diff --git a/game/addons/mat_maker_gd/nodes/common/commons.gd b/game/addons/mat_maker_gd/nodes/common/commons.gd new file mode 100644 index 00000000..8891b34a --- /dev/null +++ b/game/addons/mat_maker_gd/nodes/common/commons.gd @@ -0,0 +1,140 @@ +extends Reference + +static func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3: + v.x = clamp(v.x, mi.x, ma.x) + v.y = clamp(v.y, mi.y, ma.y) + v.y = clamp(v.z, mi.z, ma.z) + + return v + +static func floorc(a : Color) -> Color: + var v : Color = Color() + + v.r = floor(a.r) + v.g = floor(a.g) + v.b = floor(a.b) + v.a = floor(a.a) + + return v + + +static func floorv2(a : Vector2) -> Vector2: + var v : Vector2 = Vector2() + + v.x = floor(a.x) + v.y = floor(a.y) + + return v + +static func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2: + var v : Vector2 = Vector2() + + v.x = smoothstep(a, b, c.x) + v.y = smoothstep(a, b, c.y) + + return v + +static func maxv2(a : Vector2, b : Vector2) -> Vector2: + var v : Vector2 = Vector2() + + v.x = max(a.x, b.x) + v.y = max(a.y, b.y) + + return v + +static func maxv3(a : Vector3, b : Vector3) -> Vector3: + var v : Vector3 = Vector3() + + v.x = max(a.x, b.x) + v.y = max(a.y, b.y) + v.z = max(a.z, b.z) + + return v + +static func absv2(v : Vector2) -> Vector2: + v.x = abs(v.x) + v.y = abs(v.y) + + return v + +static func absv3(v : Vector3) -> Vector3: + v.x = abs(v.x) + v.y = abs(v.y) + v.y = abs(v.y) + + return v + +static func cosv2(v : Vector2) -> Vector2: + v.x = cos(v.x) + v.y = cos(v.y) + + return v + +static func cosv3(v : Vector3) -> Vector3: + v.x = cos(v.x) + v.y = cos(v.y) + v.y = cos(v.y) + + return v + +static func modv3(a : Vector3, b : Vector3) -> Vector3: + var v : Vector3 = Vector3() + + v.x = modf(a.x, b.x) + v.y = modf(a.y, b.y) + v.z = modf(a.z, b.z) + + return v + + +static func modv2(a : Vector2, b : Vector2) -> Vector2: + var v : Vector2 = Vector2() + + v.x = modf(a.x, b.x) + v.y = modf(a.y, b.y) + + return v + +static func modf(x : float, y : float) -> float: + return x - y * floor(x / y) + +static func fractv2(v : Vector2) -> Vector2: + v.x = v.x - floor(v.x) + v.y = v.y - floor(v.y) + + return v + +static func fractv3(v : Vector3) -> Vector3: + v.x = v.x - floor(v.x) + v.y = v.y - floor(v.y) + v.z = v.z - floor(v.z) + + return v + +static func fract(f : float) -> float: + return f - floor(f) + +static func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2: + v.x = clamp(v.x, pmin.x, pmax.x) + v.y = clamp(v.y, pmin.y, pmax.y) + + return v + +static func rand(x : Vector2) -> float: + return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453); + +static func rand2(x : Vector2) -> Vector2: + return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)), + x.dot(Vector2(3.4562, 17.398)))) * 43758.5453); + +static func rand3(x : Vector2) -> Vector3: + return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)), + x.dot(Vector2(3.4562, 17.398)), + x.dot(Vector2(13.254, 5.867)))) * 43758.5453); + +static func step(edge : float, x : float) -> float: + if x < edge: + return 0.0 + else: + return 1.0 +