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COmments from sdf3d_rotate.mmg.
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@ -92,6 +92,20 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#Y, int, min: 1, max: 32, default:4, step:1
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#Y, int, min: 1, max: 32, default:4, step:1
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#R, float, min: 0, max: 1, default:0.5, step:0.01
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#R, float, min: 0, max: 1, default:0.5, step:0.01
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#----------------------
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#sdf3d_rotate.mmg
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#Outputs:
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#Output (sdf3dc) - The rotated object
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#$in(rotate3d($uv, -vec3($ax, $ay, $az)*0.01745329251))
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#Inputs:
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#in, vec2, default:vec2(100, 0.0), (sdf3d input)
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#rotation, vector3, min: -180, max: 180, default:0, step:1
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static func raymarch(uv : Vector2) -> Color:
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static func raymarch(uv : Vector2) -> Color:
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var d : Vector2 = sdf3d_raymarch(uv);
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var d : Vector2 = sdf3d_raymarch(uv);
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@ -379,7 +393,33 @@ static func repeat(p : Vector3, r : Vector3, pseed : float, randomness : float)
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rv.z = p.z;
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rv.z = p.z;
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return rv;
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return rv;
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#vec3 rotate3d(vec3 p, vec3 a) {
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# vec3 rv;
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# float c;
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# float s;
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# c = cos(a.x);
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# s = sin(a.x);
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# rv.x = p.x;
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# rv.y = p.y*c+p.z*s;
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# rv.z = -p.y*s+p.z*c;
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# c = cos(a.y);
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# s = sin(a.y);
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# p.x = rv.x*c+rv.z*s;
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# p.y = rv.y;
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# p.z = -rv.x*s+rv.z*c;
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# c = cos(a.z);
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# s = sin(a.z);
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# rv.x = p.x*c+p.y*s;
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# rv.y = -p.x*s+p.y*c;
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# rv.z = p.z;
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# return rv;
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#}
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static func rotate3d(p : Vector3, a : Vector3) -> Vector3:
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#todo
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return Vector3()
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#todo this needs to be solved
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#todo this needs to be solved
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static func sdf3d_input(p : Vector3) -> Vector2:
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static func sdf3d_input(p : Vector3) -> Vector2:
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return sdf3d_sphere(p, 0.5)
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return sdf3d_sphere(p, 0.5)
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@ -1,77 +0,0 @@
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{
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"name": "sdf3d_rotate",
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"node_position": {
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"x": 0,
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"y": 0
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},
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"parameters": {
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"ax": 0,
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"ay": 0,
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"az": 0
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},
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"shader_model": {
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"code": "",
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"global": "vec3 rotate3d(vec3 p, vec3 a) {\n\tvec3 rv;\n\tfloat c;\n\tfloat s;\n\tc = cos(a.x);\n\ts = sin(a.x);\n\trv.x = p.x;\n\trv.y = p.y*c+p.z*s;\n\trv.z = -p.y*s+p.z*c;\n\tc = cos(a.y);\n\ts = sin(a.y);\n\tp.x = rv.x*c+rv.z*s;\n\tp.y = rv.y;\n\tp.z = -rv.x*s+rv.z*c;\n\tc = cos(a.z);\n\ts = sin(a.z);\n\trv.x = p.x*c+p.y*s;\n\trv.y = -p.x*s+p.y*c;\n\trv.z = p.z;\n\treturn rv;\n}\n",
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"inputs": [
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{
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"default": "vec2(100.0, 0.0)",
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"label": "",
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"longdesc": "The input object as signed distance function",
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"name": "in",
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"shortdesc": "Input",
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"type": "sdf3dc"
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}
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],
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"instance": "",
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"longdesc": "Rotates its input 3D object described as a signed distance function.",
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"name": "Rotate",
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"outputs": [
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{
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"longdesc": "The rotated object",
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"sdf3dc": "$in(rotate3d($uv, -vec3($ax, $ay, $az)*0.01745329251))",
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"shortdesc": "Output",
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"type": "sdf3dc"
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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,
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"label": "X",
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"longdesc": "The rotation around the X axis",
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"max": 180,
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"min": -180,
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"name": "ax",
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"shortdesc": "Rotate.x",
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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": "Y",
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"longdesc": "The rotation around the Y axis",
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"max": 180,
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"min": -180,
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"name": "ay",
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"shortdesc": "Rotate.y",
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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": "Z",
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"longdesc": "The rotation around the Z axis",
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"max": 180,
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"min": -180,
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"name": "az",
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"shortdesc": "Rotate.z",
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"step": 1,
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"type": "float"
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}
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],
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"shortdesc": "Rotate"
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},
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"type": "shader"
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}
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