#include <nodes.cuh>
struct Params0Input {
float angle;
float2 translation;
float2 space;
float thickness;
};
struct Params1Input {
float radius;
float inner;
};
struct Params2Input {
float radius;
float inner;
};
struct Consts0Input {
float double_pi;
float pi;
};
struct Consts1Input {
float2 two;
float2 one;
};
struct Consts2Input {
float levelid0;
float levelid1;
float levelid2;
};
struct LevelsOutput {
Level1Output level1;
Level2Output level2;
Level3Output level3;
};
__device__ __forceinline__ LevelsOutput LevelsImpl(PositionInput position, Params0Input params0, Params1Input params1, Params2Input params2) {
Consts0Input consts0 = Consts0Input{6.28, 3.14};
Consts1Input consts1 = Consts1Input{float2{2.0, 2.0}, float2{1.0, 1.0}};
Consts2Input consts2 = Consts2Input{0.0, 1.0, 2.0};
NormalizeOut normalize0 = NormalizeImpl(NormalizeIn{params0.angle, consts0.double_pi, consts0.pi});
Normalize2fOut normalize2f0 = Normalize2fImpl(Normalize2fIn{params0.translation, consts1.two, consts1.one});
RotationOut rotation0 = RotationImpl(RotationIn{position.position, normalize0.value});
TranslationOut translation0 = TranslationImpl(TranslationIn{rotation0.position, normalize2f0.value});
RepetitionOut repetition0 = RepetitionImpl(RepetitionIn{translation0.position, params0.space});
GridOut grid0 = GridImpl(GridIn{repetition0.position, params0.thickness});
CircleOut circle0 = CircleImpl(CircleIn{repetition0.position, params1.radius, params1.inner});
CircleOut circle1 = CircleImpl(CircleIn{repetition0.position, params2.radius, params2.inner});
ScaffoldIdOut scaffoldid0 = ScaffoldIdImpl(ScaffoldIdIn{grid0.distance, consts2.levelid0, circle0.distance, consts2.levelid1, position.view_scaffold});
Level1Output level1 = Level1Output{grid0.distance, consts2.levelid0};
Level2Output level2 = Level2Output{scaffoldid0.distance, scaffoldid0.levelid};
OverIdOut overid1 = OverIdImpl(OverIdIn{scaffoldid0.distance, scaffoldid0.levelid, circle1.distance, consts2.levelid2});
Level3Output level3 = Level3Output{overid1.distance, overid1.levelid};
return LevelsOutput{level1, level2, level3};
}