broken_seals/game/addons/mat_maker_gd/nodes/common/commons.gd

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GDScript3
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extends Reference
static func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
v.x = clamp(v.x, mi.x, ma.x)
v.y = clamp(v.y, mi.y, ma.y)
v.y = clamp(v.z, mi.z, ma.z)
return v
static func floorc(a : Color) -> Color:
var v : Color = Color()
v.r = floor(a.r)
v.g = floor(a.g)
v.b = floor(a.b)
v.a = floor(a.a)
return v
static func floorv2(a : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = floor(a.x)
v.y = floor(a.y)
return v
static func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = smoothstep(a, b, c.x)
v.y = smoothstep(a, b, c.y)
return v
static func maxv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
return v
static func maxv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
v.z = max(a.z, b.z)
return v
static func absv2(v : Vector2) -> Vector2:
v.x = abs(v.x)
v.y = abs(v.y)
return v
static func absv3(v : Vector3) -> Vector3:
v.x = abs(v.x)
v.y = abs(v.y)
v.y = abs(v.y)
return v
static func cosv2(v : Vector2) -> Vector2:
v.x = cos(v.x)
v.y = cos(v.y)
return v
static func cosv3(v : Vector3) -> Vector3:
v.x = cos(v.x)
v.y = cos(v.y)
v.y = cos(v.y)
return v
static func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
v.z = modf(a.z, b.z)
return v
static func modv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
return v
static func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
static func fractv2(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
return v
static func fractv3(v : Vector3) -> Vector3:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
v.z = v.z - floor(v.z)
return v
static func fract(f : float) -> float:
return f - floor(f)
static func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
v.x = clamp(v.x, pmin.x, pmax.x)
v.y = clamp(v.y, pmin.y, pmax.y)
return v
static func rand(x : Vector2) -> float:
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
static func rand2(x : Vector2) -> Vector2:
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
static func rand3(x : Vector2) -> Vector3:
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)),
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
static func step(edge : float, x : float) -> float:
if x < edge:
return 0.0
else:
return 1.0