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Truchet node.
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@ -425,8 +425,10 @@ static func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, ca
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return 0.0
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return 0.0
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static func truchet1c(uv : Vector2, pseed : Vector2) -> Color:
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#"Line,Circle"
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var f : float = truchet1(uv, pseed)
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static func truchet1c(uv : Vector2, size : float, pseed : float) -> Color:
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var f : float = truchet1(uv * size, Vector2(pseed, pseed))
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return Color(f, f, f, 1);
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return Color(f, f, f, 1);
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#float truchet1(vec2 uv, vec2 seed) {
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#float truchet1(vec2 uv, vec2 seed) {
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@ -440,10 +442,10 @@ static func truchet1(uv : Vector2, pseed : Vector2) -> float:
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var i : Vector2 = Commons.floorv2(uv);
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var i : Vector2 = Commons.floorv2(uv);
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var f : Vector2 = Commons.fractv2(uv) - Vector2(0.5, 0.5);
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var f : Vector2 = Commons.fractv2(uv) - Vector2(0.5, 0.5);
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return 1.0 - abs(abs((2.0*Commons.step(Commons.rand(i+pseed), 0.5)-1.0)*f.x+f.y)-0.5);
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return 1.0 - abs(abs((2.0 * Commons.step(Commons.rand(i + pseed), 0.5) - 1.0) * f.x + f.y) - 0.5);
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static func truchet2c(uv : Vector2, pseed : Vector2) -> Color:
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static func truchet2c(uv : Vector2, size : float, pseed : float) -> Color:
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var f : float = truchet2(uv, pseed)
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var f : float = truchet2(uv * size, Vector2(pseed, pseed))
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return Color(f, f, f, 1);
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return Color(f, f, f, 1);
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#float truchet2(vec2 uv, vec2 seed) {
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#float truchet2(vec2 uv, vec2 seed) {
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@ -460,9 +462,9 @@ static func truchet2c(uv : Vector2, pseed : Vector2) -> Color:
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static func truchet2(uv : Vector2, pseed : Vector2) -> float:
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static func truchet2(uv : Vector2, pseed : Vector2) -> float:
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var i : Vector2 = Commons.floorv2(uv);
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var i : Vector2 = Commons.floorv2(uv);
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var f : Vector2 = Commons.fractv2(uv);
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var f : Vector2 = Commons.fractv2(uv);
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var random : float = Commons.step(Commons.rand(i+pseed), 0.5);
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var random : float = Commons.step(Commons.rand(i + pseed), 0.5);
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f.x *= 2.0 * random-1.0;
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f.x *= 2.0 * random - 1.0;
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f.x += 1.0 - random;
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f.x += 1.0 - random;
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return 1.0 - min(abs(f.length() - 0.5), abs((Vector2(1, 1) - f).length() - 0.5));
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return 1.0 - min(abs(f.length() - 0.5), abs((Vector2(1, 1) - f).length() - 0.5));
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@ -3,16 +3,6 @@ extends MMNode
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var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
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var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
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#----------------------
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#pattern.mmg
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#Outputs: $(name)_fct($(uv))
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#Combiner, enum, default: 0, values (CombinerType): Multiply, Add, Max, Min, Xor, Pow
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#Pattern_x_type, enum, default: 5, values (CombinerAxisType): Sine, Triangle, Square, Sawtooth, Constant, Bounce
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#Pattern_y_type, enum, default: 5, values (CombinerAxisType): Sine, Triangle, Square, Sawtooth, Constant, Bounce
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#Pattern_Repeat, vector2, min: 0, max: 32, default:4, step: 1
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export(Resource) var image : Resource
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export(Resource) var image : Resource
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export(int, "Multiply,Add,Max,Min,Xor,Pow") var combiner_type : int = 0
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export(int, "Multiply,Add,Max,Min,Xor,Pow") var combiner_type : int = 0
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export(int, "Sine,Triangle,Square,Sawtooth,Constant,Bounce") var combiner_axis_type_x : int = 0
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export(int, "Sine,Triangle,Square,Sawtooth,Constant,Bounce") var combiner_axis_type_x : int = 0
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@ -1,68 +0,0 @@
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tool
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extends MMNode
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var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
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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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func _ready():
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if !Engine.editor_hint:
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gen()
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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 f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE)
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var col : Color = trunchet(v)
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image.set_pixel(x, y, col)
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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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var seed_o9164 = 6039;
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var p_o9164_size = 4.000000000;
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func trunchet(uv : Vector2) -> Color:
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return Patterns.truchet1c(uv * p_o9164_size, Vector2(float(seed_o9164), float(seed_o9164)));
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# return Patterns.truchet2c(uv * p_o9164_size, Vector2(float(seed_o9164), float(seed_o9164)));
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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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53
game/addons/mat_maker_gd/nodes/pattern/truchet.gd
Normal file
53
game/addons/mat_maker_gd/nodes/pattern/truchet.gd
Normal file
@ -0,0 +1,53 @@
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tool
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extends MMNode
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var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
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export(Resource) var image : Resource
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export(int, "Line,Circle") var shape : int = 0
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export(float) var size : float = 4
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func _init_properties():
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if !image:
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image = MMNodeUniversalProperty.new()
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image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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register_output_property(image)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_enum("get_shape", "set_shape", "Shape", [ "Line", "Circle" ])
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mm_graph_node.add_slot_float("get_size", "set_size", "Size", 1)
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func _render(material) -> void:
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var img : Image = render_image(material)
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image.set_value(img)
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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if shape == 0:
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return Patterns.truchet1c(uv, size, pseed)
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elif shape == 1:
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return Patterns.truchet2c(uv, size, pseed)
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return Color()
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#shape
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func get_shape() -> int:
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return shape
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func set_shape(val : int) -> void:
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shape = val
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set_dirty(true)
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#size
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func get_size() -> float:
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return size
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func set_size(val : float) -> void:
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size = val
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set_dirty(true)
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