尲("tsxi_GetInputColorRtFloat4HtO{/(ڳVܯ]FՃ尲*$tsxi_GetInputTangentRtFloat3-1OSM n 럆L<_ї, piDM7ڳVܯ]FՃ尲)#tsxi_GetInputEyeDistRtFloatz€ L& /p@O \/3Kf͈,t\/3Kf͈,oFloatOutput floatO GqiFE0IN tGqiFE0IN Input usageVThe usage specification for this parameter`O O 4W}@O{$%%u5E b(XFҦVLE2Data, 1"-1OSM n"GqiFE0IN C_TCMOVEX%%u5E b>g'JNjn*pFtBb@X@?+kCY5]BtO4W}@O{(XFҦV>g'JNjn*pFtBb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї, z€ L& 7 InputFloat, 1& +kCY5]BtOp( ( ( uM@n;LAPP( \/3Kf͈,p) GqiFE0IN p( + 4W}@O{$%%u5E b(XFҦVLE2Data, 1"-1OSM n"GqiFE0IN C_TCMOVEY%%u5E b>g'JNjn*pF8Cb@X@?+kCY5]BtO4W}@O{(XFҦV>g'JNjn*pF8Cb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї, z€ L& zInputFloat, 2I +kCY5]BtOpK J J uM@n;LAP:K K \/3Kf͈,pL GqiFE0IN pJ `M 4W}@O{$%%u5E b(XFҦVLE2Data, 1"-1OSM n"GqiFE0IN C_TCSCALEX%%u5E b>g'JNjn*pF'b@X@?+kCY5]BtO?4W}@O{(XFҦV>g'JNjn*pF'b@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї, z€ L& 2E InputFloat, 3ha +kCY5]BtOp`d b b uM@n;LAP;K `d \/3Kf͈,p0e GqiFE0IN pb f 4W}@O{$%%u5E b(XFҦVLE2Data, 1"-1OSM n"GqiFE0IN C_TCSCALEY%%u5E b>g'JNjn*pFXb@X@?+kCY5]BtO?4W}@O{(XFҦV>g'JNjn*pFXb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї, ܂dKu=M &DefaultModelShader R:>a[EH*M\7wCHp̽y݀J}NShininessIPͽ4W}@O{$)rޙG (XFҦVLE2Data, 3"%%u5E bLE2Data, 6QA@y:l1н4 Hm9E4 Hm9E ColorInput color -n,NjlpgSpecularColor@G $Q/G|]8-1OSM n#`ҽ.;]kI 忞@"Xh`e >pMo0ӽqΤIGGI^  R:>a[EH*M\>g'JNjn*pFCA`@T@?7wCH>g'JNjn*pF[C)C`@T@?%%u5E b>g'JNjn*p^CCb@T@y݀J}N Ԡ>KC~B?y݀J}NA4W}@O{)rޙG >g'JNjn*pFCA`@T@?(XFҦV>g'JNjn*p^BCX@1@y݀J}N Ԡ>KC~B?QA@y:l1>g'JNjn*pFAC`@@@?4 Hm9E-n,Njlpg?$Q/G|]8>g'JNjn*pFC`B`@T@?-1OSM n 럆L<_ї, .;]kI 忞@qΤIGGIL{0nBg)`! T Phong Lighting P)\Fvq3 a`:6~KAMt:6~KAMDiffuseColorzDiffuseColor : RtFloat4 - The four component vector or color F 1+5?N>/@g`b`R]JĀ7tR]JĀ7SpecularColor|SpecularColor : RtFloat4 - The four component vector or color F 1+5?N>/@g`b`vJ ~~tvJ ~~ShininessdShininess : RtFloat - Scalar floating point value F 1+5?N>/@g`c`$&*2HӁdńt$&*2HӁdńNormalVectorjNormalVector : RtFloat3 - The three component vector F 1+5?N>/@g`d`Z[G {/,tZ[G {/,EyeDirectionjEyeDirection : RtFloat3 - The three component vector F 1+5?N>/@g`e` zE%Sft zE%SfLightDirectionnLightDirection : RtFloat3 - The three component vector F 1+5?N>/@g``f`w!XCLtw!XCLLightColorvLightColor : RtFloat4 - The four component vector or color F 1+5?N>/@g`@g` B#A)[(dT B#A)[(dResultColorxResultColor : RtFloat4 - The four component vector or color F 1+5?N>/oXh`4W}@O{%%%u5E b-1OSM n"(XFҦVLE2Data, 1 %%u5E b>g'JNjn*pFCLb@d@?4W}@O{:6~KAMZ[G {/,(XFҦV>g'JNjn*pFCLb@d@?P)\Fvq3wk0.DX?_|X?dK;, B#A)[(dw!XCL$&*2HӁdńvJ ~~-1OSM n 럆L<_ї, R]JĀ7 zE%Sf/|V FK|_F ShaderInput?ڵfA'7(h %dLrQn0d`piDM7^@A툷p1M@o=ȴ }E[2CV) a` `MOWIB"ѥc`HtO{/( qQ@Rj ҥY@e&e`B_;OKFJ*r  HRSEpFC`f`~__um1CR¬5ٻzEuSSaI7֏be 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1y"WMB])5FYPx*yI#h"mO('B_;OKFJ*rڳVܯ]FՃ尲+%tsxi_GetInputLightDistRtFloat^@A툷ڳVܯ]FՃ尲+%tsxi_GetInputPositionRtFloat4p1M@o=ڳVܯ]FՃ尲,&tsxi_GetInputTexCoordsRtFloat3 qQ@RjڳVܯ]FՃ尲'!tsxi_GetInputAlphaRtFloatHRSEpFCڳVܯ]FՃ尲-'tsxi_GetInputLightColorRtFloat4%%u5E b>g'JNjn*pFC`@0@?)5FYPٻzEuSڳVܯ]FՃ尲2,tsxi_GetInputWorldToObject RtFloat4x4~__um1CR¬5ڳVܯ]FՃ尲3-tsxi_GetInputTangentToWorld RtFloat3x3SaI7֏bڳVܯ]FՃ尲2,tsxi_GetInputObjectToWorld RtFloat4x44W}@O{(XFҦV>g'JNjn*pFC`@0@?x*yI?ڵfA'7(ڳVܯ]FՃ尲)#tsxi_GetInputEyePosRtFloat4`MOWIB"ѥڳVܯ]FՃ尲)#tsxi_GetInputNormalRtFloat3ҥY@e&ڳVܯ]FՃ尲+%tsxi_GetInputLightDirRtFloat3#h"mO('%dLrQn0ڳVܯ]FՃ尲)#tsxi_GetInputEyeDirRtFloat3y"WMB]}E[2CV)ڳVܯ]FՃ尲("tsxi_GetInputColorRtFloat4HtO{/(ڳVܯ]FՃ尲*$tsxi_GetInputTangentRtFloat3-1OSM n 럆L<_ї, piDM7ڳVܯ]FՃ尲)#tsxi_GetInputEyeDistRtFloat]IDjdc" InputColor@G "uI̎4)]t"uI̎4)] ColorInput color -n,Njlpg8I XH XH \PtIL;I1T\PtIL;I1ColorBrickColor brick F 1+5?N>/b`8I q\W D ɭtq\W D ɭoColorOutput color -n,NjlpgK GqiFE0IN pXH >4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1GqiFE0IN SPECULARCOLOR"uI̎4)]\PtIL;I1%%u5E b>g'JNjn*pFX@@b@X@?4W}@O{(XFҦV>g'JNjn*pFX@@b@X@?q\W D ɭ-1OSM n 럆L<_ї, z€ L& ,k! 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h* 6H?BJ y'HN LjUb)R 8{EE%D7[    ZpߘHXO???89Ig"????????????????????????tveDCE`"IWJ48@J g'JNjn*pceZU@䑧rceZU@䑧r$_scriptData*Internal Script data [җJs@ %84W}@O{$(XFҦVLE2Data, 1#J@#QLLE2Data, 3MT^RwL~YYTMT^RwL~YYTޢLE2Data$LE2 Data for node >g'JNjn*pLE2Data, 2 wVHRSD@z,AMa]D2|=Bynj2|=Bynj Control OutTransitionOutz@Hoz@Ho Control InTransitionIn 2|=Bynj2AEHM'>g'JNjn*pnBC`@0@2|=Bynj|?z@Hoۙ>?ceZU@䑧r[җJs@ HNewCommand // // RGBcolorCube // // Clinton Reese // modification by David Egan // vertex techniques based on Norm Fortier's bentley point cloud script // October 10 2007 // // Create a RGB Color Points array function Execute(params) { var spacing = params.ConValue('spacing'); var numSegments = params.ConValue('numSegments'); scene = Space.CurrentScene(); parent = System.ThisOwner(); original = parent + "/Cube"; // Get bounding box size (Anton) bbArray = System.CreateDO('Common Data Package/Number Array Data'); bbArray = Space.GetBoundingBox(original); xmin = bbArray.GetAt(0); xmax = bbArray.GetAt(1); ymin = bbArray.GetAt(2); ymax = bbArray.GetAt(3); zmin = bbArray.GetAt(4); zmax = bbArray.GetAt(5); xsize = xmax - xmin; ysize = ymax - ymin; zsize = zmax - zmin; color = System.CreateDO("Common Data Package/Color Data"); //********** // point cloud from norms script // // base cube object must have // object render attributes, // points color set to black, // ignore layer attributes checked // ignore mesh point color unchecked // ignore mesh point size unchecked(checked to control points with slider) //********** // UI vertNumber input value: user can change if desired. var vertNumber = params.ConValue('vertNumber'); // fresh canvas: new mesh data-obj. var newMesh = System.CreateDO('Space 3D Package/Mesh Data'); // have to add vert viz-stream (normally only accessible via pe-mode). var vertVizStrm = System.CreateDO('Space 3D Package/Vertex Visualization Stream Data'); // add vertex-stream: handles xyz local of verts. var vertStrm = System.CreateDO('Space 3D Package/Vertex Stream Data'); // add triangle stream: remember only single triangle will be used. var triStrm = System.CreateDO('Space 3D Package/Triangle Vertices Stream Data'); numSegDiv2 = numSegments * 0.5; // help center on origin //********** // Create and color the array of vertices //********** vertNumber = numSegments*numSegments*numSegments; //num segments in xyz vertVizStrm.SetNumVertices(vertNumber); vertStrm.SetNumVertices(vertNumber); vertStrm.BeginWrite(); curInd = 0; for(i=1;i<=numSegments;i++) for(j=1;j<=numSegments;j++) for(k=1;k<=numSegments;k++) { color.SetBlue8(i*255/numSegments); color.SetGreen8(j*255/numSegments); color.SetRed8(k*255/numSegments); color.SetAlpha8(255); //norms color verts //vertVizStrm.pointsize(curInd) = 4.0;//2d point size in pixels(decided to go with slider instead) vertVizStrm.vColor(curInd) = color; vertStrm.x(curInd) = xsize * (i - numSegDiv2 - 0.5) * spacing; vertStrm.y(curInd) = ysize * (j - numSegDiv2 - 0.5) * spacing; vertStrm.z(curInd) = zsize * (k) * spacing; curInd++; } vertStrm.EndWrite(); // set-size for the single triple-index for the degenerated triangle. triStrm.SetNumTripleIndices(1); // set location values for the verts. triStrm.i(0) = 0; triStrm.j(0) = 0; triStrm.k(0) = 0; // once our ducks are in-a-row: build the mesh. newMesh.AttachVerticesStream(vertVizStrm); newMesh.AttachVerticesStream(vertStrm); newMesh.AttachTrianglesStream(triStrm); // copy geometry into the scene curCube = Node.Copy(original, scene); Node.ConReset(curCube,"Matrix"); Node.Value(curCube + "/Shape","Input Mesh") = newMesh; Node.Value(curCube,"Mesh") = newMesh; // looks better from default view when rotated Space.NodeMatrixElement(curCube,'roll') = 90.000; Space.NodeMatrixElement(curCube,'yaw') = -180.000; Space.NodeMatrixElement(curCube,'ty') = -ysize * numSegDiv2 * spacing - 0.25; Space.NodeMatrixElement(curCube,'tz') = zsize * numSegDiv2 * spacing + 0.5; } NScript Object Package/jScript language~൱D\ #^cnumberspacing wVHRSintnumSegmentsz,AMa]4W}@O{(XFҦV>g'JNjn*pn?DCh@@X@2|=Bynj|?z@Hoۙ>?z,AMa]J@#QL>g'JNjn*pnBB`@T@2|=Bynj|?z@Hoۙ>? 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