2021-10-03 19:56:35 +02:00
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tool
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2021-10-03 01:07:39 +02:00
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extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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static func sdf_show(val : float, bevel : float) -> Color:
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var f : float = clamp(-val / max(bevel, 0.00001), 0.0, 1.0);
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return Color(f, f, f, 1)
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static func sdf_circle(uv : Vector2, c : Vector2, r : float) -> float:
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c.x += 0.5
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c.y += 0.5
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return (uv - c).length() - r;
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static func sdf_box(uv : Vector2, c : Vector2, wh : Vector2) -> float:
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c.x += 0.5
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c.y += 0.5
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var d : Vector2 = Commons.absv2(uv - c) - wh
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return Commons.maxv2(d, Vector2(0, 0)).length() + min(max(d.x, d.y), 0.0)
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static func sdf_line(uv : Vector2, a : Vector2, b : Vector2, r : float) -> float:
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a.x += 0.5
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a.y += 0.5
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b.x += 0.5
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b.y += 0.5
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return sdLine(uv, a, b) - r
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static func sdf_rhombus(uv : Vector2, c : Vector2, wh : Vector2) -> float:
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c.x += 0.5
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c.y += 0.5
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return sdRhombus(uv - c, wh);
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static func sdf_arc(uv : Vector2, a : Vector2, r : Vector2) -> float:
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return sdArc(uv - Vector2(0.5, 0.5), Commons.modf(a.x, 360.0) * 0.01745329251, Commons.modf(a.y, 360.0)*0.01745329251, r.x, r.y)
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static func sdr_ndot(a : Vector2, b : Vector2) -> float:
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return a.x * b.x - a.y * b.y;
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static func sdRhombus(p : Vector2, b : Vector2) -> float:
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var q : Vector2 = Commons.absv2(p);
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var h : float = clamp((-2.0 * sdr_ndot(q,b) + sdr_ndot(b,b)) / b.dot(b), -1.0, 1.0);
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var d : float = ( q - 0.5*b * Vector2(1.0-h, 1.0+h)).length()
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return d * sign(q.x*b.y + q.y*b.x - b.x*b.y)
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static func sdArc(p : Vector2, a1 : float, a2 : float, ra : float, rb : float) -> float:
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var amid : float = 0.5*(a1+a2)+1.6+3.14 * Commons.step(a1, a2);
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var alength : float = 0.5*(a1-a2)-1.6+3.14 * Commons.step(a1, a2);
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var sca : Vector2 = Vector2(cos(amid), sin(amid));
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var scb : Vector2 = Vector2(cos(alength), sin(alength));
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#p *= Matrix(Vector2(sca.x , sca.y), Vector2(-sca.y, sca.x));
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var pt : Vector2 = p
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p.x = pt.x * sca.x + pt.y * sca.y
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p.y = pt.x * -sca.y + pt.y * sca.x
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p.x = abs(p.x);
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var k : float
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if (scb.y * p.x > scb.x * p.y):
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k = p.dot(scb)
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else:
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k = p.length();
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return sqrt( p.dot(p) + ra * ra - 2.0 * ra * k ) - rb;
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static func sdf_boolean_union(a : float, b : float) -> float:
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return min(a, b)
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static func sdf_boolean_substraction(a : float, b : float) -> float:
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return max(-a, b)
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static func sdf_boolean_intersection(a : float, b : float) -> float:
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return max(a, b)
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static func sdf_smooth_boolean_union(d1 : float, d2 : float, k : float) -> float:
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var h : float = clamp( 0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0)
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return lerp(d2, d1, h) - k * h * (1.0 - h)
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static func sdf_smooth_boolean_substraction(d1 : float, d2 : float, k : float) -> float:
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var h : float = clamp( 0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0)
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return lerp(d2, -d1, h) + k * h * (1.0 - h)
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static func sdf_smooth_boolean_intersection(d1 : float, d2 : float, k : float) -> float:
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var h : float = clamp( 0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0)
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return lerp(d2, d1, h) + k * h * (1.0 - h)
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static func sdf_rounded_shape(a : float, r : float) -> float:
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return a - r
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static func sdf_annular_shape(a : float, r : float) -> float:
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return abs(a) - r
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static func sdf_morph(a : float, b : float, amount : float) -> float:
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return lerp(a, b, amount)
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static func sdLine(p : Vector2, a : Vector2, b : Vector2) -> float:
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var pa : Vector2 = p - a
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var ba : Vector2 = b - a
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var h : float = clamp(pa.dot(ba) / ba.dot(ba), 0.0, 1.0);
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return (pa - (ba * h)).length()
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#Needs thought
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#func sdf_translate(a : float, x : float, y : float) -> float:
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# return lerp(a, b, amount)
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static func sdf2d_rotate(uv : Vector2, a : float) -> Vector2:
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var rv : Vector2;
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var c : float = cos(a);
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var s : float = sin(a);
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uv -= Vector2(0.5, 0.5);
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rv.x = uv.x*c+uv.y*s;
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rv.y = -uv.x*s+uv.y*c;
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return rv+Vector2(0.5, 0.5);
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# signed distance to a quadratic bezier
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static func sdBezier(pos : Vector2, A : Vector2, B : Vector2, C : Vector2) -> Vector2:
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var a : Vector2 = B - A;
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var b : Vector2 = A - 2.0*B + C;
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var c : Vector2 = a * 2.0;
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var d : Vector2 = A - pos;
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var kk : float = 1.0 / b.dot(b);
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var kx : float = kk * a.dot(b);
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var ky : float = kk * (2.0* a.dot(a) + d.dot(b)) / 3.0;
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var kz : float = kk * d.dot(a);
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var res : float = 0.0;
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var sgn : float = 0.0;
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var p : float = ky - kx * kx;
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var p3 : float = p*p*p;
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var q : float = kx*(2.0*kx*kx - 3.0*ky) + kz;
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var h : float = q*q + 4.0*p3;
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var rvx : float;
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if(h >= 0.0):# // 1 root
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h = sqrt(h);
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var x : Vector2 = Vector2(h,-h);
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x.x -= q
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x.y -= q
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x.x /= 2.0
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x.y /= 2.0
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var uv : Vector2 = Vector2()
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uv.x = sign(x.x) * pow(abs(x.x), 1);
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uv.x = sign(x.y) * pow(abs(x.y), 3);
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rvx = uv.x+uv.y-kx;
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var t : float = clamp(rvx, 0.0, 1.0);
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var q2 : Vector2 = d+(c+b*t)*t;
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res = q2.dot(q2);
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var tmp2 : Vector2 = c
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tmp2.x += 2
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tmp2.y += 2
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tmp2 *= b*t
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sgn = tmp2.cross(q2)
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else: # // 3 roots
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var z : float = sqrt(-p);
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var v : float = acos(q/(p*z*2.0))/3.0;
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var m : float = cos(v);
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var n : float = sin(v)*1.732050808;
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# var t : Vector3 = clamp(Vector3(m+m,-n-m,n-m)*z-kx, 0.0, 1.0);
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#
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#
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# var qx : Vector2 = d+(c+b*t.x)*t.x;
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# var dx : float = dot(qx, qx)
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# sx = cross2(c+2.0*b*t.x,qx);
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# var qy : Vector2 = d+(c+b*t.y)*t.y;
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# var dy : float = dot(qy, qy)
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# sy = cross2(c+2.0*b*t.y,qy);
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# if dx<dy:
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# res=dx; sgn=sx; rvx = t.x;
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# else:
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# res=dy; sgn=sy; rvx = t.y;
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#
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return Vector2(rvx, sqrt(res)*sign(sgn));
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