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sine_wave node.
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@ -306,53 +306,14 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#sine_wave.mmg
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#sine_wave.mmg
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#Draws a greyscale sine wave pattern
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#Draws a greyscale sine wave pattern
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# "outputs": [
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#Outputs:
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# {
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#Output, float, Shows a greyscale image of a sine wave
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# "f": "1.0-abs(2.0*($uv.y-0.5)-$amplitude*sin(($frequency*$uv.x+$phase)*6.28318530718))",
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#1.0-abs(2.0*($uv.y-0.5)-$amplitude*sin(($frequency*$uv.x+$phase)*6.28318530718))
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# "longdesc": "Shows a greyscale image of a sine wave",
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# "shortdesc": "Output",
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# "type": "f"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "None",
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# "default": 0.5,
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# "label": "Amplitude",
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# "longdesc": "The amplitude of the sine wave function",
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# "max": 1,
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# "min": 0,
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# "name": "amplitude",
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# "shortdesc": "Amplitude",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 1,
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# "label": "Frequency",
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# "longdesc": "The frequency of the sine wave function (i.e. the number of oscillations shown in the generated image).",
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# "max": 16,
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# "min": 0,
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# "name": "frequency",
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# "shortdesc": "Frequency",
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# "step": 1,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 0,
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# "label": "Phase",
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# "longdesc": "The phase of the sine wave function",
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# "max": 1,
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# "min": 0,
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# "name": "phase",
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# "shortdesc": "Phase",
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# "step": 0.01,
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# "type": "float"
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# }
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# ],
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#Inputs:
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#amplitude, float, min: 0, max: 1, step: 0.01, default: 0.5
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#frequency, float, min: 0, max: 16, default: 1
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#phase, float, min: 0, max: 1, step: 0.01, default: 0.5
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enum CombinerAxisType {
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enum CombinerAxisType {
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SINE,
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SINE,
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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 = sinewave(v)
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# var col : Color = beehive_2_col(v)
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# var col : Color = beehive_3_col(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 p_o7136_amplitude = 0.500000000;
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var p_o7136_frequency = 2.000000000;
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var p_o7136_phase = 0.000000000;
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func sinewave(uv : Vector2) -> Color:
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return Patterns.sinewavec(uv, p_o7136_amplitude, p_o7136_frequency, p_o7136_phase)
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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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61
game/addons/mat_maker_gd/nodes/pattern/sine_wave.gd
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61
game/addons/mat_maker_gd/nodes/pattern/sine_wave.gd
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@ -0,0 +1,61 @@
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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(float) var amplitude : float = 0.5
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export(float) var frequency : float = 2
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export(float) var phase : float = 0
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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_float("get_amplitude", "set_amplitude", "Amplitude", 0.01)
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mm_graph_node.add_slot_float("get_frequency", "set_frequency", "Frequency", 0.1)
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mm_graph_node.add_slot_float("get_phase", "set_phase", "Phase", 0.01)
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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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var f : float = 1.0 - abs(2.0 * (uv.y - 0.5) - amplitude *sin((frequency * uv.x + phase)*6.28318530718))
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return Color(f, f, f, 1)
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#amplitude
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func get_amplitude() -> float:
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return amplitude
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func set_amplitude(val : float) -> void:
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amplitude = val
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set_dirty(true)
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#frequency
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func get_frequency() -> float:
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return frequency
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func set_frequency(val : float) -> void:
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frequency = val
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set_dirty(true)
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#phase
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func get_phase() -> float:
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return phase
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func set_phase(val : float) -> void:
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phase = val
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set_dirty(true)
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