Curve node.

This commit is contained in:
Relintai 2021-10-22 23:24:29 +02:00
parent fc8fa79624
commit 577e9d705a
5 changed files with 211 additions and 47 deletions

View File

@ -1,4 +1,4 @@
[gd_resource type="Resource" load_steps=103 format=2]
[gd_resource type="Resource" load_steps=107 format=2]
[ext_resource path="res://addons/mat_maker_gd/nodes/mm_material.gd" type="Script" id=1]
[ext_resource path="res://addons/mat_maker_gd/nodes/noise/noise.gd" type="Script" id=2]
@ -27,6 +27,7 @@
[ext_resource path="res://addons/mat_maker_gd/nodes/sdf2d/sd_op_repeat.gd" type="Script" id=25]
[ext_resource path="res://addons/mat_maker_gd/nodes/sdf2d/sd_op_circle_repeat.gd" type="Script" id=26]
[ext_resource path="res://addons/mat_maker_gd/nodes/sdf2d/sd_op_morph.gd" type="Script" id=27]
[ext_resource path="res://addons/mat_maker_gd/nodes/simple/curve.gd" type="Script" id=28]
[sub_resource type="Resource" id=3]
script = ExtResource( 5 )
@ -64,7 +65,7 @@ sides = 11
radius = SubResource( 4 )
edge = SubResource( 3 )
[sub_resource type="Resource" id=86]
[sub_resource type="Resource" id=101]
script = ExtResource( 5 )
default_type = 5
default_int = 0
@ -76,7 +77,7 @@ default_color = Color( 0, 0, 0, 1 )
[sub_resource type="Resource" id=6]
script = ExtResource( 6 )
graph_position = Vector2( 300, -400 )
image = SubResource( 86 )
image = SubResource( 101 )
postfix = "-test"
[sub_resource type="Resource" id=9]
@ -677,7 +678,37 @@ input2 = SubResource( 95 )
output = SubResource( 93 )
amount = 0.5
[sub_resource type="Resource" id=98]
script = ExtResource( 5 )
default_type = 5
default_int = 0
default_float = 0.0
default_vector2 = Vector2( 0, 0 )
default_vector3 = Vector3( 0, 0, 0 )
default_color = Color( 0, 0, 0, 1 )
[sub_resource type="Resource" id=102]
script = ExtResource( 5 )
default_type = 1
default_int = 0
default_float = 1.0
default_vector2 = Vector2( 0, 0 )
default_vector3 = Vector3( 0, 0, 0 )
default_color = Color( 0, 0, 0, 1 )
input_property = SubResource( 44 )
[sub_resource type="Resource" id=100]
script = ExtResource( 28 )
graph_position = Vector2( 1140, -220 )
image = SubResource( 98 )
input = SubResource( 102 )
a = Vector2( -0.35, -0.2 )
b = Vector2( 0, 0.5 )
c = Vector2( 0.35, -0.2 )
width = 0.24
repeat = 5
[resource]
script = ExtResource( 1 )
image_size = Vector2( 128, 128 )
nodes = [ SubResource( 5 ), SubResource( 6 ), SubResource( 12 ), SubResource( 15 ), SubResource( 18 ), SubResource( 21 ), SubResource( 24 ), SubResource( 27 ), SubResource( 39 ), SubResource( 42 ), SubResource( 45 ), SubResource( 49 ), SubResource( 54 ), SubResource( 58 ), SubResource( 60 ), SubResource( 63 ), SubResource( 66 ), SubResource( 69 ), SubResource( 71 ), SubResource( 73 ), SubResource( 78 ), SubResource( 82 ), SubResource( 85 ), SubResource( 88 ), SubResource( 90 ), SubResource( 92 ), SubResource( 96 ) ]
nodes = [ SubResource( 5 ), SubResource( 6 ), SubResource( 12 ), SubResource( 15 ), SubResource( 18 ), SubResource( 21 ), SubResource( 24 ), SubResource( 27 ), SubResource( 39 ), SubResource( 42 ), SubResource( 45 ), SubResource( 49 ), SubResource( 54 ), SubResource( 58 ), SubResource( 60 ), SubResource( 63 ), SubResource( 66 ), SubResource( 69 ), SubResource( 71 ), SubResource( 73 ), SubResource( 78 ), SubResource( 82 ), SubResource( 85 ), SubResource( 88 ), SubResource( 90 ), SubResource( 92 ), SubResource( 96 ), SubResource( 100 ) ]

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@ -164,6 +164,12 @@ static func cosv3(v : Vector3) -> Vector3:
return v
static func powv2(x : Vector2, y : Vector2) -> Vector2:
x.x = pow(x.x, y.x)
x.y = pow(x.y, y.y)
return x
static func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
@ -225,6 +231,18 @@ static func step(edge : float, x : float) -> float:
else:
return 1.0
static func stepv2(edge : Vector2, x : Vector2) -> Vector2:
edge.x = step(edge.x, x.x)
edge.y = step(edge.y, x.y)
return edge
static func signv2(x : Vector2) -> Vector2:
x.x = sign(x.x)
x.y = sign(x.y)
return x
static func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2:
var rv : Vector2 = Vector2();
uv -= translate;

View File

@ -2206,7 +2206,8 @@ static func sdf2d_rotate(uv : Vector2, a : float) -> Vector2:
# // 1 root\n
# h = sqrt(h);\n
# vec2 x = (vec2(h,-h)-q)/2.0;\n
# vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));\n\t\trvx = uv.x+uv.y-kx;\n
# vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
# rvx = uv.x+uv.y-kx;\n
# float t = clamp(rvx, 0.0, 1.0);\n
# vec2 q2 = d+(c+b*t)*t;\n
# res = dot(q2, q2);\n \t
@ -2236,7 +2237,7 @@ static func sdf2d_rotate(uv : Vector2, a : float) -> Vector2:
# signed distance to a quadratic bezier
static func sdBezier(pos : Vector2, A : Vector2, B : Vector2, C : Vector2) -> Vector2:
var a : Vector2 = B - A;
var b : Vector2 = A - 2.0*B + C;
var b : Vector2 = A - 2.0 * B + C;
var c : Vector2 = a * 2.0;
var d : Vector2 = A - pos;
@ -2249,59 +2250,51 @@ static func sdBezier(pos : Vector2, A : Vector2, B : Vector2, C : Vector2) -> Ve
var sgn : float = 0.0;
var p : float = ky - kx * kx;
var p3 : float = p*p*p;
var q : float = kx*(2.0*kx*kx - 3.0*ky) + kz;
var h : float = q*q + 4.0*p3;
var rvx : float;
if(h >= 0.0):# // 1 root
var p3 : float = p * p * p;
var q : float = kx * (2.0 * kx * kx - 3.0 * ky) + kz;
var h : float = q * q + 4.0 * p3;
var rvx : float = 0
if(h >= 0.0):
# // 1 root
h = sqrt(h);
var x : Vector2 = Vector2(h,-h);
x.x -= q
x.y -= q
x.x /= 2.0
x.y /= 2.0
var x : Vector2 = (Vector2(h,-h) - Vector2(q, q)) / 2.0
var uv : Vector2 = Vector2()
var uv : Vector2 = Commons.signv2(x) * Commons.powv2(Commons.absv2(x), Vector2(1.0/3.0, 1.0/3.0));
uv.x = sign(x.x) * pow(abs(x.x), 1);
uv.x = sign(x.y) * pow(abs(x.y), 3);
rvx = uv.x+uv.y-kx;
rvx = uv.x + uv.y - kx;
var t : float = clamp(rvx, 0.0, 1.0);
var q2 : Vector2 = d+(c+b*t)*t;
var q2 : Vector2 = d + (c + b * t) * t;
res = q2.dot(q2);
var tmp2 : Vector2 = c
tmp2.x += 2
tmp2.y += 2
tmp2 *= b*t
sgn = tmp2.cross(q2)
sgn = (c + Vector2(2, 2) * b * t).cross(q2)
else: # // 3 roots
var z : float = sqrt(-p);
var v : float = acos(q/(p*z*2.0))/3.0;
var v : float = acos(q / (p * z * 2.0)) / 3.0;
var m : float = cos(v);
var n : float = sin(v)*1.732050808;
var n : float = sin(v) * 1.732050808;
# var t : Vector3 = clamp(Vector3(m+m,-n-m,n-m)*z-kx, 0.0, 1.0);
#
#
# var qx : Vector2 = d+(c+b*t.x)*t.x;
# var dx : float = dot(qx, qx)
# sx = cross2(c+2.0*b*t.x,qx);
# var qy : Vector2 = d+(c+b*t.y)*t.y;
# var dy : float = dot(qy, qy)
# sy = cross2(c+2.0*b*t.y,qy);
# if dx<dy:
# res=dx; sgn=sx; rvx = t.x;
# else:
# res=dy; sgn=sy; rvx = t.y;
#
return Vector2(rvx, sqrt(res)*sign(sgn));
var t : Vector3 = Commons.clampv3(Vector3(m+m, -n-m, n-m) * z - Vector3(kx, kx, kx), Vector3(), Vector3(1, 1, 1));
var qx : Vector2 = d + (c + b * t.x) * t.x;
var dx : float = qx.dot(qx)
var sx : float = (c + Vector2(2, 2) * b * t.x).cross(qx)
var qy : Vector2 = d + (c + b * t.y) * t.y
var dy : float = qy.dot(qy)
var sy : float = (c + Vector2(2, 2) * b * t.y).cross(qy)
if dx<dy:
res=dx
sgn=sx
rvx = t.x
else:
res=dy
sgn=sy
rvx = t.y
return Vector2(rvx, sqrt(res) * sign(sgn))
#vec2 circle_repeat_transform_2d(vec2 p, float count) {
# float r = 6.28/count;

View File

@ -213,6 +213,10 @@ func get_default_value(uv : Vector2 = Vector2()):
image.lock()
var x : int = uv.x * image.get_width()
var y : int = uv.y * image.get_height()
x = clamp(x, 0, image.get_width() - 1)
y = clamp(y, 0, image.get_width() - 1)
var c : Color = image.get_pixel(x, y)
image.unlock()

View File

@ -0,0 +1,118 @@
tool
extends MMNode
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/sdf2d.gd")
export(Resource) var image : Resource
export(Resource) var input : Resource
export(Vector2) var a : Vector2 = Vector2(-0.35, -0.2)
export(Vector2) var b : Vector2 = Vector2(0, 0.5)
export(Vector2) var c : Vector2 = Vector2(0.35, -0.2)
export(float) var width : float = 0.05
export(int) var repeat : int = 1
func _init_properties():
if !image:
image = MMNodeUniversalProperty.new()
image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
if !input:
input = MMNodeUniversalProperty.new()
input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
input.set_default_value(1.0)
input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
input.slot_name = ">>> Input "
register_input_property(input)
register_output_property(image)
func _register_methods(mm_graph_node) -> void:
mm_graph_node.add_slot_texture_universal(image)
mm_graph_node.add_slot_label_universal(input)
mm_graph_node.add_slot_vector2("get_a", "set_a", "A", 0.01)
mm_graph_node.add_slot_vector2("get_b", "set_b", "B", 0.01)
mm_graph_node.add_slot_vector2("get_c", "set_c", "C", 0.01)
mm_graph_node.add_slot_float("get_width", "set_width", "Width", 0.01)
mm_graph_node.add_slot_int("get_repeat", "set_repeat", "Repeat")
func get_value_for(uv : Vector2, pseed : int) -> Color:
var nuv : Vector2 = transform_uv(uv)
var f : float = 0
if nuv.x != 0 && nuv.y != 0:
f = input.get_value(nuv)
return Color(f, f, f, 1)
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func transform_uv(uv : Vector2) -> Vector2:
#vec2 $(name_uv)_bezier = sdBezier($uv, vec2($ax+0.5, $ay+0.5), vec2($bx+0.5, $by+0.5), vec2($cx+0.5, $cy+0.5));
var bezier : Vector2 = SDF2D.sdBezier(uv, Vector2(a.x + 0.5, a.y + 0.5), Vector2(b.x + 0.5, b.y + 0.5), Vector2(c.x + 0.5, c.y + 0.5))
#vec2 $(name_uv)_uv = vec2($(name_uv)_bezier.x, $(name_uv)_bezier.y / $width+0.5);
var new_uv : Vector2 = Vector2(bezier.x, bezier.y / width + 0.5)
#vec2 $(name_uv)_uvtest = step(vec2(0.5), abs($(name_uv)_uv-vec2(0.5)));
var uv_test : Vector2 = Commons.stepv2(Vector2(0.5, 0.5), Commons.absv2(new_uv - Vector2(0.5, 0.5)))
#$(name_uv)_uv = mix(vec2(fract($repeat*$(name_uv)_uv.x), $(name_uv)_uv.y), vec2(0.0), max($(name_uv)_uvtest.x, $(name_uv)_uvtest.y));
var final_uv : Vector2 = lerp(Vector2(Commons.fract(repeat * new_uv.x), new_uv.y), Vector2(), max(uv_test.x, uv_test.y))
return final_uv
#b
func get_a() -> Vector2:
return a
func set_a(val : Vector2) -> void:
a = val
set_dirty(true)
#b
func get_b() -> Vector2:
return b
func set_b(val : Vector2) -> void:
b = val
set_dirty(true)
#c
func get_c() -> Vector2:
return c
func set_c(val : Vector2) -> void:
c = val
set_dirty(true)
#width
func get_width() -> float:
return width
func set_width(val : float) -> void:
width = val
set_dirty(true)
#repeat
func get_repeat() -> int:
return repeat
func set_repeat(val : int) -> void:
repeat = val
set_dirty(true)