mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
209 lines
5.1 KiB
GDScript3
209 lines
5.1 KiB
GDScript3
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tool
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extends TextureRect
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var image : Image
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var tex : ImageTexture
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export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
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export(Vector2) var bmax : Vector2 = Vector2(1, 1)
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export(bool) var refresh setget reff,reffg
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var p_o147388_ax = -0.349999994;
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var p_o147388_ay = -0.200000000;
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var p_o147388_bx = 0.000000000;
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var p_o147388_by = 0.500000000;
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var p_o147388_cx = 0.350000000;
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var p_o147388_cy = -0.200000000;
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var p_o147388_width = 0.050000000;
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var p_o147388_repeat = 1.000000000;
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func gen() -> void:
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if !image:
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image = Image.new()
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image.create(300, 300, false, Image.FORMAT_RGBA8)
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if !tex:
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tex = ImageTexture.new()
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# var bmin : Vector2 = Vector2(0.1, 0.1)
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# var bmax : Vector2 = Vector2(1, 1)
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image.lock()
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var w : float = image.get_width()
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var h : float = image.get_width()
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var pseed : float = randf() + randi()
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for x in range(image.get_width()):
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for y in range(image.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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# var c : float = shape_circle(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
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# var c : float = shape_polygon(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
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# var c : float = shape_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
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# var c : float = shape_curved_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0)
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var o147388_0_bezier : Vector2 = sdBezier(v, Vector2(p_o147388_ax+0.5, p_o147388_ay+0.5), Vector2(p_o147388_bx+0.5, p_o147388_by+0.5), Vector2(p_o147388_cx+0.5, p_o147388_cy+0.5));
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var o147388_0_uv : Vector2 = Vector2(o147388_0_bezier.x, o147388_0_bezier.y/p_o147388_width+0.5);
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var uvt : Vector2 = absv(o147388_0_uv - Vector2(0.5, 0.5))
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uvt.x = step(0.5, uvt.x);
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uvt.y = step(0.5, uvt.y);
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o147388_0_uv = lerp(Vector2(fractf(p_o147388_repeat * o147388_0_uv.x), o147388_0_uv.y), Vector2(0, 0), max(uvt.x, uvt.y));
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var f : float = step(abs(((o147388_0_uv)).y-0.5), 0.4999)
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var c : Color = Color(f, f, f, 1.0);
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image.set_pixel(x, y, c)
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image.unlock()
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tex.create_from_image(image)
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texture = tex
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# signed distance to a quadratic bezier
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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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func absv(v : Vector2):
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v.x = abs(v.x)
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v.y = abs(v.y)
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return v
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func modf(x : float, y : float) -> float:
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return x - y * floor(x / y)
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func fract(v : Vector2) -> Vector2:
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v.x = v.x - floor(v.x)
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v.y = v.y - floor(v.y)
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return v
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func fractf(f : float) -> float:
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return f - floor(f)
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func rand(x : Vector2) -> float:
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return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
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func step(edge : float, x : float) -> float:
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if x < edge:
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return 0.0
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else:
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return 1.0
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#common -----
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#float rand(vec2 x) {
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# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
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#}
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#
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#vec2 rand2(vec2 x) {
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# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
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#}
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#
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#vec3 rand3(vec2 x) {
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# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398)),
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# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
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#}
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#
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#vec3 rgb2hsv(vec3 c) {
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# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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#
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# float d = q.x - min(q.w, q.y);
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# float e = 1.0e-10;
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# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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#}
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#
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#vec3 hsv2rgb(vec3 c) {
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# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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#}
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#end common
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func reffg():
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return false
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func reff(bb):
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if bb:
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gen()
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