diff --git a/game/addons/mat_maker_gd/nodes/common/sdf3d.gd b/game/addons/mat_maker_gd/nodes/common/sdf3d.gd new file mode 100644 index 00000000..376aec6e --- /dev/null +++ b/game/addons/mat_maker_gd/nodes/common/sdf3d.gd @@ -0,0 +1,236 @@ +extends Reference + +const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") + +static func raymarch(uv : Vector2) -> Color: + var d : Vector2 = sdf3d_raymarch(uv); + + var f : float = 1.0 - d.x; + + return Color(f, f, f, 1) + +static func raymarch2(uv : Vector2) -> Color: + var d : Vector2 = sdf3d_raymarch(uv); + + var v : Vector3 = Vector3(0.5, 0.5, 0.5) + 0.5 * sdf3d_normal(Vector3(uv.x - 0.5, uv.y - 0.5, 1.0 - d.x)); + + return Color(v.x, v.y, v.z, 1) + +static func raymarch3(uv : Vector2) -> Color: + var v : Vector2 = sdf3d_raymarch(uv); + + return Color(v.y, v.y, v.y, 1) + +static func sdf3d_sphere(p : Vector3, r : float) -> Vector2: + var s : float = p.length() - r; + + return Vector2(s, 0.0); + +static func sdf3d_box(p : Vector3, sx : float, sy : float, sz : float, r : float) -> Vector2: + var v : Vector3 = Commons.absv3((p)) - Vector3(sx, sy, sz); + var f : float = (Commons.maxv3(v,Vector3())).length() + min(max(v.x,max(v.y, v.z)),0.0) - r; + + return Vector2(f, 0.0); + +static func sdf3d_cylinder_y(p : Vector3, r : float, l : float) -> Vector2: + var v : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.z).length(),(p).y)) - Vector2(r,l); + var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length(); + + return Vector2(f, 0.0); + +static func sdf3d_cylinder_x(p : Vector3, r : float, l : float) -> Vector2: + var v : Vector2 = Commons.absv2(Vector2(Vector2(p.y, p.z).length(),(p).x)) - Vector2(r, l); + var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length(); + + return Vector2(f, 0.0); + +static func sdf3d_cylinder_z(p : Vector3, r : float, l : float) -> Vector2: + var v : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.y).length(),(p).z)) - Vector2(r, l); + var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length(); + + return Vector2(f, 0.0); + +static func sdf3d_capsule_y(p : Vector3, r : float, l : float) -> Vector2: + var v : Vector3 = p; + v.y -= clamp(v.y, -l, l); + var f : float = v.length() - r; + + return Vector2(f, 0.0); + +static func sdf3d_capsule_x(p : Vector3, r : float, l : float) -> Vector2: + var v : Vector3 = p; + v.x -= clamp(v.x, -l, l); + var f : float = v.length() - r; + + return Vector2(f, 0.0); + +static func sdf3d_capsule_z(p : Vector3, r : float, l : float) -> Vector2: + var v : Vector3 = p; + v.z -= clamp(v.z, -l, l); + var f : float = v.length() - r; + + return Vector2(f, 0.0); + +var p_o118934_a = 30.000000000; + +static func sdf3d_cone_px(p : Vector3, a : float) -> Vector2: + var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(), - (p).x)); + + return Vector2(f, 0.0); + +static func sdf3d_cone_nx(p : Vector3, a : float) -> Vector2: + var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(),(p).x)); + + return Vector2(f, 0.0); + +static func sdf3d_cone_py(p : Vector3, a : float) -> Vector2: + var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),(p).y)); + + return Vector2(f, 0.0); + +static func sdf3d_cone_ny(p : Vector3, a : float) -> Vector2: + var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),-(p).y)); + + return Vector2(f, 0.0); + +static func sdf3d_cone_pz(p : Vector3, a : float) -> Vector2: + var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),-(p).z)); + + return Vector2(f, 0.0); + +static func sdf3d_cone_nz(p : Vector3, a : float) -> Vector2: + var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),(p).z)); + + return Vector2(f, 0.0); + +static func sdf3d_torus_x(p : Vector3, R : float, r : float) -> Vector2: + var q : Vector2 = Vector2(Vector2(p.y, p.z).length() - R,(p).x); + var f : float = q.length() - r; + + return Vector2(f, 0.0); + +static func sdf3d_torus_y(p : Vector3, R : float, r : float) -> Vector2: + var q : Vector2 = Vector2(Vector2(p.z, p.x).length() - R,(p).y); + var f : float = q.length() - r; + + return Vector2(f, 0.0); + +static func sdf3d_torus_z(p : Vector3, R : float, r : float) -> Vector2: + var q : Vector2 = Vector2(Vector2(p.x, p.y).length() - R,(p).z); + var f : float = q.length() - r; + + return Vector2(f, 0.0); + +static func sdf3d_raymarch(uv : Vector2) -> Vector2: + var ro : Vector3 = Vector3(uv.x - 0.5, uv.y - 0.5, 1.0); + var rd : Vector3 = Vector3(0.0, 0.0, -1.0); + var dO : float = 0.0; + var c : float = 0.0; + + for i in range(100): + var p : Vector3 = ro + rd * dO; + var dS : Vector2 = sdf3d_input(p); + + dO += dS.x; + + if (dO >= 1.0): + break; + elif (dS.x < 0.0001): + c = dS.y; + break; + + return Vector2(dO, c); + +static func sdf3d_normal(p : Vector3) -> Vector3: + if (p.z <= 0.0): + return Vector3(0.0, 0.0, 1.0); + + var d : float = sdf3d_input(p).x; + var e : float = .001; + + var n : Vector3 = Vector3( + d - sdf3d_input(p - Vector3(e, 0.0, 0.0)).x, + d - sdf3d_input(p - Vector3(0.0, e, 0.0)).x, + d - sdf3d_input(p - Vector3(0.0, 0.0, e)).x); + + return Vector3(-1.0, -1.0, -1.0) * n.normalized(); + +static func sdf3dc_union(a : Vector2, b : Vector2) -> Vector2: + return Vector2(min(a.x, b.x), lerp(b.y, a.y, Commons.step(a.x, b.x))); + +static func sdf3dc_sub(a : Vector2, b : Vector2) -> Vector2: + return Vector2(max(-a.x, b.x), a.y); + +static func sdf3dc_inter(a : Vector2, b : Vector2) -> Vector2: + return Vector2(max(a.x, b.x), lerp(a.y, b.y, Commons.step(a.x, b.x))); + +static func sdf3d_smooth_union(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: + var h : float = clamp(0.5 + 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); + return Vector2(lerp(d2.x, d1.x, h)-k*h*(1.0 - h), lerp(d2.y, d1.y, Commons.step(d1.x, d2.x))); + +static func sdf3d_smooth_subtraction(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: + var h : float = clamp(0.5 - 0.5 * (d2.x + d1.x) / k, 0.0, 1.0); + return Vector2(lerp(d2.x, -d1.x, h )+k*h*(1.0-h), d2.y); + +static func sdf3d_smooth_intersection(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: + var h : float = clamp(0.5 - 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); + return Vector2(lerp(d2.x, d1.x, h)+k*h*(1.0-h), lerp(d1.y, d2.y, Commons.step(d1.x, d2.x))); + +static func sdf3d_rounded(v : Vector2, r : float) -> Vector2: + return Vector2(v.x - r, v.y); + +static func sdf3d_elongation(p : Vector3, v : Vector3) -> Vector3: + return ((p) - Commons.clampv3((p), - Commons.absv3(v), Commons.absv3(v))) + +static func sdf3d_repeat(p : Vector3, r : Vector2, randomness : float, pseed : int) -> Vector3: + return (repeat(p, Vector3(1.0/r.x, 1.0/r.y, 0.00001), float(pseed), randomness)) + +#Needs work +static func repeat(p : Vector3, r : Vector3, pseed : float, randomness : float) -> Vector3: + #fix division by zero +# p.x += 0.000001 +# p.y += 0.000001 +# p.z += 0.000001 +# r.x += 0.000001 +# r.y += 0.000001 +# r.z += 0.000001 + + var pxy : Vector2 = Vector2(p.x, p.y) + var rxy : Vector2 = Vector2(r.x, r.y) + + var r3 : Vector2 = Commons.floorv2(Commons.modv2((pxy + 0.5 * rxy) / rxy, Vector2(1.0 / rxy.x, 1.0 / rxy.y)) + Vector2(pseed, pseed)) + + var rr : Vector3 = Commons.rand3(r3) + + rr.x -= 0.5 + rr.y -= 0.5 + rr.z -= 0.5 + + var a : Vector3 = (rr) * 6.28 * randomness; + + p = Commons.modv3(p + 0.5 * r, r) - 0.5*r; + var rv : Vector3; + var c : float; + var s : float; + + c = cos(a.x); + s = sin(a.x); + rv.x = p.x; + rv.y = p.y*c+p.z*s; + rv.z = -p.y*s+p.z*c; + c = cos(a.y); + s = sin(a.y); + p.x = rv.x*c+rv.z*s; + p.y = rv.y; + p.z = -rv.x*s+rv.z*c; + c = cos(a.z); + s = sin(a.z); + rv.x = p.x*c+p.y*s; + rv.y = -p.x*s+p.y*c; + rv.z = p.z; + + return rv; + +#todo this needs to be solved +static func sdf3d_input(p : Vector3) -> Vector2: + return sdf3d_sphere(p, 0.5) diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d.gd index 06909dcb..519cc6bd 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d.gd @@ -1,7 +1,7 @@ tool extends TextureRect -var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") +var SDF3D = preload("res://addons/mat_maker_gd/nodes/common/sdf3d.gd") var image : Image var tex : ImageTexture @@ -15,14 +15,6 @@ func _ready(): if !Engine.editor_hint: gen() - -var g_r = 0.010000000; - -#box -var g_sx = 0.300000000; -var g_sy = 0.250000000; -var g_sz = 0.250000000; - func gen() -> void: if !image: image = Image.new() @@ -45,9 +37,9 @@ func gen() -> void: for y in range(image.get_height()): var v : Vector2 = Vector2(x / w, y / h) - var col : Color = raymarch(v) -# var col : Color = raymarch2(v) -# var col : Color = raymarch3(v) + var col : Color = SDF3D.raymarch(v) +# var col : Color = SDF3D.raymarch2(v) +# var col : Color = SDF3D.raymarch3(v) image.set_pixel(x, y, col) @@ -57,317 +49,6 @@ func gen() -> void: tex.create_from_image(image) texture = tex -var p_o22692_r = 0.400000000; - -func sdf3d_input(p : Vector3) -> Vector2: -# return sdf3d_box(p, g_sx, g_sy, g_sz, g_r); -# return sdf3d_sphere(p); -# return sdf3d_cylinder_x(p); -# return sdf3d_cylinder_y(p); -# return sdf3d_cylinder_z(p); - -# return sdf3d_capsule_x(p); -# return sdf3d_capsule_y(p); -# return sdf3d_capsule_z(p); - -# return sdf3d_cone_px(p); -# return sdf3d_cone_nx(p); -# return sdf3d_cone_py(p); -# return sdf3d_cone_ny(p); -# return sdf3d_cone_pz(p); - -# return sdf3d_torus_x(p); -# return sdf3d_torus_y(p); -# return sdf3d_torus_z(p); - -# return sdf3dc_union(sdf3d_sphere(p),sdf3d_capsule_x(p)) ; -# return sdf3d_smooth_union(sdf3d_sphere(p),sdf3d_capsule_x(p), 0.5) - -# return sdf3d_rounded(sdf3d_sphere(p)); - -# return sdf3d_sphere(sdf3d_elongation(p)) - - return sdf3d_sphere(sdf3d_repeat(p)) - - -#vec2 o157216_0_1_sdf3dc = sdf3dc_union(vec2(o152465_0_1_sdf3d, 0.0), vec2(o153139_0_1_sdf3d, 0.0)); - -func raymarch(uv : Vector2) -> Color: - var o21422_0_d : Vector2 = sdf3d_raymarch(uv); - - var o21422_0_1_f : float = 1.0 - o21422_0_d.x; - - return Color(o21422_0_1_f, o21422_0_1_f, o21422_0_1_f, 1) - -func raymarch2(uv : Vector2) -> Color: - var o21422_0_d : Vector2 = sdf3d_raymarch(uv); - - var v : Vector3 = Vector3(0.5, 0.5, 0.5) + 0.5 * sdf3d_normal(Vector3(uv.x - 0.5, uv.y - 0.5, 1.0 - o21422_0_d.x)); - - return Color(v.x, v.y, v.z, 1) - -func raymarch3(uv : Vector2) -> Color: - var v : Vector2 = sdf3d_raymarch(uv); - - return Color(v.y, v.y, v.y, 1) - -func sdf3d_sphere(p : Vector3) -> Vector2: - var o22692_0_1_sdf3d : float = p.length() - p_o22692_r; - - return Vector2(o22692_0_1_sdf3d, 0.0); - -func sdf3d_box(p : Vector3, sx : float, sy : float, sz : float, r : float) -> Vector2: - var v : Vector3 = Commons.absv3((p)) - Vector3(sx, sy, sz); - var f : float = (Commons.maxv3(v,Vector3())).length() + min(max(v.x,max(v.y, v.z)),0.0) - r; - - return Vector2(f, 0.0); - -var p_o69351_l = 0.250000000; -var p_o69351_r = 0.250000000; - -func sdf3d_cylinder_y(p : Vector3) -> Vector2: - var o69351_0_d : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.z).length(),(p).y)) - Vector2(p_o69351_r,p_o69351_l); - var o69351_0_1_sdf3d : float = min(max(o69351_0_d.x, o69351_0_d.y),0.0) + Commons.maxv2(o69351_0_d, Vector2()).length(); - - return Vector2(o69351_0_1_sdf3d, 0.0); - -func sdf3d_cylinder_x(p : Vector3) -> Vector2: - var o69351_0_d : Vector2 = Commons.absv2(Vector2(Vector2(p.y, p.z).length(),(p).x)) - Vector2(p_o69351_r,p_o69351_l); - var o69351_0_1_sdf3d : float = min(max(o69351_0_d.x, o69351_0_d.y),0.0) + Commons.maxv2(o69351_0_d, Vector2()).length(); - - return Vector2(o69351_0_1_sdf3d, 0.0); - -func sdf3d_cylinder_z(p : Vector3) -> Vector2: - var o69351_0_d : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.y).length(),(p).z)) - Vector2(p_o69351_r,p_o69351_l); - var o69351_0_1_sdf3d : float = min(max(o69351_0_d.x, o69351_0_d.y),0.0) + Commons.maxv2(o69351_0_d, Vector2()).length(); - - return Vector2(o69351_0_1_sdf3d, 0.0); - -var p_o100081_l = 0.300000000; -var p_o100081_r = 0.200000000; - -func sdf3d_capsule_y(p : Vector3) -> Vector2: - var o100081_0_p : Vector3 = p; - o100081_0_p.y -= clamp(o100081_0_p.y, -p_o100081_l, p_o100081_l); - var o100081_0_1_sdf3d : float = o100081_0_p.length() - p_o100081_r; - - return Vector2(o100081_0_1_sdf3d, 0.0); - -func sdf3d_capsule_x(p : Vector3) -> Vector2: - var o100081_0_p : Vector3 = p; - o100081_0_p.x -= clamp(o100081_0_p.x, -p_o100081_l, p_o100081_l); - var o100081_0_1_sdf3d : float = o100081_0_p.length() - p_o100081_r; - - return Vector2(o100081_0_1_sdf3d, 0.0); - -func sdf3d_capsule_z(p : Vector3) -> Vector2: - var o100081_0_p : Vector3 = p; - o100081_0_p.z -= clamp(o100081_0_p.z, -p_o100081_l, p_o100081_l); - var o100081_0_1_sdf3d : float = o100081_0_p.length() - p_o100081_r; - - return Vector2(o100081_0_1_sdf3d, 0.0); - -var p_o118934_a = 30.000000000; - -func sdf3d_cone_px(p : Vector3) -> Vector2: - var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(), - (p).x)); - - return Vector2(f, 0.0); - -func sdf3d_cone_nx(p : Vector3) -> Vector2: - var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(),(p).x)); - - return Vector2(f, 0.0); - -func sdf3d_cone_py(p : Vector3) -> Vector2: - var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),(p).y)); - - return Vector2(f, 0.0); - -func sdf3d_cone_ny(p : Vector3) -> Vector2: - var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),-(p).y)); - - return Vector2(f, 0.0); - -func sdf3d_cone_pz(p : Vector3) -> Vector2: - var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),-(p).z)); - - return Vector2(f, 0.0); - -func sdf3d_cone_nz(p : Vector3) -> Vector2: - var f : float = Vector2(cos(p_o118934_a*0.01745329251),sin(p_o118934_a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),(p).z)); - - return Vector2(f, 0.0); - -var p_o136697_R = 0.300000000; -var p_o136697_r = 0.150000000; - -func sdf3d_torus_x(p : Vector3) -> Vector2: - var o136697_0_q : Vector2 = Vector2(Vector2(p.y, p.z).length() - p_o136697_R,(p).x); - var o136697_0_1_sdf3d : float = o136697_0_q.length() - p_o136697_r; - - return Vector2(o136697_0_1_sdf3d, 0.0); - -func sdf3d_torus_y(p : Vector3) -> Vector2: - var o136697_0_q : Vector2 = Vector2(Vector2(p.z, p.x).length() - p_o136697_R,(p).y); - var o136697_0_1_sdf3d : float = o136697_0_q.length() - p_o136697_r; - - return Vector2(o136697_0_1_sdf3d, 0.0); - -func sdf3d_torus_z(p : Vector3) -> Vector2: - var o136697_0_q : Vector2 = Vector2(Vector2(p.x, p.y).length() - p_o136697_R,(p).z); - var o136697_0_1_sdf3d : float = o136697_0_q.length() - p_o136697_r; - - return Vector2(o136697_0_1_sdf3d, 0.0); - - -func sdf3d_raymarch(uv : Vector2) -> Vector2: - var ro : Vector3 = Vector3(uv.x - 0.5, uv.y - 0.5, 1.0); - var rd : Vector3 = Vector3(0.0, 0.0, -1.0); - var dO : float = 0.0; - var c : float = 0.0; - - for i in range(100): - var p : Vector3 = ro + rd * dO; - var dS : Vector2 = sdf3d_input(p); - - dO += dS.x; - - if (dO >= 1.0): - break; - elif (dS.x < 0.0001): - c = dS.y; - break; - - return Vector2(dO, c); - -func sdf3d_normal(p : Vector3) -> Vector3: - if (p.z <= 0.0): - return Vector3(0.0, 0.0, 1.0); - - var d : float = sdf3d_input(p).x; - var e : float = .001; - - var n : Vector3 = Vector3( - d - sdf3d_input(p - Vector3(e, 0.0, 0.0)).x, - d - sdf3d_input(p - Vector3(0.0, e, 0.0)).x, - d - sdf3d_input(p - Vector3(0.0, 0.0, e)).x); - - return Vector3(-1.0, -1.0, -1.0) * n.normalized(); - -func sdf3dc_union(a : Vector2, b : Vector2) -> Vector2: - return Vector2(min(a.x, b.x), lerp(b.y, a.y, Commons.step(a.x, b.x))); - -func sdf3dc_sub(a : Vector2, b : Vector2) -> Vector2: - return Vector2(max(-a.x, b.x), a.y); - - -func sdf3dc_inter(a : Vector2, b : Vector2) -> Vector2: - return Vector2(max(a.x, b.x), lerp(a.y, b.y, Commons.step(a.x, b.x))); - - -func sdf3d_smooth_union(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: - var h : float = clamp(0.5 + 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); - return Vector2(lerp(d2.x, d1.x, h)-k*h*(1.0 - h), lerp(d2.y, d1.y, Commons.step(d1.x, d2.x))); - -func sdf3d_smooth_subtraction(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: - var h : float = clamp(0.5 - 0.5 * (d2.x + d1.x) / k, 0.0, 1.0); - return Vector2(lerp(d2.x, -d1.x, h )+k*h*(1.0-h), d2.y); - -func sdf3d_smooth_intersection(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: - var h : float = clamp(0.5 - 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); - return Vector2(lerp(d2.x, d1.x, h)+k*h*(1.0-h), lerp(d1.y, d2.y, Commons.step(d1.x, d2.x))); - -var p_o885532_r = 0.250000000; - -func sdf3d_rounded(v : Vector2) -> Vector2: - return Vector2(v.x - p_o885532_r, v.y); - -var p_o900574_x = 0.200000000; -var p_o900574_y = 0.000000000; -var p_o900574_z = 0.000000000; - -func sdf3d_elongation(p : Vector3) -> Vector3: - return ((p) - Commons.clampv3((p), - Commons.absv3(Vector3(p_o900574_x, p_o900574_y, p_o900574_z)), Commons.absv3(Vector3(p_o900574_x, p_o900574_y, p_o900574_z)))) - -var seed_o910161 = -49592; -var p_o910161_rx = 3.000000000; -var p_o910161_ry = 3.000000000; -var p_o910161_r = 0.300000000; -var p_o152465_r = 0.400000000; - -func sdf3d_repeat(p : Vector3) -> Vector3: - return (repeat((p), Vector3(1.0/p_o910161_rx, 1.0/p_o910161_ry, 0.00001), float(seed_o910161), p_o910161_r)) - -#Needs work -func repeat(p : Vector3, r : Vector3, pseed : float, randomness : float) -> Vector3: - #fix division by zero -# p.x += 0.000001 -# p.y += 0.000001 -# p.z += 0.000001 -# r.x += 0.000001 -# r.y += 0.000001 -# r.z += 0.000001 - - var pxy : Vector2 = Vector2(p.x, p.y) - var rxy : Vector2 = Vector2(r.x, r.y) - - var r3 : Vector2 = Commons.floorv2(Commons.modv2((pxy + 0.5 * rxy) / rxy, Vector2(1.0 / rxy.x, 1.0 / rxy.y)) + Vector2(pseed, pseed)) - - var rr : Vector3 = Commons.rand3(r3) - - rr.x -= 0.5 - rr.y -= 0.5 - rr.z -= 0.5 - - var a : Vector3 = (rr) * 6.28 * randomness; - - p = Commons.modv3(p + 0.5 * r, r) - 0.5*r; - var rv : Vector3; - var c : float; - var s : float; - - c = cos(a.x); - s = sin(a.x); - rv.x = p.x; - rv.y = p.y*c+p.z*s; - rv.z = -p.y*s+p.z*c; - c = cos(a.y); - s = sin(a.y); - p.x = rv.x*c+rv.z*s; - p.y = rv.y; - p.z = -rv.x*s+rv.z*c; - c = cos(a.z); - s = sin(a.z); - rv.x = p.x*c+p.y*s; - rv.y = -p.x*s+p.y*c; - rv.z = p.z; - - return rv; - - -# -#vec2 o21422_input_sdf(vec3 p) { -#float o152465_0_1_sdf3d = length((circle_repeat_transform((p), p_o928780_c)))-p_o152465_r; -#vec2 o928780_0_1_sdf3dc = vec2(o152465_0_1_sdf3d, 0.0); -# -#return o928780_0_1_sdf3dc; -# -#var p_o928780_c = 5.000000000; -# -#func circle_repeat_transform(p : Vector3, r : Vector3, pseed : float, randomness : float) -> Vector3: -# float r = 6.28/count; -# float pa = atan(p.x, p.y); -# float a = mod(pa+0.5*r, r)-0.5*r; -# vec3 rv; -# float c = cos(a-pa); -# float s = sin(a-pa); -# rv.x = p.x*c+p.y*s; -# rv.y = -p.x*s+p.y*c; -# rv.z = p.z; -# return rv; - - func reffg(): return false