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sdf3d_color node.
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game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_color.gd
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59
game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_color.gd
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tool
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extends MMNode
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var SDF3D = preload("res://addons/mat_maker_gd/nodes/common/sdf3d.gd")
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export(Resource) var input : Resource
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export(Resource) var output : Resource
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export(float) var color : float = 0.5
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func _init_properties():
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if !input:
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input = MMNodeUniversalProperty.new()
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2
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input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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# input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_VECTOR2
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input.slot_name = ">>> Input "
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if !input.is_connected("changed", self, "on_input_changed"):
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input.connect("changed", self, "on_input_changed")
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if !output:
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output = MMNodeUniversalProperty.new()
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output.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_VECTOR2
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output.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT
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output.slot_name = ">>> Output >>>"
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output.get_value_from_owner = true
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register_input_property(input)
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register_output_property(output)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_label_universal(input)
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mm_graph_node.add_slot_label_universal(output)
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mm_graph_node.add_slot_float("get_color", "set_color", "Color", 0.01)
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func get_property_value_sdf3d(uv3 : Vector3) -> Vector2:
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var v : Vector2 = input.get_value_sdf3d(uv3)
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v.y = color
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return v
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#color
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func get_color() -> float:
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return color
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func set_color(val : float) -> void:
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color = val
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emit_changed()
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output.emit_changed()
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func on_input_changed() -> void:
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emit_changed()
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output.emit_changed()
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