broken_seals/game/addons/mat_maker_gd/nodes/noise/perlin.gd

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GDScript3
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tool
extends MMNode
var NoisePerlin = preload("res://addons/mat_maker_gd/nodes/common/noise_perlin.gd")
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var image : Image
var tex : ImageTexture
export(Vector2) var scale : Vector2 = Vector2(4, 4)
export(int) var iterations : int = 3
export(float) var persistence : float = 0.5
func get_value_for(uv : Vector2, pseed : int) -> Color:
return NoisePerlin.perlinc(uv, scale, iterations, persistence, pseed)
func _register_methods(mm_graph_node) -> void:
#mm_graph_node.add_slot_texture(MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE, "render_image", "")
mm_graph_node.add_slot_int(MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, "get_iterations", "set_iterations", "iterations")#, Vector2(1, 10))
mm_graph_node.add_slot_float(MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, "get_persistence", "set_persistence", "persistence", 0.05)#, Vector2(0, 1))
mm_graph_node.add_slot_vector2(MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, "get_scale", "set_scale", "scale", 1)#, Vector2(1, 32))
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func get_iterations() -> int:
return iterations
func set_iterations(val : int) -> void:
iterations = val
emit_changed()
func get_persistence() -> float:
return persistence
func set_persistence(val : float) -> void:
persistence = val
emit_changed()
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func get_scale() -> Vector2:
return scale
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func set_scale(val : Vector2) -> void:
scale = val
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emit_changed()