Better output text for the arc and circle shape nodes, and removed sdf.gd.

This commit is contained in:
Relintai 2021-10-20 17:47:40 +02:00
parent a690c76612
commit 1e57dba26e
3 changed files with 2 additions and 129 deletions

View File

@ -15,7 +15,7 @@ func _init_properties():
output.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT output.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
output.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT output.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT
output.slot_name = "Output" output.slot_name = ">>> Output >>>"
output.get_value_from_owner = true output.get_value_from_owner = true
register_output_property(output) register_output_property(output)

View File

@ -14,7 +14,7 @@ func _init_properties():
output.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT output.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
output.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT output.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT
output.slot_name = "Output" output.slot_name = ">>> Output >>>"
output.get_value_from_owner = true output.get_value_from_owner = true
register_output_property(output) register_output_property(output)

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@ -1,127 +0,0 @@
tool
extends MMNode
const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/sdf2d.gd")
var image : Image
var tex : ImageTexture
export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
export(Vector2) var bmax : Vector2 = Vector2(1, 1)
export(bool) var refresh setget reff,reffg
func _ready():
pass
#sdshow
var p_o47009_bevel = 0.100000000;
#circle
var p_o11635_r = 0.400000000;
var p_o11635_cx = 0.000000000;
var p_o11635_cy = 0.000000000;
#box
var p_o48575_w = 0.300000000;
var p_o48575_h = 0.200000000;
var p_o48575_cx = 0.000000000;
var p_o48575_cy = 0.000000000;
#line
var p_o49570_ax = -0.300000000;
var p_o49570_ay = -0.300000000;
var p_o49570_bx = 0.300000000;
var p_o49570_by = 0.300000000;
var p_o49570_r = 0.200000000;
#rhombus
var p_o50848_w = 0.300000000;
var p_o50848_h = 0.200000000;
var p_o50848_cx = 0.000000000;
var p_o50848_cy = 0.000000000;
#arc
var p_o51990_a1 = 0.000000000;
var p_o51990_a2 = 0.000000000;
var p_o51990_r1 = 0.300000000;
var p_o51990_r2 = 0.100000000;
func gen() -> void:
if !image:
image = Image.new()
image.create(300, 300, false, Image.FORMAT_RGBA8)
if !tex:
tex = ImageTexture.new()
# var bmin : Vector2 = Vector2(0.1, 0.1)
# var bmax : Vector2 = Vector2(1, 1)
image.lock()
var w : float = image.get_width()
var h : float = image.get_width()
var pseed : float = randf() + randi()
for x in range(image.get_width()):
for y in range(image.get_height()):
var v : Vector2 = Vector2(x / w, y / h)
# var fc : float = sdf_circle(v)
# var fc : float = sdf_box(v)
# var fc : float = sdf_line(v)
# var fc : float = sdf_rhombus(v)
# var fc : float = sdf_arc(v)
var fc : float = SDF2D.sdf_boolean_union(sdf_circle(v), sdf_box(v))
# var fc : float = SDF2D.sdf_boolean_substraction(sdf_circle(v), sdf_box(v))
# var fc : float = SDF2D.sdf_boolean_intersection(sdf_circle(v), sdf_box(v))
# var fc : float = SDF2D.sdf_smooth_boolean_union(sdf_circle(v), sdf_box(v), 0.15)
# var fc : float = SDF2D.sdf_smooth_boolean_substraction(sdf_circle(v), sdf_box(v), 0.15)
# var fc : float = SDF2D.sdf_smooth_boolean_intersection(sdf_circle(v), sdf_box(v), 0.15)
# var fc : float = SDF2D.sdf_rounded_shape(sdf_box(v), 0.15)
# var fc : float = SDF2D.sdf_annular_shape(sdf_box(v), 0.15)
# var fc : float = SDF2D.sdf_morph(sdf_circle(v), sdf_box(v), 0.5)
var col : Color = sdf_show(fc)
image.set_pixel(x, y, col)
image.unlock()
tex.create_from_image(image)
# texture = tex
func sdf_show(val : float) -> Color:
return SDF2D.sdf_show(val, p_o47009_bevel)
func sdf_circle(uv : Vector2) -> float:
return SDF2D.sdf_circle(uv, Vector2(p_o11635_cx, p_o11635_cy), p_o11635_r)
func sdf_box(uv : Vector2) -> float:
return SDF2D.sdf_box(uv, Vector2(p_o48575_cx, p_o48575_cx), Vector2(p_o48575_w, p_o48575_h))
func sdf_line(uv : Vector2) -> float:
return SDF2D.sdf_line(uv, Vector2(p_o49570_ax, p_o49570_ay), Vector2(p_o49570_bx, p_o49570_by), p_o49570_r)
func sdf_rhombus(uv : Vector2) -> float:
return SDF2D.sdf_rhombus(uv, Vector2(p_o50848_cx, p_o50848_cy), Vector2(p_o50848_w, p_o50848_h))
func sdf_arc(uv : Vector2) -> float:
return SDF2D.sdf_arc(uv, Vector2(p_o51990_a1, p_o51990_a2), Vector2(p_o51990_r1, p_o51990_r2))
func reffg():
return false
func reff(bb):
if bb:
gen()