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

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GDScript3
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tool
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extends Reference
const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#----------------------
#sphere.mmg
#Outputs:
#Output - (float) - A heightmap of the specified sphere
#sphere($uv, vec2($cx, $cy), $r)
#Inputs:
#center, vector2, default: 0.5, min: 0, max: 1, step: 0.01
#radius, float, min: 0, max: 1, default: 0.5, step:0.01
#----------------------
#shape.mmg
#Outputs:
#Output - (float) - Shows a white shape on a black background
#shape_$(shape)($(uv), $(sides), $(radius)*$radius_map($uv), $(edge)*$edge_map($uv))
#Inputs:
#shape, enum, default: 0, values: circle, ploygon, star, curved_star, rays
#sides, int, min: 2, max: 32, default: 3, step:1
#radius, float, min: 0, max: 1, default: 1, step:0.01 (universal input)
#edge, float, min: 0, max: 1, default: 0.2, step:0.01 (universal input)
#float sphere(vec2 uv, vec2 c, float r) {
# uv -= c;
# uv /= r;
# return 2.0*r*sqrt(max(0.0, 1.0-dot(uv, uv)));
#}
static func sphere(uv : Vector2, c : Vector2, r : float) -> float:
return 0.0
#float shape_circle(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
# edge = max(edge, 1.0e-8);
# float distance = length(uv);
# return clamp((1.0-distance/size)/edge, 0.0, 1.0);
#}
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static func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float:
uv.x = 2.0 * uv.x - 1.0
uv.y = 2.0 * uv.y - 1.0
edge = max(edge, 1.0e-8)
var distance : float = uv.length()
return clamp((1.0 - distance / size) / edge, 0.0, 1.0)
#float shape_polygon(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
# edge = max(edge, 1.0e-8);
# float angle = atan(uv.x, uv.y)+3.14159265359;
# float slice = 6.28318530718/sides;
# return clamp((1.0-(cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/size)/edge, 0.0, 1.0);
#}
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static func shape_polygon(uv : Vector2, sides : float, size : float, edge : float) -> float:
uv.x = 2.0 * uv.x - 1.0
uv.y = 2.0 * uv.y - 1.0
edge = max(edge, 1.0e-8)
#simple no branch for division by zero
uv.x += 0.0000001
var angle : float = atan(uv.y / uv.x) + 3.14159265359
var slice : float = 6.28318530718 / sides
return clamp((size - cos(floor(0.5 + angle / slice) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0)
#float shape_star(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
# edge = max(edge, 1.0e-8);
# float angle = atan(uv.x, uv.y);
# float slice = 6.28318530718/sides;
# return clamp((1.0-(cos(floor(angle*sides/6.28318530718-0.5+2.0*step(fract(angle*sides/6.28318530718), 0.5))*slice-angle)*length(uv))/size)/edge, 0.0, 1.0);
#}
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static func shape_star(uv : Vector2, sides : float, size : float, edge : float) -> float:
uv.x = 2.0 * uv.x - 1.0
uv.y = 2.0 * uv.y - 1.0
edge = max(edge, 1.0e-8);
#simple no branch for division by zero
uv.x += 0.0000001
var angle : float = atan(uv.y / uv.x)
var slice : float = 6.28318530718 / sides
return clamp((size - cos(floor(1.5 + angle / slice - 2.0 * Commons.step(0.5 * slice, Commons.modf(angle, slice))) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0);
#float shape_curved_star(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
# edge = max(edge, 1.0e-8);
# float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359);
# float slice = 6.28318530718/sides;
# return clamp((1.0-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv)/size)/edge, 0.0, 1.0);
#}
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static func shape_curved_star(uv : Vector2, sides : float, size : float, edge : float) -> float:
uv.x = 2.0 * uv.x - 1.0
uv.y = 2.0 * uv.y - 1.0
edge = max(edge, 1.0e-8);
#simple no branch for division by zero
uv.x += 0.0000001
var angle : float = 2.0*(atan(uv.y / uv.x) + 3.14159265359)
var slice : float = 6.28318530718 / sides
return clamp((size - cos(floor(0.5 + 0.5 * angle / slice) * 2.0 * slice - angle) * uv.length())/(edge * size), 0.0, 1.0);
#float shape_rays(vec2 uv, float sides, float size, float edge) {
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# uv = 2.0*uv-1.0;
# edge = 0.5*max(edge, 1.0e-8)*size;
# float slice = 6.28318530718/sides;
# float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice;
# return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0);
#}
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static func shape_rays(uv : Vector2, sides : float, size : float, edge : float) -> float:
uv.x = 2.0 * uv.x - 1.0
uv.y = 2.0 * uv.y - 1.0
edge = 0.5 * max(edge, 1.0e-8) * size
#simple no branch for division by zero
uv.x += 0.0000001
var slice : float = 6.28318530718 / sides
var angle : float = Commons.modf(atan(uv.y / uv.x) + 3.14159265359, slice) / slice
return clamp(min((size - angle) / edge, angle / edge), 0.0, 1.0);