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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Split the new gradient node into a gradient_base and gradient nodes.
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parent
4282cc8385
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@ -1,4 +1,4 @@
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[gd_resource type="Resource" load_steps=19 format=2]
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[gd_resource type="Resource" load_steps=22 format=2]
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[ext_resource path="res://addons/mat_maker_gd/nodes/mm_material.gd" type="Script" id=1]
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[ext_resource path="res://addons/mat_maker_gd/nodes/noise/perlin.gd" type="Script" id=2]
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@ -6,6 +6,7 @@
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[ext_resource path="res://addons/mat_maker_gd/nodes/simple/shape.gd" type="Script" id=4]
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[ext_resource path="res://addons/mat_maker_gd/nodes/mm_node_universal_property.gd" type="Script" id=5]
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[ext_resource path="res://addons/mat_maker_gd/nodes/other/output_image.gd" type="Script" id=6]
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[ext_resource path="res://addons/mat_maker_gd/nodes/gradient/gradient.gd" type="Script" id=7]
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[sub_resource type="Resource" id=1]
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script = ExtResource( 2 )
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@ -109,7 +110,25 @@ sides = 6
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radius = SubResource( 11 )
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edge = SubResource( 9 )
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[sub_resource type="Resource" id=14]
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script = ExtResource( 5 )
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default_type = 5
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default_int = 0
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default_float = 0.0
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default_vector2 = Vector2( 0, 0 )
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default_vector3 = Vector3( 0, 0, 0 )
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default_color = Color( 0, 0, 0, 1 )
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[sub_resource type="Resource" id=15]
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script = ExtResource( 7 )
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graph_position = Vector2( -300, 120 )
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image = SubResource( 14 )
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repeat = 1.0
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rotate = 0.0
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interpolation_type = 1
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points = PoolRealArray( 0, 0.376471, 0.239216, 0.713726, 1, 0.330508, 0.484375, 0.198669, 0.198669, 1, 0.644068, 1, 1, 1, 1, 1, 0.263715, 0.585938, 0.100708, 1 )
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[resource]
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script = ExtResource( 1 )
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image_size = Vector2( 128, 128 )
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nodes = [ SubResource( 1 ), SubResource( 2 ), SubResource( 5 ), SubResource( 6 ), SubResource( 12 ) ]
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nodes = [ SubResource( 1 ), SubResource( 2 ), SubResource( 5 ), SubResource( 6 ), SubResource( 12 ), SubResource( 15 ) ]
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64
game/addons/mat_maker_gd/nodes/bases/gradient_base.gd
Normal file
64
game/addons/mat_maker_gd/nodes/bases/gradient_base.gd
Normal file
@ -0,0 +1,64 @@
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tool
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extends MMNode
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#var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd")
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export(int) var interpolation_type : int = 1 setget set_interpolation_type, get_interpolation_type
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export(PoolRealArray) var points : PoolRealArray = PoolRealArray()
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func get_gradient_color(x : float) -> Color:
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# if interpolation_type == 0:
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# return Gradients.gradient_type_1(x, points)
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# elif interpolation_type == 1:
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# return Gradients.gradient_type_2(x, points)
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# elif interpolation_type == 2:
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# return Gradients.gradient_type_3(x, points)
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# elif interpolation_type == 3:
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# return Gradients.gradient_type_4(x, points)
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return Color(1, 1, 1, 1)
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func get_interpolation_type() -> int:
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return interpolation_type
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func set_interpolation_type(val : int) -> void:
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interpolation_type = val
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set_dirty(true)
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func get_points() -> PoolRealArray:
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return points
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func set_points(val : PoolRealArray) -> void:
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points = val
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set_dirty(true)
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func get_point_value(index : int) -> float:
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return points[index * 5]
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func get_point_color(index : int) -> Color:
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var indx : int = index * 5
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return Color(points[indx + 1], points[indx + 2], points[indx + 3], points[indx + 4])
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func add_point(val : float, color : Color) -> void:
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var s : int = points.size()
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points.resize(s + 5)
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points[s] = val
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points[s + 1] = color.r
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points[s + 2] = color.g
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points[s + 3] = color.b
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points[s + 4] = color.a
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set_dirty(true)
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func get_point_count() -> int:
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return points.size() / 5
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func clear() -> void:
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points.resize(0)
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set_dirty(true)
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@ -1,5 +1,5 @@
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tool
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extends MMNode
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extends "res://addons/mat_maker_gd/nodes/bases/gradient_base.gd"
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var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd")
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@ -7,9 +7,6 @@ export(Resource) var image : Resource
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export(float) var repeat : float = 1
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export(float) var rotate : float = 0
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export(int) var interpolation_type : int = 1 setget set_interpolation_type, get_interpolation_type
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export(PoolRealArray) var points : PoolRealArray = PoolRealArray()
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func _init_properties():
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if !image:
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image = MMNodeUniversalProperty.new()
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@ -69,48 +66,3 @@ func set_rotate(val : float) -> void:
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rotate = val
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set_dirty(true)
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func get_interpolation_type() -> int:
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return interpolation_type
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func set_interpolation_type(val : int) -> void:
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interpolation_type = val
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set_dirty(true)
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func get_points() -> PoolRealArray:
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return points
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func set_points(val : PoolRealArray) -> void:
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points = val
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set_dirty(true)
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func get_point_value(index : int) -> float:
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return points[index * 5]
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func get_point_color(index : int) -> Color:
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var indx : int = index * 5
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return Color(points[indx + 1], points[indx + 2], points[indx + 3], points[indx + 4])
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func add_point(val : float, color : Color) -> void:
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var s : int = points.size()
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points.resize(s + 5)
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points[s] = val
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points[s + 1] = color.r
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points[s + 2] = color.g
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points[s + 3] = color.b
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points[s + 4] = color.a
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set_dirty(true)
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func get_point_count() -> int:
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return points.size() / 5
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func clear() -> void:
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points.resize(0)
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set_dirty(true)
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