#include <nodes.cuh>
struct Params1Input {
float theta;
float dist;
float angle;
float radius;
};
struct Params2Input {
float thickness;
};
struct Params3Input {
float dist3;
float size3;
float rotation3;
};
struct Params4Input {
float dist4;
float radius4;
float inner4;
};
struct Params5Input {
float radius5;
float inner5;
};
struct Consts0Input {
float double_pi;
float pi;
};
struct Consts1Input {
float2 trans;
};
struct Consts2Input {
float one;
float pi;
};
struct Consts3Input {
float one;
};
struct Consts4Input {
float half_one;
};
struct Consts5Input {
float levelid0;
float levelid1;
float levelid2;
float levelid3;
float levelid4;
};
struct LevelsOutput {
Level1Output level1;
Level2Output level2;
Level3Output level3;
Level4Output level4;
Level5Output level5;
};
__device__ __forceinline__ LevelsOutput LevelsImpl(PositionInput position, Params1Input params1, Params2Input params2, Params3Input params3, Params4Input params4, Params5Input params5) {
Consts0Input consts0 = Consts0Input{6.28, 3.14};
Consts1Input consts1 = Consts1Input{float2{0.0, 0.0}};
Consts2Input consts2 = Consts2Input{1.0, 3.14};
Consts3Input consts3 = Consts3Input{1.0};
Consts4Input consts4 = Consts4Input{0.5};
Consts5Input consts5 = Consts5Input{0.0, 1.0, 2.0, 3.0, 4.0};
NormalizeOut normalize_theta = NormalizeImpl(NormalizeIn{params1.theta, consts0.double_pi, consts0.pi});
DivOut div_angle = DivImpl(DivIn{consts2.one, params1.angle});
RoundOut round_angle = RoundImpl(RoundIn{div_angle.value});
DivOut angle = DivImpl(DivIn{consts2.pi, round_angle.value});
TranslationOut translation = TranslationImpl(TranslationIn{position.position, consts1.trans});
RadialRepetitionOut radial_rep = RadialRepetitionImpl(RadialRepetitionIn{translation.position, normalize_theta.value, angle.value, params1.dist});
CircleOut rad_circle1 = CircleImpl(CircleIn{radial_rep.position1, params1.radius, consts3.one});
CircleOut rad_circle2 = CircleImpl(CircleIn{radial_rep.position2, params1.radius, consts3.one});
UnionIdOut radial = UnionIdImpl(UnionIdIn{rad_circle1.distance, consts5.levelid0, rad_circle2.distance, consts5.levelid0});
Level1Output level1 = Level1Output{radial.distance, consts5.levelid0};
RadialLineOut radial_line = RadialLineImpl(RadialLineIn{translation.position, normalize_theta.value, angle.value, params2.thickness});
ScaffoldIdOut scaffoldid1 = ScaffoldIdImpl(ScaffoldIdIn{radial.distance, consts5.levelid0, radial_line.distance, consts5.levelid1, position.view_scaffold});
Level2Output level2 = Level2Output{scaffoldid1.distance, scaffoldid1.levelid};
RadialRepetitionOut radial_rep1 = RadialRepetitionImpl(RadialRepetitionIn{translation.position, normalize_theta.value, angle.value, params3.dist3});
RotationOut radial_rep_rot1 = RotationImpl(RotationIn{radial_rep1.position1, params3.rotation3});
RotationOut radial_rep_rot2 = RotationImpl(RotationIn{radial_rep1.position2, params3.rotation3});
BoxOut rad_box1 = BoxImpl(BoxIn{radial_rep_rot1.position, params3.size3});
BoxOut rad_box2 = BoxImpl(BoxIn{radial_rep_rot2.position, params3.size3});
UnionIdOut radial_box = UnionIdImpl(UnionIdIn{rad_box1.distance, consts5.levelid2, rad_box2.distance, consts5.levelid2});
ScaffoldIdOut scaffoldid2 = ScaffoldIdImpl(ScaffoldIdIn{scaffoldid1.distance, scaffoldid1.levelid, radial_box.distance, radial_box.levelid, position.view_scaffold});
Level3Output level3 = Level3Output{scaffoldid2.distance, scaffoldid2.levelid};
AddOut offset_theta = AddImpl(AddIn{normalize_theta.value, consts4.half_one});
RadialRepetitionOut radial_rep2 = RadialRepetitionImpl(RadialRepetitionIn{translation.position, offset_theta.value, angle.value, params4.dist4});
CircleOut rad_circle3 = CircleImpl(CircleIn{radial_rep2.position1, params4.radius4, params4.inner4});
CircleOut rad_circle4 = CircleImpl(CircleIn{radial_rep2.position2, params4.radius4, params4.inner4});
UnionIdOut radial_circle = UnionIdImpl(UnionIdIn{rad_circle3.distance, consts5.levelid3, rad_circle4.distance, consts5.levelid3});
OverIdOut over3 = OverIdImpl(OverIdIn{scaffoldid2.distance, scaffoldid2.levelid, radial_circle.distance, radial_circle.levelid});
Level4Output level4 = Level4Output{over3.distance, over3.levelid};
CircleOut outer_circle = CircleImpl(CircleIn{translation.position, params5.radius5, params5.inner5});
OverIdOut over4 = OverIdImpl(OverIdIn{over3.distance, over3.levelid, outer_circle.distance, consts5.levelid4});
Level5Output level5 = Level5Output{over4.distance, over4.levelid};
return LevelsOutput{level1, level2, level3, level4, level5};
}