From e4a07e87a37c6f7d41d46f37d8759d13d0b4ee36 Mon Sep 17 00:00:00 2001 From: Relintai Date: Sun, 5 Jun 2022 02:22:20 +0200 Subject: [PATCH] Renamed the preload variables that use the new merged class. --- .../mat_maker_gd/nodes/filter/adjust_hsv.gd | 4 +-- .../addons/mat_maker_gd/nodes/filter/blend.gd | 26 +++++++++---------- .../nodes/filter/blur_gaussian.gd | 2 -- .../nodes/filter/brightness_contrast.gd | 4 +-- .../mat_maker_gd/nodes/filter/colorize.gd | 10 +++---- .../mat_maker_gd/nodes/filter/combine.gd | 2 -- .../mat_maker_gd/nodes/filter/decompose.gd | 2 -- .../mat_maker_gd/nodes/filter/emboss.gd | 2 -- .../mat_maker_gd/nodes/filter/fill_channel.gd | 2 -- .../nodes/filter/fill_to_color.gd | 6 ++--- .../nodes/filter/fill_to_position.gd | 4 +-- .../nodes/filter/fill_to_random_color.gd | 10 +++---- .../nodes/filter/fill_to_random_grey.gd | 10 +++---- .../mat_maker_gd/nodes/filter/fill_to_size.gd | 2 -- .../mat_maker_gd/nodes/filter/fill_to_uv.gd | 6 ++--- .../mat_maker_gd/nodes/filter/greyscale.gd | 12 ++++----- .../mat_maker_gd/nodes/filter/invert.gd | 4 +-- .../nodes/filter/make_tileable.gd | 6 ++--- game/addons/mat_maker_gd/nodes/filter/math.gd | 4 +-- .../mat_maker_gd/nodes/filter/quantize.gd | 4 +-- .../nodes/filter/swap_channels.gd | 2 -- .../mat_maker_gd/nodes/filter/tonality.gd | 4 +-- .../nodes/gradient/circular_gradient.gd | 18 ++++++------- .../mat_maker_gd/nodes/gradient/gradient.gd | 18 ++++++------- .../nodes/gradient/radial_gradient.gd | 18 ++++++------- .../nodes/noise/anisotropic_noise.gd | 4 +-- .../mat_maker_gd/nodes/noise/color_noise.gd | 4 +-- .../mat_maker_gd/nodes/noise/color_value.gd | 4 +-- .../mat_maker_gd/nodes/noise/fbm_noise.gd | 20 +++++++------- game/addons/mat_maker_gd/nodes/noise/noise.gd | 4 +-- .../mat_maker_gd/nodes/noise/voronoi.gd | 8 +++--- .../mat_maker_gd/nodes/pattern/beehive.gd | 10 +++---- .../mat_maker_gd/nodes/pattern/bricks.gd | 20 +++++++------- .../mat_maker_gd/nodes/pattern/iching.gd | 4 +-- .../mat_maker_gd/nodes/pattern/pattern.gd | 4 +-- .../mat_maker_gd/nodes/pattern/runes.gd | 4 +-- .../mat_maker_gd/nodes/pattern/scratches.gd | 4 +-- .../mat_maker_gd/nodes/pattern/sine_wave.gd | 2 -- .../mat_maker_gd/nodes/pattern/truchet.gd | 6 ++--- .../mat_maker_gd/nodes/pattern/weave.gd | 4 +-- .../nodes/sdf2d/sd_op_annular_shape.gd | 4 +-- .../mat_maker_gd/nodes/sdf2d/sd_op_bool.gd | 8 +++--- .../nodes/sdf2d/sd_op_circle_repeat.gd | 4 +-- .../mat_maker_gd/nodes/sdf2d/sd_op_morph.gd | 4 +-- .../mat_maker_gd/nodes/sdf2d/sd_op_repeat.gd | 4 +-- .../nodes/sdf2d/sd_op_rounded_shape.gd | 4 +-- .../nodes/sdf2d/sd_op_smooth_bool.gd | 8 +++--- .../mat_maker_gd/nodes/sdf2d/sd_shape_arc.gd | 4 +-- .../mat_maker_gd/nodes/sdf2d/sd_shape_box.gd | 4 +-- .../nodes/sdf2d/sd_shape_circle.gd | 4 +-- .../mat_maker_gd/nodes/sdf2d/sd_shape_line.gd | 6 ++--- .../nodes/sdf2d/sd_shape_polygon.gd | 4 +-- .../nodes/sdf2d/sd_shape_rhombus.gd | 4 +-- .../mat_maker_gd/nodes/sdf2d/sd_show.gd | 2 -- .../mat_maker_gd/nodes/sdf2d/sd_tf_rotate.gd | 4 +-- .../mat_maker_gd/nodes/sdf2d/sd_tf_scale.gd | 2 -- .../mat_maker_gd/nodes/sdf3d/sdf3d_color.gd | 2 -- .../mat_maker_gd/nodes/sdf3d/sdf3d_op_bool.gd | 8 +++--- .../nodes/sdf3d/sdf3d_op_circle_repeat.gd | 4 +-- .../nodes/sdf3d/sdf3d_op_elongation.gd | 4 +-- .../nodes/sdf3d/sdf3d_op_extrusion.gd | 4 +-- .../nodes/sdf3d/sdf3d_op_morph.gd | 2 +- .../nodes/sdf3d/sdf3d_op_repeat.gd | 4 +-- .../nodes/sdf3d/sdf3d_op_revolution.gd | 2 +- .../nodes/sdf3d/sdf3d_op_rounded.gd | 2 -- .../nodes/sdf3d/sdf3d_op_smooth_bool.gd | 8 +++--- .../mat_maker_gd/nodes/sdf3d/sdf3d_render.gd | 2 +- .../nodes/sdf3d/sdf3d_shape_box.gd | 4 +-- .../nodes/sdf3d/sdf3d_shape_capsule.gd | 8 +++--- .../nodes/sdf3d/sdf3d_shape_cone.gd | 14 +++++----- .../nodes/sdf3d/sdf3d_shape_cylinder.gd | 8 +++--- .../nodes/sdf3d/sdf3d_shape_sphere.gd | 4 +-- .../nodes/sdf3d/sdf3d_shape_torus.gd | 8 +++--- .../nodes/sdf3d/sdf3d_tf_rotate.gd | 4 +-- .../nodes/sdf3d/sdf3d_tf_scale.gd | 2 -- .../nodes/sdf3d/sdf3d_tf_translate.gd | 2 -- .../addons/mat_maker_gd/nodes/simple/curve.gd | 8 +++--- .../addons/mat_maker_gd/nodes/simple/shape.gd | 12 ++++----- .../nodes/transform/circle_map.gd | 4 +-- .../nodes/transform/color_tiler.gd | 24 ++++++++--------- .../nodes/transform/kaleidoscope.gd | 4 +-- .../mat_maker_gd/nodes/transform/mirror.gd | 6 ++--- .../mat_maker_gd/nodes/transform/repeat.gd | 4 +-- .../mat_maker_gd/nodes/transform/rotate.gd | 4 +-- .../mat_maker_gd/nodes/transform/scale.gd | 4 +-- .../mat_maker_gd/nodes/transform/shear.gd | 2 -- .../mat_maker_gd/nodes/transform/tiler.gd | 26 +++++++++---------- .../mat_maker_gd/nodes/transform/transform.gd | 8 +++--- .../mat_maker_gd/nodes/transform/translate.gd | 2 -- 89 files changed, 263 insertions(+), 295 deletions(-) diff --git a/game/addons/mat_maker_gd/nodes/filter/adjust_hsv.gd b/game/addons/mat_maker_gd/nodes/filter/adjust_hsv.gd index 90cfcf07..41cfcdb9 100644 --- a/game/addons/mat_maker_gd/nodes/filter/adjust_hsv.gd +++ b/game/addons/mat_maker_gd/nodes/filter/adjust_hsv.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -44,7 +44,7 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: var c : Color = input.get_value(uv) - return Commons.adjust_hsv(c, hue, saturation, value) + return MMAlgos.adjust_hsv(c, hue, saturation, value) #hue func get_hue() -> float: diff --git a/game/addons/mat_maker_gd/nodes/filter/blend.gd b/game/addons/mat_maker_gd/nodes/filter/blend.gd index 2161e821..3010fd34 100644 --- a/game/addons/mat_maker_gd/nodes/filter/blend.gd +++ b/game/addons/mat_maker_gd/nodes/filter/blend.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Filter = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") enum BlendType { NORMAL = 0, @@ -90,29 +90,29 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: #"Normal,Dissolve,Multiply,Screen,Overlay,Hard Light,Soft Light,Burn,Dodge,Lighten,Darken,Difference" if blend_type == BlendType.NORMAL: - b = Filter.blend_normal(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_normal(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.DISSOLVE: - b = Filter.blend_dissolve(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_dissolve(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.MULTIPLY: - b = Filter.blend_multiply(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_multiply(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.SCREEN: - b = Filter.blend_screen(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_screen(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.OVERLAY: - b = Filter.blend_overlay(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_overlay(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.HARD_LIGHT: - b = Filter.blend_hard_light(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_hard_light(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.SOFT_LIGHT: - b = Filter.blend_soft_light(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_soft_light(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.BURN: - b = Filter.blend_burn(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_burn(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.DODGE: - b = Filter.blend_dodge(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_dodge(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.LIGHTEN: - b = Filter.blend_lighten(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_lighten(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.DARKEN: - b = Filter.blend_darken(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_darken(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) elif blend_type == BlendType.DIFFRENCE: - b = Filter.blend_difference(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) + b = MMAlgos.blend_difference(uv, Vector3(s1.r, s1.g, s1.b), Vector3(s2.r, s2.g, s2.b), a * s1.a) return Color(b.x, b.y, b.z, min(1, s2.a + a * s1.a)) diff --git a/game/addons/mat_maker_gd/nodes/filter/blur_gaussian.gd b/game/addons/mat_maker_gd/nodes/filter/blur_gaussian.gd index b134c32d..844f6953 100644 --- a/game/addons/mat_maker_gd/nodes/filter/blur_gaussian.gd +++ b/game/addons/mat_maker_gd/nodes/filter/blur_gaussian.gd @@ -1,8 +1,6 @@ tool extends MMNode -var Filter = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(Resource) var input : Resource export(Resource) var sigma : Resource diff --git a/game/addons/mat_maker_gd/nodes/filter/brightness_contrast.gd b/game/addons/mat_maker_gd/nodes/filter/brightness_contrast.gd index b85f493f..122ae4dd 100644 --- a/game/addons/mat_maker_gd/nodes/filter/brightness_contrast.gd +++ b/game/addons/mat_maker_gd/nodes/filter/brightness_contrast.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -42,7 +42,7 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: var c : Color = input.get_value(uv) - return Commons.brightness_contrast(c, brightness, contrast) + return MMAlgos.brightness_contrast(c, brightness, contrast) #brightness func get_brightness() -> float: diff --git a/game/addons/mat_maker_gd/nodes/filter/colorize.gd b/game/addons/mat_maker_gd/nodes/filter/colorize.gd index 0f7a95c1..ed6bfbab 100644 --- a/game/addons/mat_maker_gd/nodes/filter/colorize.gd +++ b/game/addons/mat_maker_gd/nodes/filter/colorize.gd @@ -1,7 +1,7 @@ tool extends "res://addons/mat_maker_gd/nodes/bases/gradient_base.gd" -var Gradients = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -44,12 +44,12 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: func get_gradient_color(x : float) -> Color: if interpolation_type == 0: - return Gradients.gradient_type_1(x, points) + return MMAlgos.gradient_type_1(x, points) elif interpolation_type == 1: - return Gradients.gradient_type_2(x, points) + return MMAlgos.gradient_type_2(x, points) elif interpolation_type == 2: - return Gradients.gradient_type_3(x, points) + return MMAlgos.gradient_type_3(x, points) elif interpolation_type == 3: - return Gradients.gradient_type_4(x, points) + return MMAlgos.gradient_type_4(x, points) return Color(1, 1, 1, 1) diff --git a/game/addons/mat_maker_gd/nodes/filter/combine.gd b/game/addons/mat_maker_gd/nodes/filter/combine.gd index 128276ff..144b63b5 100644 --- a/game/addons/mat_maker_gd/nodes/filter/combine.gd +++ b/game/addons/mat_maker_gd/nodes/filter/combine.gd @@ -1,8 +1,6 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(Resource) var input_r : Resource export(Resource) var input_g : Resource diff --git a/game/addons/mat_maker_gd/nodes/filter/decompose.gd b/game/addons/mat_maker_gd/nodes/filter/decompose.gd index 7fed3518..9e2908a7 100644 --- a/game/addons/mat_maker_gd/nodes/filter/decompose.gd +++ b/game/addons/mat_maker_gd/nodes/filter/decompose.gd @@ -1,8 +1,6 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var input : Resource export(Resource) var out_r : Resource export(Resource) var out_g : Resource diff --git a/game/addons/mat_maker_gd/nodes/filter/emboss.gd b/game/addons/mat_maker_gd/nodes/filter/emboss.gd index ca177e8c..fb22817e 100644 --- a/game/addons/mat_maker_gd/nodes/filter/emboss.gd +++ b/game/addons/mat_maker_gd/nodes/filter/emboss.gd @@ -1,8 +1,6 @@ tool extends MMNode -var Filter = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(Resource) var input : Resource export(float) var angle : float = 0 diff --git a/game/addons/mat_maker_gd/nodes/filter/fill_channel.gd b/game/addons/mat_maker_gd/nodes/filter/fill_channel.gd index 335c1bbb..031d9b56 100644 --- a/game/addons/mat_maker_gd/nodes/filter/fill_channel.gd +++ b/game/addons/mat_maker_gd/nodes/filter/fill_channel.gd @@ -1,8 +1,6 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(Resource) var input : Resource export(Resource) var value : Resource diff --git a/game/addons/mat_maker_gd/nodes/filter/fill_to_color.gd b/game/addons/mat_maker_gd/nodes/filter/fill_to_color.gd index 0dc96785..59a1b80a 100644 --- a/game/addons/mat_maker_gd/nodes/filter/fill_to_color.gd +++ b/game/addons/mat_maker_gd/nodes/filter/fill_to_color.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -54,8 +54,8 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: #mix($edgecolor, $map(fract($(name_uv)_bb.xy+0.5*$(name_uv)_bb.zw)), step(0.0000001, dot($(name_uv)_bb.zw, vec2(1.0)))) - var rc : Color = color_map.get_value(Commons.fractv2(Vector2(c.r, c.g) + 0.5 * Vector2(c.b, c.a))) - var s : float = Commons.step(0.0000001, Vector2(c.b, c.a).dot(Vector2(1, 1))) + var rc : Color = color_map.get_value(MMAlgos.fractv2(Vector2(c.r, c.g) + 0.5 * Vector2(c.b, c.a))) + var s : float = MMAlgos.step(0.0000001, Vector2(c.b, c.a).dot(Vector2(1, 1))) return lerp(edge_color, rc, s) diff --git a/game/addons/mat_maker_gd/nodes/filter/fill_to_position.gd b/game/addons/mat_maker_gd/nodes/filter/fill_to_position.gd index 1ec35bb8..eb02f8f1 100644 --- a/game/addons/mat_maker_gd/nodes/filter/fill_to_position.gd +++ b/game/addons/mat_maker_gd/nodes/filter/fill_to_position.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -40,7 +40,7 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: var c : Color = input.get_value(uv) #vec2 $(name_uv)_c = fract($in($uv).xy+0.5*$in($uv).zw); - var cnv : Vector2 = Commons.fractv2(Vector2(c.r, c.g) + 0.5 * Vector2(c.b, c.a)) + var cnv : Vector2 = MMAlgos.fractv2(Vector2(c.r, c.g) + 0.5 * Vector2(c.b, c.a)) #X, $(name_uv)_c.x #Y, $(name_uv)_c.y diff --git a/game/addons/mat_maker_gd/nodes/filter/fill_to_random_color.gd b/game/addons/mat_maker_gd/nodes/filter/fill_to_random_color.gd index 62041f72..84e2557d 100644 --- a/game/addons/mat_maker_gd/nodes/filter/fill_to_random_color.gd +++ b/game/addons/mat_maker_gd/nodes/filter/fill_to_random_color.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -43,11 +43,11 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: #mix($edgecolor.rgb, rand3(vec2(float($seed), rand(vec2(rand($(name_uv)_bb.xy), rand($(name_uv)_bb.zw))))), step(0.0000001, dot($(name_uv)_bb.zw, vec2(1.0)))) - var r1 : float = Commons.rand(Vector2(c.r, c.g)) - var r2 : float = Commons.rand(Vector2(c.b, c.a)) - var s : float = Commons.step(0.0000001, Vector2(c.b, c.a).dot(Vector2(1, 1))) + var r1 : float = MMAlgos.rand(Vector2(c.r, c.g)) + var r2 : float = MMAlgos.rand(Vector2(c.b, c.a)) + var s : float = MMAlgos.step(0.0000001, Vector2(c.b, c.a).dot(Vector2(1, 1))) - var f : Vector3 = lerp(Vector3(edge_color.r, edge_color.g, edge_color.b), Commons.rand3(Vector2(1.0 / float(pseed), Commons.rand(Vector2(r1, r2)))), s) + var f : Vector3 = lerp(Vector3(edge_color.r, edge_color.g, edge_color.b), MMAlgos.rand3(Vector2(1.0 / float(pseed), MMAlgos.rand(Vector2(r1, r2)))), s) return Color(f.x, f.y, f.z, 1) #edge_color diff --git a/game/addons/mat_maker_gd/nodes/filter/fill_to_random_grey.gd b/game/addons/mat_maker_gd/nodes/filter/fill_to_random_grey.gd index 8dee035b..857dca48 100644 --- a/game/addons/mat_maker_gd/nodes/filter/fill_to_random_grey.gd +++ b/game/addons/mat_maker_gd/nodes/filter/fill_to_random_grey.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -42,11 +42,11 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var c : Color = input.get_value(uv) #mix($edgecolor, rand(vec2(float($seed), rand(vec2(rand($(name_uv)_bb.xy), rand($(name_uv)_bb.zw))))), step(0.0000001, dot($(name_uv)_bb.zw, vec2(1.0)))) - var r1 : float = Commons.rand(Vector2(c.r, c.g)) - var r2 : float = Commons.rand(Vector2(c.b, c.a)) - var s : float = Commons.step(0.0000001, Vector2(c.b, c.a).dot(Vector2(1, 1))) + var r1 : float = MMAlgos.rand(Vector2(c.r, c.g)) + var r2 : float = MMAlgos.rand(Vector2(c.b, c.a)) + var s : float = MMAlgos.step(0.0000001, Vector2(c.b, c.a).dot(Vector2(1, 1))) - var f : float = lerp(edge_color, Commons.rand(Vector2(1.0 / float(pseed), Commons.rand(Vector2(r1, r2)))), s) + var f : float = lerp(edge_color, MMAlgos.rand(Vector2(1.0 / float(pseed), MMAlgos.rand(Vector2(r1, r2)))), s) return Color(f, f, f, 1) #edge_color diff --git a/game/addons/mat_maker_gd/nodes/filter/fill_to_size.gd b/game/addons/mat_maker_gd/nodes/filter/fill_to_size.gd index 86ea9c6d..333291e5 100644 --- a/game/addons/mat_maker_gd/nodes/filter/fill_to_size.gd +++ b/game/addons/mat_maker_gd/nodes/filter/fill_to_size.gd @@ -1,8 +1,6 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(Resource) var input : Resource export(int, "Area,Width,Height,Max(W,H)") var formula : int = 0 diff --git a/game/addons/mat_maker_gd/nodes/filter/fill_to_uv.gd b/game/addons/mat_maker_gd/nodes/filter/fill_to_uv.gd index 60b1f3ec..a03e4955 100644 --- a/game/addons/mat_maker_gd/nodes/filter/fill_to_uv.gd +++ b/game/addons/mat_maker_gd/nodes/filter/fill_to_uv.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -45,9 +45,9 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var r : Vector3 = Vector3() if mode == 0: - r = Commons.fill_to_uv_stretch(uv, c, float(pseed)) + r = MMAlgos.fill_to_uv_stretch(uv, c, float(pseed)) elif mode == 1: - r = Commons.fill_to_uv_square(uv, c, float(pseed)) + r = MMAlgos.fill_to_uv_square(uv, c, float(pseed)) return Color(r.x, r.y, r.z, 1) diff --git a/game/addons/mat_maker_gd/nodes/filter/greyscale.gd b/game/addons/mat_maker_gd/nodes/filter/greyscale.gd index 0e8487b9..2e75bac1 100644 --- a/game/addons/mat_maker_gd/nodes/filter/greyscale.gd +++ b/game/addons/mat_maker_gd/nodes/filter/greyscale.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -43,15 +43,15 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var f : float = 0 if type == 0: - f = Commons.grayscale_lightness(Vector3(c.r, c.g, c.b)) + f = MMAlgos.grayscale_lightness(Vector3(c.r, c.g, c.b)) elif type == 1: - f = Commons.grayscale_average(Vector3(c.r, c.g, c.b)) + f = MMAlgos.grayscale_average(Vector3(c.r, c.g, c.b)) elif type == 2: - f = Commons.grayscale_luminosity(Vector3(c.r, c.g, c.b)) + f = MMAlgos.grayscale_luminosity(Vector3(c.r, c.g, c.b)) elif type == 3: - f = Commons.grayscale_min(Vector3(c.r, c.g, c.b)) + f = MMAlgos.grayscale_min(Vector3(c.r, c.g, c.b)) elif type == 4: - f = Commons.grayscale_max(Vector3(c.r, c.g, c.b)) + f = MMAlgos.grayscale_max(Vector3(c.r, c.g, c.b)) return Color(f, f, f, c.a) diff --git a/game/addons/mat_maker_gd/nodes/filter/invert.gd b/game/addons/mat_maker_gd/nodes/filter/invert.gd index 2925e3f7..cc0273a2 100644 --- a/game/addons/mat_maker_gd/nodes/filter/invert.gd +++ b/game/addons/mat_maker_gd/nodes/filter/invert.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -38,4 +38,4 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: var c : Color = input.get_value(uv) - return Commons.invert(c) + return MMAlgos.invert(c) diff --git a/game/addons/mat_maker_gd/nodes/filter/make_tileable.gd b/game/addons/mat_maker_gd/nodes/filter/make_tileable.gd index bb1f4bbc..28eccb49 100644 --- a/game/addons/mat_maker_gd/nodes/filter/make_tileable.gd +++ b/game/addons/mat_maker_gd/nodes/filter/make_tileable.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -68,9 +68,9 @@ func set_width(val : float) -> void: func make_tileable(uv : Vector2, w : float) -> Color: var a: Color = input.get_value(uv); - var b : Color = input.get_value(Commons.fractv2(uv + Vector2(0.5, 0.5))); + var b : Color = input.get_value(MMAlgos.fractv2(uv + Vector2(0.5, 0.5))); var coef_ab : float = sin(1.57079632679 * clamp(((uv - Vector2(0.5, 0.5)).length() - 0.5 + w) / w, 0.0, 1.0)); - var c: Color = input.get_value(Commons.fractv2(uv + Vector2(0.25, 0.25))); + var c: Color = input.get_value(MMAlgos.fractv2(uv + Vector2(0.25, 0.25))); var coef_abc : float = sin(1.57079632679 * clamp((min(min((uv - Vector2(0.0, 0.5)).length(), (uv - Vector2(0.5, 0.0)).length()), min((uv- Vector2(1.0, 0.5)).length(), (uv - Vector2(0.5, 1.0)).length())) - w) / w, 0.0, 1.0)); return lerp(c, lerp(a, b, coef_ab), coef_abc) diff --git a/game/addons/mat_maker_gd/nodes/filter/math.gd b/game/addons/mat_maker_gd/nodes/filter/math.gd index 0d3ef423..59384aae 100644 --- a/game/addons/mat_maker_gd/nodes/filter/math.gd +++ b/game/addons/mat_maker_gd/nodes/filter/math.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var a : Resource @@ -98,7 +98,7 @@ func get_property_value(uv : Vector2) -> float: elif operation == 11:#"trunc(A)", f = int(af) elif operation == 12:#"fract(A)", - f = Commons.fractf(af) + f = MMAlgos.fractf(af) elif operation == 13:#"min(A, B)", f = min(af, bf) elif operation == 14:#"max(A, B)", diff --git a/game/addons/mat_maker_gd/nodes/filter/quantize.gd b/game/addons/mat_maker_gd/nodes/filter/quantize.gd index 8fc699c0..106e075b 100644 --- a/game/addons/mat_maker_gd/nodes/filter/quantize.gd +++ b/game/addons/mat_maker_gd/nodes/filter/quantize.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -41,7 +41,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var c : Color = input.get_value(uv) #vec4(floor($in($uv).rgb*$steps)/$steps, $in($uv).a) - var v : Vector3 = Commons.floorv3(Vector3(c.r, c.g, c.b) * steps) / float(steps) + var v : Vector3 = MMAlgos.floorv3(Vector3(c.r, c.g, c.b) * steps) / float(steps) return Color(v.x, v.y, v.z, c.a) diff --git a/game/addons/mat_maker_gd/nodes/filter/swap_channels.gd b/game/addons/mat_maker_gd/nodes/filter/swap_channels.gd index 5c2708aa..181f0c3d 100644 --- a/game/addons/mat_maker_gd/nodes/filter/swap_channels.gd +++ b/game/addons/mat_maker_gd/nodes/filter/swap_channels.gd @@ -1,8 +1,6 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(Resource) var input : Resource export(int, "0,1,R,-R,G,-G,B,-B,A,-A") var op_r : int = 2 diff --git a/game/addons/mat_maker_gd/nodes/filter/tonality.gd b/game/addons/mat_maker_gd/nodes/filter/tonality.gd index c489cdf0..31b7d0a6 100644 --- a/game/addons/mat_maker_gd/nodes/filter/tonality.gd +++ b/game/addons/mat_maker_gd/nodes/filter/tonality.gd @@ -1,7 +1,7 @@ tool extends "res://addons/mat_maker_gd/nodes/bases/curve_base.gd" -var Curves = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -42,7 +42,7 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: var f : float = input.get_value(uv) - var cf : float = Curves.curve(f, points) + var cf : float = MMAlgos.curve(f, points) return Color(cf, cf, cf, 1) diff --git a/game/addons/mat_maker_gd/nodes/gradient/circular_gradient.gd b/game/addons/mat_maker_gd/nodes/gradient/circular_gradient.gd index da7e615c..3fc8ca89 100644 --- a/game/addons/mat_maker_gd/nodes/gradient/circular_gradient.gd +++ b/game/addons/mat_maker_gd/nodes/gradient/circular_gradient.gd @@ -1,7 +1,7 @@ tool extends "res://addons/mat_maker_gd/nodes/bases/gradient_base.gd" -var Gradients = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(float) var repeat : float = 1 @@ -27,26 +27,26 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: if interpolation_type == 0: - return Gradients.circular_gradient_type_1(uv, repeat, points) + return MMAlgos.circular_gradient_type_1(uv, repeat, points) elif interpolation_type == 1: - return Gradients.circular_gradient_type_2(uv, repeat, points) + return MMAlgos.circular_gradient_type_2(uv, repeat, points) elif interpolation_type == 2: - return Gradients.circular_gradient_type_3(uv, repeat, points) + return MMAlgos.circular_gradient_type_3(uv, repeat, points) elif interpolation_type == 3: - return Gradients.circular_gradient_type_4(uv, repeat, points) + return MMAlgos.circular_gradient_type_4(uv, repeat, points) return Color(1, 1, 1, 1) func get_gradient_color(x : float) -> Color: if interpolation_type == 0: - return Gradients.gradient_type_1(x, points) + return MMAlgos.gradient_type_1(x, points) elif interpolation_type == 1: - return Gradients.gradient_type_2(x, points) + return MMAlgos.gradient_type_2(x, points) elif interpolation_type == 2: - return Gradients.gradient_type_3(x, points) + return MMAlgos.gradient_type_3(x, points) elif interpolation_type == 3: - return Gradients.gradient_type_4(x, points) + return MMAlgos.gradient_type_4(x, points) return Color(1, 1, 1, 1) diff --git a/game/addons/mat_maker_gd/nodes/gradient/gradient.gd b/game/addons/mat_maker_gd/nodes/gradient/gradient.gd index ca672942..b09fbda2 100644 --- a/game/addons/mat_maker_gd/nodes/gradient/gradient.gd +++ b/game/addons/mat_maker_gd/nodes/gradient/gradient.gd @@ -1,7 +1,7 @@ tool extends "res://addons/mat_maker_gd/nodes/bases/gradient_base.gd" -var Gradients = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(float) var repeat : float = 1 @@ -29,25 +29,25 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: if interpolation_type == 0: - return Gradients.normal_gradient_type_1(uv, repeat, rotate, points) + return MMAlgos.normal_gradient_type_1(uv, repeat, rotate, points) elif interpolation_type == 1: - return Gradients.normal_gradient_type_2(uv, repeat, rotate, points) + return MMAlgos.normal_gradient_type_2(uv, repeat, rotate, points) elif interpolation_type == 2: - return Gradients.normal_gradient_type_3(uv, repeat, rotate, points) + return MMAlgos.normal_gradient_type_3(uv, repeat, rotate, points) elif interpolation_type == 3: - return Gradients.normal_gradient_type_4(uv, repeat, rotate, points) + return MMAlgos.normal_gradient_type_4(uv, repeat, rotate, points) return Color(1, 1, 1, 1) func get_gradient_color(x : float) -> Color: if interpolation_type == 0: - return Gradients.gradient_type_1(x, points) + return MMAlgos.gradient_type_1(x, points) elif interpolation_type == 1: - return Gradients.gradient_type_2(x, points) + return MMAlgos.gradient_type_2(x, points) elif interpolation_type == 2: - return Gradients.gradient_type_3(x, points) + return MMAlgos.gradient_type_3(x, points) elif interpolation_type == 3: - return Gradients.gradient_type_4(x, points) + return MMAlgos.gradient_type_4(x, points) return Color(1, 1, 1, 1) diff --git a/game/addons/mat_maker_gd/nodes/gradient/radial_gradient.gd b/game/addons/mat_maker_gd/nodes/gradient/radial_gradient.gd index ca237810..281f2b5a 100644 --- a/game/addons/mat_maker_gd/nodes/gradient/radial_gradient.gd +++ b/game/addons/mat_maker_gd/nodes/gradient/radial_gradient.gd @@ -1,7 +1,7 @@ tool extends "res://addons/mat_maker_gd/nodes/bases/gradient_base.gd" -var Gradients = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(float) var repeat : float = 1 @@ -27,26 +27,26 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: if interpolation_type == 0: - return Gradients.radial_gradient_type_1(uv, repeat, points) + return MMAlgos.radial_gradient_type_1(uv, repeat, points) elif interpolation_type == 1: - return Gradients.radial_gradient_type_2(uv, repeat, points) + return MMAlgos.radial_gradient_type_2(uv, repeat, points) elif interpolation_type == 2: - return Gradients.radial_gradient_type_3(uv, repeat, points) + return MMAlgos.radial_gradient_type_3(uv, repeat, points) elif interpolation_type == 3: - return Gradients.radial_gradient_type_4(uv, repeat, points) + return MMAlgos.radial_gradient_type_4(uv, repeat, points) return Color(1, 1, 1, 1) func get_gradient_color(x : float) -> Color: if interpolation_type == 0: - return Gradients.gradient_type_1(x, points) + return MMAlgos.gradient_type_1(x, points) elif interpolation_type == 1: - return Gradients.gradient_type_2(x, points) + return MMAlgos.gradient_type_2(x, points) elif interpolation_type == 2: - return Gradients.gradient_type_3(x, points) + return MMAlgos.gradient_type_3(x, points) elif interpolation_type == 3: - return Gradients.gradient_type_4(x, points) + return MMAlgos.gradient_type_4(x, points) return Color(1, 1, 1, 1) diff --git a/game/addons/mat_maker_gd/nodes/noise/anisotropic_noise.gd b/game/addons/mat_maker_gd/nodes/noise/anisotropic_noise.gd index 6f329bd4..512b5837 100644 --- a/game/addons/mat_maker_gd/nodes/noise/anisotropic_noise.gd +++ b/game/addons/mat_maker_gd/nodes/noise/anisotropic_noise.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Noises = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource @@ -28,7 +28,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var ps : float = 1.0 / float(pseed) #anisotropic($(uv), vec2($(scale_x), $(scale_y)), $(seed), $(smoothness), $(interpolation)) - return Noises.anisotropicc(uv, scale, ps, smoothness, interpolation) + return MMAlgos.anisotropicc(uv, scale, ps, smoothness, interpolation) func _render(material) -> void: var img : Image = render_image(material) diff --git a/game/addons/mat_maker_gd/nodes/noise/color_noise.gd b/game/addons/mat_maker_gd/nodes/noise/color_noise.gd index 64014a13..20d974f7 100644 --- a/game/addons/mat_maker_gd/nodes/noise/color_noise.gd +++ b/game/addons/mat_maker_gd/nodes/noise/color_noise.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Noises = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource @@ -36,7 +36,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var ps : float = 1.0 / float(pseed) #color_dots($(uv), 1.0/$(size), $(seed)) - return Noises.noise_color(uv, float(size), ps) + return MMAlgos.noise_color(uv, float(size), ps) func _render(material) -> void: var img : Image = render_image(material) diff --git a/game/addons/mat_maker_gd/nodes/noise/color_value.gd b/game/addons/mat_maker_gd/nodes/noise/color_value.gd index 84dcb38b..f9d8b829 100644 --- a/game/addons/mat_maker_gd/nodes/noise/color_value.gd +++ b/game/addons/mat_maker_gd/nodes/noise/color_value.gd @@ -1,7 +1,7 @@ tool extends MMNode -var NoisePerlin = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource @@ -28,7 +28,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var ps : float = 1.0 / float(pseed) #perlin_color($(uv), vec2($(scale_x), $(scale_y)), int($(iterations)), $(persistence), $(seed)) - return NoisePerlin.perlin_colorc(uv, scale, iterations, persistence, ps) + return MMAlgos.perlin_colorc(uv, scale, iterations, persistence, ps) func _render(material) -> void: var img : Image = render_image(material) diff --git a/game/addons/mat_maker_gd/nodes/noise/fbm_noise.gd b/game/addons/mat_maker_gd/nodes/noise/fbm_noise.gd index b2a456fe..6cc69af7 100644 --- a/game/addons/mat_maker_gd/nodes/noise/fbm_noise.gd +++ b/game/addons/mat_maker_gd/nodes/noise/fbm_noise.gd @@ -1,7 +1,7 @@ tool extends MMNode -var NoiseFBM = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource @@ -33,23 +33,23 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: #"Value,Perlin,Simplex,Cellular1,Cellular2,Cellular3,Cellular4,Cellular5,Cellular6" if type == 0: - return NoiseFBM.fbmval(uv, scale, folds, iterations, persistence, ps) + return MMAlgos.fbmval(uv, scale, folds, iterations, persistence, ps) elif type == 1: - return NoiseFBM.perlin(uv, scale, folds, iterations, persistence, ps) + return MMAlgos.perlin(uv, scale, folds, iterations, persistence, ps) elif type == 2: - return NoiseFBM.simplex(uv, scale, folds, iterations, persistence, ps) + return MMAlgos.simplex(uv, scale, folds, iterations, persistence, ps) elif type == 3: - return NoiseFBM.cellular(uv, scale, folds, iterations, persistence, ps) + return MMAlgos.cellular(uv, scale, folds, iterations, persistence, ps) elif type == 4: - return NoiseFBM.cellular2(uv, scale, folds, iterations, persistence, ps) + return MMAlgos.cellular2(uv, scale, folds, iterations, persistence, ps) elif type == 5: - return NoiseFBM.cellular3(uv, scale, folds, iterations, persistence, ps) + return MMAlgos.cellular3(uv, scale, folds, iterations, persistence, ps) elif type == 6: - return NoiseFBM.cellular4(uv, scale, folds, iterations, persistence, ps) + return MMAlgos.cellular4(uv, scale, folds, iterations, persistence, ps) elif type == 7: - return NoiseFBM.cellular5(uv, scale, folds, iterations, persistence, ps) + return MMAlgos.cellular5(uv, scale, folds, iterations, persistence, ps) elif type == 8: - return NoiseFBM.cellular6(uv, scale, folds, iterations, persistence, ps) + return MMAlgos.cellular6(uv, scale, folds, iterations, persistence, ps) return Color() diff --git a/game/addons/mat_maker_gd/nodes/noise/noise.gd b/game/addons/mat_maker_gd/nodes/noise/noise.gd index 2dc70400..3b082a24 100644 --- a/game/addons/mat_maker_gd/nodes/noise/noise.gd +++ b/game/addons/mat_maker_gd/nodes/noise/noise.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Noises = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource @@ -26,7 +26,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var ps : float = 1.0 / float(pseed) #return dots(uv, 1.0/$(size), $(density), $(seed)); - var f : float = Noises.dots(uv, 1.0 / float(grid_size), density, ps) + var f : float = MMAlgos.dots(uv, 1.0 / float(grid_size), density, ps) return Color(f, f, f, 1) diff --git a/game/addons/mat_maker_gd/nodes/noise/voronoi.gd b/game/addons/mat_maker_gd/nodes/noise/voronoi.gd index a59ec47d..80c016f7 100644 --- a/game/addons/mat_maker_gd/nodes/noise/voronoi.gd +++ b/game/addons/mat_maker_gd/nodes/noise/voronoi.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var out_nodes : Resource export(Resource) var out_borders : Resource @@ -86,7 +86,7 @@ func _render(material) -> void: var ps : float = 1.0 / float(pseed) #vec4 $(name_uv)_xyzw = voronoi($uv, vec2($scale_x, $scale_y), vec2($stretch_y, $stretch_x), $intensity, $randomness, $seed); - var voronoi : Color = Commons.voronoi(uv, scale, stretch, intensity, randomness, ps) + var voronoi : Color = MMAlgos.voronoi(uv, scale, stretch, intensity, randomness, ps) #Nodes - float - A greyscale pattern based on the distance to cell centers #$(name_uv)_xyzw.z @@ -98,12 +98,12 @@ func _render(material) -> void: #Random color - rgb - A color pattern that assigns a random color to each cell #rand3(fract(floor($(name_uv)_xyzw.xy)/vec2($scale_x, $scale_y))) - var rv3 : Vector3 = Commons.rand3(Commons.fractv2(Vector2(voronoi.r, voronoi.g) / scale)) + var rv3 : Vector3 = MMAlgos.rand3(MMAlgos.fractv2(Vector2(voronoi.r, voronoi.g) / scale)) var random_color_col : Color = Color(rv3.x, rv3.y, rv3.z, 1) #Fill - rgba - An output that should be plugged into a Fill companion node #vec4(fract(($(name_uv)_xyzw.xy-1.0)/vec2($scale_x, $scale_y)), vec2(2.0)/vec2($scale_x, $scale_y)) - var fv21 : Vector2 = Commons.fractv2((Vector2(voronoi.r, voronoi.g) - Vector2(1, 1)) / scale) + var fv21 : Vector2 = MMAlgos.fractv2((Vector2(voronoi.r, voronoi.g) - Vector2(1, 1)) / scale) var fv22 : Vector2 = Vector2(2, 2) / scale var fill_col : Color = Color(fv21.x, fv21.y, fv22.x, fv22.y) diff --git a/game/addons/mat_maker_gd/nodes/pattern/beehive.gd b/game/addons/mat_maker_gd/nodes/pattern/beehive.gd index 730a6675..e03c94d4 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/beehive.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/beehive.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var out_main : Resource export(Resource) var out_random_color : Resource @@ -68,22 +68,22 @@ func _render(material) -> void: #vec2 $(name_uv)_uv = $uv*vec2($sx, $sy*1.73205080757); #vec4 $(name_uv)_center = beehive_center($(name_uv)_uv); var beehive_uv : Vector2 = uv * size; - var beehive_uv_center : Color = Commons.beehive_center(beehive_uv); + var beehive_uv_center : Color = MMAlgos.beehive_center(beehive_uv); #Output (float) - Shows the greyscale pattern #1.0-2.0*beehive_dist($(name_uv)_center.xy) - var f : float = 1.0 - 2.0 * Commons.beehive_dist(Vector2(beehive_uv_center.r, beehive_uv_center.g)) + var f : float = 1.0 - 2.0 * MMAlgos.beehive_dist(Vector2(beehive_uv_center.r, beehive_uv_center.g)) var main_pattern_col : Color = Color(f, f, f, 1) #Random color (rgb) - Shows a random color for each hexagonal tile #rand3(fract($(name_uv)_center.zw/vec2($sx, $sy))+vec2(float($seed))) - var rcv3 : Vector3 = Commons.rand3(Commons.fractv2(Vector2(beehive_uv_center.b, beehive_uv_center.a) / size) + Vector2(ps, ps)) + var rcv3 : Vector3 = MMAlgos.rand3(MMAlgos.fractv2(Vector2(beehive_uv_center.b, beehive_uv_center.a) / size) + Vector2(ps, ps)) var random_color_col : Color = Color(rcv3.x, rcv3.y, rcv3.z, 1) #UV map (rgb) - Shows an UV map to be connected to the UV map port of the Custom UV node #vec3(vec2(0.5)+$(name_uv)_center.xy, rand(fract($(name_uv)_center.zw/vec2($sx, $sy))+vec2(float($seed)))) var uvm1 : Vector2 = Vector2(0.5, 0.5) + Vector2(beehive_uv_center.r, beehive_uv_center.g) - var uvm2 : Vector2 = Commons.rand2(Commons.fractv2(Vector2(beehive_uv_center.b, beehive_uv_center.a) / size) + Vector2(ps, ps)) + var uvm2 : Vector2 = MMAlgos.rand2(MMAlgos.fractv2(Vector2(beehive_uv_center.b, beehive_uv_center.a) / size) + Vector2(ps, ps)) var uv_map_col : Color = Color(uvm1.x, uvm1.y, uvm2.x, 1) diff --git a/game/addons/mat_maker_gd/nodes/pattern/bricks.gd b/game/addons/mat_maker_gd/nodes/pattern/bricks.gd index 7c4b4dcb..b0036c17 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/bricks.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/bricks.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Patterns = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var out_bricks_pattern : Resource export(Resource) var out_random_color : Resource @@ -167,19 +167,19 @@ func _render(material) -> void: #"Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond" if type == 0: - brick_rect = Patterns.bricks_rb(uv, col_row, repeat, offset) + brick_rect = MMAlgos.bricks_rb(uv, col_row, repeat, offset) elif type == 1: - brick_rect = Patterns.bricks_rb2(uv, col_row, repeat, offset) + brick_rect = MMAlgos.bricks_rb2(uv, col_row, repeat, offset) elif type == 2: - brick_rect = Patterns.bricks_hb(uv, col_row, repeat, offset) + brick_rect = MMAlgos.bricks_hb(uv, col_row, repeat, offset) elif type == 3: - brick_rect = Patterns.bricks_bw(uv, col_row, repeat, offset) + brick_rect = MMAlgos.bricks_bw(uv, col_row, repeat, offset) elif type == 4: - brick_rect = Patterns.bricks_sb(uv, col_row, repeat, offset) + brick_rect = MMAlgos.bricks_sb(uv, col_row, repeat, offset) #vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv))); - var brick : Color = Patterns.brick(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), roundness.get_value(uv), max(0.001, bevel.get_value(uv))) + var brick : Color = MMAlgos.brick(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), roundness.get_value(uv), max(0.001, bevel.get_value(uv))) #Bricks pattern (float) - A greyscale image that shows the bricks pattern #$(name_uv).x @@ -187,7 +187,7 @@ func _render(material) -> void: #Random color (rgb) - A random color for each brick #brick_random_color($(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed)) - var brc : Vector3 = Patterns.brick_random_color(Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), 1 / float(pseed)) + var brc : Vector3 = MMAlgos.brick_random_color(Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), 1 / float(pseed)) var random_color_col : Color = Color(brc.x, brc.y, brc.z, 1) #Position.x (float) - The position of each brick along the X axis", @@ -200,12 +200,12 @@ func _render(material) -> void: #Brick UV (rgb) - An UV map output for each brick, to be connected to the Map input of a CustomUV node #brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed)) - var buv : Vector3 = Patterns.brick_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), pseed) + var buv : Vector3 = MMAlgos.brick_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), pseed) var brick_uv_col : Color = Color(buv.x, buv.y, buv.z, 1) #Corner UV (rgb) - An UV map output for each brick corner, to be connected to the Map input of a CustomUV node #brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed)) - var bcuv : Vector3 = Patterns.brick_corner_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), corner, pseed) + var bcuv : Vector3 = MMAlgos.brick_corner_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), corner, pseed) var corner_uv_col : Color = Color(bcuv.x, bcuv.y, bcuv.z, 1) #Direction (float) - The direction of each brick (white: horizontal, black: vertical) diff --git a/game/addons/mat_maker_gd/nodes/pattern/iching.gd b/game/addons/mat_maker_gd/nodes/pattern/iching.gd index 058ea9af..3437914d 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/iching.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/iching.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Patterns = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Vector2) var size : Vector2 = Vector2(4, 4) @@ -28,7 +28,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var ps : float = 1.0 / float(pseed) #IChing(vec2($columns, $rows)*$uv, float($seed)) - return Patterns.IChingc(uv, size, ps) + return MMAlgos.IChingc(uv, size, ps) #size func get_size() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/pattern/pattern.gd b/game/addons/mat_maker_gd/nodes/pattern/pattern.gd index a2fa2b29..0ebba871 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/pattern.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/pattern.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Patterns = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(int, "Multiply,Add,Max,Min,Xor,Pow") var combiner_type : int = 0 @@ -31,7 +31,7 @@ func _render(material) -> void: image.set_value(img) func get_value_for(uv : Vector2, pseed : int) -> Color: - var f : float = Patterns.pattern(uv, repeat.x, repeat.y, combiner_type, combiner_axis_type_x, combiner_axis_type_y) + var f : float = MMAlgos.pattern(uv, repeat.x, repeat.y, combiner_type, combiner_axis_type_x, combiner_axis_type_y) return Color(f, f, f, 1) diff --git a/game/addons/mat_maker_gd/nodes/pattern/runes.gd b/game/addons/mat_maker_gd/nodes/pattern/runes.gd index c36e9c45..9a3e310f 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/runes.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/runes.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Patterns = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Vector2) var size : Vector2 = Vector2(4, 4) @@ -28,7 +28,7 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var ps : float = 1.0 / float(pseed) #Rune(vec2($columns, $rows)*$uv, float($seed)) - return Patterns.runesc(uv, size, ps) + return MMAlgos.runesc(uv, size, ps) #size func get_size() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/pattern/scratches.gd b/game/addons/mat_maker_gd/nodes/pattern/scratches.gd index 5e8ab6e5..10939598 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/scratches.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/scratches.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Patterns = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Vector2) var size : Vector2 = Vector2(0.25, 0.4) @@ -34,7 +34,7 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: #scratches($uv, int($layers), vec2($length, $width), $waviness, $angle, $randomness, vec2(float($seed), 0.0)) - return Patterns.scratchesc(uv, layers, size, waviness, angle, randomness, Vector2(pseed, 0.0)) + return MMAlgos.scratchesc(uv, layers, size, waviness, angle, randomness, Vector2(pseed, 0.0)) #size func get_size() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/pattern/sine_wave.gd b/game/addons/mat_maker_gd/nodes/pattern/sine_wave.gd index dbf0819f..c3a52aaa 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/sine_wave.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/sine_wave.gd @@ -1,8 +1,6 @@ tool extends MMNode -var Patterns = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(float) var amplitude : float = 0.5 export(float) var frequency : float = 2 diff --git a/game/addons/mat_maker_gd/nodes/pattern/truchet.gd b/game/addons/mat_maker_gd/nodes/pattern/truchet.gd index b822ace1..e2106f60 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/truchet.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/truchet.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Patterns = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(int, "Line,Circle") var shape : int = 0 @@ -28,9 +28,9 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: if shape == 0: - return Patterns.truchet1c(uv, size, pseed) + return MMAlgos.truchet1c(uv, size, pseed) elif shape == 1: - return Patterns.truchet2c(uv, size, pseed) + return MMAlgos.truchet2c(uv, size, pseed) return Color() diff --git a/game/addons/mat_maker_gd/nodes/pattern/weave.gd b/game/addons/mat_maker_gd/nodes/pattern/weave.gd index 8037c205..479529da 100644 --- a/game/addons/mat_maker_gd/nodes/pattern/weave.gd +++ b/game/addons/mat_maker_gd/nodes/pattern/weave.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Patterns = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var out_main : Resource export(Resource) var out_horizontal_map : Resource @@ -83,7 +83,7 @@ func _render(material) -> void: var width_val : Vector2 = width.get_value(uv) #vec3 $(name_uv) = weave2($uv, vec2($columns, $rows), $stitch, $width_x*$width_map($uv), $width_y*$width_map($uv)); - var weave : Vector3 = Patterns.weave2(uv, size, stitch, width_val.x, width_val.y); + var weave : Vector3 = MMAlgos.weave2(uv, size, stitch, width_val.x, width_val.y); #Outputs: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_annular_shape.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_annular_shape.gd index 62b3a7fa..b0d19c86 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_annular_shape.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_annular_shape.gd @@ -1,7 +1,7 @@ tool extends MMNode -var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(float) var width : float = 0.1 @@ -30,7 +30,7 @@ func _register_methods(mm_graph_node) -> void: func get_property_value(uv : Vector2): var val : float = output.get_value(uv, true) - return SDF2D.sdRipples(val, width, ripples) + return MMAlgos.sdRipples(val, width, ripples) #width func get_width() -> float: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_bool.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_bool.gd index a037daf3..81e9b53f 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_bool.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_bool.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input1 : Resource export(Resource) var input2 : Resource @@ -52,11 +52,11 @@ func _register_methods(mm_graph_node) -> void: func get_property_value(uv : Vector2) -> float: if operation == 0: - return Commons.sdf_boolean_union(input1.get_value(uv), input2.get_value(uv)) + return MMAlgos.sdf_boolean_union(input1.get_value(uv), input2.get_value(uv)) elif operation == 1: - return Commons.sdf_boolean_substraction(input1.get_value(uv), input2.get_value(uv)) + return MMAlgos.sdf_boolean_substraction(input1.get_value(uv), input2.get_value(uv)) elif operation == 2: - return Commons.sdf_boolean_intersection(input1.get_value(uv), input2.get_value(uv)) + return MMAlgos.sdf_boolean_intersection(input1.get_value(uv), input2.get_value(uv)) return 0.0 diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_circle_repeat.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_circle_repeat.gd index bbf77a5c..42095d96 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_circle_repeat.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_circle_repeat.gd @@ -1,7 +1,7 @@ tool extends MMNode -var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(int) var count : int = 6 @@ -27,7 +27,7 @@ func _register_methods(mm_graph_node) -> void: func get_property_value(uv : Vector2): #$in(circle_repeat_transform_2d($uv-vec2(0.5), $c)+vec2(0.5)) - var new_uv : Vector2 = SDF2D.circle_repeat_transform_2d(uv - Vector2(0.5, 0.5), count) + Vector2(0.5, 0.5) + var new_uv : Vector2 = MMAlgos.circle_repeat_transform_2d(uv - Vector2(0.5, 0.5), count) + Vector2(0.5, 0.5) return output.get_value(new_uv, true) diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_morph.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_morph.gd index 0559f408..f83f0805 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_morph.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_morph.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input1 : Resource export(Resource) var input2 : Resource @@ -51,7 +51,7 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_float("get_amount", "set_amount", "Amount", 0.01) func get_property_value(uv : Vector2) -> float: - return Commons.sdf_morph(input1.get_value(uv), input2.get_value(uv), amount) + return MMAlgos.sdf_morph(input1.get_value(uv), input2.get_value(uv), amount) #amount func get_amount() -> float: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_repeat.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_repeat.gd index ff836cb0..1f646b8e 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_repeat.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_repeat.gd @@ -1,7 +1,7 @@ tool extends MMNode -var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(int) var x : int = 3 @@ -34,7 +34,7 @@ func get_property_value(uv : Vector2): var pseed : int = 123123 #$in(repeat_2d($uv, vec2(1.0/$rx, 1.0/$ry), float($seed), $r)) - var new_uv : Vector2 = SDF2D.repeat_2d(uv, Vector2(1.0 / float(x), 1.0/ float(y)), 1.0/float(pseed), random_rotation) + var new_uv : Vector2 = MMAlgos.repeat_2d(uv, Vector2(1.0 / float(x), 1.0/ float(y)), 1.0/float(pseed), random_rotation) return output.get_value(new_uv, true) #x diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_rounded_shape.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_rounded_shape.gd index 13fc9bbe..72f65ec4 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_rounded_shape.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_rounded_shape.gd @@ -1,7 +1,7 @@ tool extends MMNode -var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(float) var radius : float = 0 @@ -28,7 +28,7 @@ func _register_methods(mm_graph_node) -> void: func get_property_value(uv : Vector2): var val : float = output.get_value(uv, true) - return SDF2D.sdf_rounded_shape(val, radius) + return MMAlgos.sdf_rounded_shape(val, radius) #radius func get_radius() -> float: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_smooth_bool.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_smooth_bool.gd index d1b87fd7..1094c9a0 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_smooth_bool.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_op_smooth_bool.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input1 : Resource export(Resource) var input2 : Resource @@ -54,11 +54,11 @@ func _register_methods(mm_graph_node) -> void: func get_property_value(uv : Vector2) -> float: if operation == 0: - return Commons.sdf_smooth_boolean_union(input1.get_value(uv), input2.get_value(uv), smoothness) + return MMAlgos.sdf_smooth_boolean_union(input1.get_value(uv), input2.get_value(uv), smoothness) elif operation == 1: - return Commons.sdf_smooth_boolean_substraction(input1.get_value(uv), input2.get_value(uv), smoothness) + return MMAlgos.sdf_smooth_boolean_substraction(input1.get_value(uv), input2.get_value(uv), smoothness) elif operation == 2: - return Commons.sdf_smooth_boolean_intersection(input1.get_value(uv), input2.get_value(uv), smoothness) + return MMAlgos.sdf_smooth_boolean_intersection(input1.get_value(uv), input2.get_value(uv), smoothness) return 0.0 diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_arc.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_arc.gd index 385fb3a2..d0b6995c 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_arc.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_arc.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(Vector2) var angle : Vector2 = Vector2(30, 150) @@ -27,7 +27,7 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_float("get_width", "set_width", "Width", 0.01) func get_property_value(uv : Vector2) -> float: - return Commons.sdf_arc(uv, angle, Vector2(radius, width)) + return MMAlgos.sdf_arc(uv, angle, Vector2(radius, width)) #angle func get_angle() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_box.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_box.gd index dd1b24fd..b9b76083 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_box.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_box.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(Vector2) var center : Vector2 = Vector2(0, 0) @@ -25,7 +25,7 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_vector2("get_size", "set_size", "Size", 0.01) func get_property_value(uv : Vector2) -> float: - return Commons.sdf_box(uv, center, size) + return MMAlgos.sdf_box(uv, center, size) #center func get_center() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_circle.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_circle.gd index e0301c28..fea05175 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_circle.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_circle.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(Vector2) var center : Vector2 = Vector2(0, 0) @@ -25,7 +25,7 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_float("get_radius", "set_radius", "Radius", 0.01) func get_property_value(uv : Vector2) -> float: - return Commons.sdf_circle(uv, center, radius) + return MMAlgos.sdf_circle(uv, center, radius) #center func get_center() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_line.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_line.gd index 90510f08..570be063 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_line.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_line.gd @@ -1,7 +1,7 @@ tool extends "res://addons/mat_maker_gd/nodes/bases/curve_base.gd" -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(Vector2) var A : Vector2 = Vector2(-0.3, -0.3) @@ -31,11 +31,11 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_curve() func get_property_value(uv : Vector2) -> float: - var line : Vector2 = Commons.sdf_line(uv, A, B, width) + var line : Vector2 = MMAlgos.sdf_line(uv, A, B, width) #$(name_uv)_sdl.x - $r * $profile($(name_uv)_sdl.y) - return line.x - width * Commons.curve(line.y, points) + return line.x - width * MMAlgos.curve(line.y, points) #a func get_a() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_polygon.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_polygon.gd index c3bf208b..0ddf5b01 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_polygon.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_polygon.gd @@ -1,7 +1,7 @@ tool extends "res://addons/mat_maker_gd/nodes/bases/polygon_base.gd" -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource @@ -21,7 +21,7 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_polygon() func get_property_value(uv : Vector2) -> float: - return Commons.sdPolygon(uv, points) + return MMAlgos.sdPolygon(uv, points) func _polygon_changed() -> void: emit_changed() diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_rhombus.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_rhombus.gd index 8b328935..9c24b92f 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_rhombus.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_shape_rhombus.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(Vector2) var center : Vector2 = Vector2(0, 0) @@ -25,7 +25,7 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_vector2("get_size", "set_size", "Size", 0.01) func get_property_value(uv : Vector2) -> float: - return Commons.sdf_rhombus(uv, center, size) + return MMAlgos.sdf_rhombus(uv, center, size) #center func get_center() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_show.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_show.gd index 4343e78e..e4b8e7ad 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_show.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_show.gd @@ -1,8 +1,6 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(Resource) var input : Resource export(float) var bevel : float = 0 diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_tf_rotate.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_tf_rotate.gd index f4439ae9..4970ca14 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_tf_rotate.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_tf_rotate.gd @@ -1,7 +1,7 @@ tool extends MMNode -var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(float) var angle : float = 0 @@ -27,7 +27,7 @@ func _register_methods(mm_graph_node) -> void: func get_property_value(uv : Vector2): #$in(sdf2d_rotate($uv, $a*0.01745329251))", - return output.get_value(SDF2D.sdf2d_rotate(uv, angle * 0.01745329251), true) + return output.get_value(MMAlgos.sdf2d_rotate(uv, angle * 0.01745329251), true) #angle func get_angle() -> float: diff --git a/game/addons/mat_maker_gd/nodes/sdf2d/sd_tf_scale.gd b/game/addons/mat_maker_gd/nodes/sdf2d/sd_tf_scale.gd index c76fcc73..0923b88a 100644 --- a/game/addons/mat_maker_gd/nodes/sdf2d/sd_tf_scale.gd +++ b/game/addons/mat_maker_gd/nodes/sdf2d/sd_tf_scale.gd @@ -1,8 +1,6 @@ tool extends MMNode -var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var output : Resource export(float) var scale : float = 1 diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_color.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_color.gd index 77ad3ef8..3a0379ff 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_color.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_color.gd @@ -1,8 +1,6 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var input : Resource export(Resource) var output : Resource export(float) var color : float = 0.5 diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_bool.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_bool.gd index 1808fc44..8c6e0c0c 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_bool.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_bool.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input1 : Resource export(Resource) var input2 : Resource @@ -55,11 +55,11 @@ func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: var s2 : Vector2 = input2.get_value_sdf3d(uv3) if operation == 0: - return Commons.sdf3dc_union(s1, s2) + return MMAlgos.sdf3dc_union(s1, s2) elif operation == 1: - return Commons.sdf3dc_sub(s1, s2) + return MMAlgos.sdf3dc_sub(s1, s2) elif operation == 2: - return Commons.sdf3dc_inter(s1, s2) + return MMAlgos.sdf3dc_inter(s1, s2) return Vector2() diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_circle_repeat.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_circle_repeat.gd index d71207cc..4dab77a7 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_circle_repeat.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_circle_repeat.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource export(Resource) var output : Resource @@ -39,7 +39,7 @@ func _register_methods(mm_graph_node) -> void: func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: #todo make seed a class variable probably into MMNode - var new_uv : Vector3 = Commons.circle_repeat_transform(uv3, count) + var new_uv : Vector3 = MMAlgos.circle_repeat_transform(uv3, count) return input.get_value_sdf3d(new_uv) diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_elongation.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_elongation.gd index 23fed022..fa5c6402 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_elongation.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_elongation.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource export(Resource) var output : Resource @@ -38,7 +38,7 @@ func _register_methods(mm_graph_node) -> void: func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: #$in($uv - clamp($uv, -abs(vec3($x, $y, $z)), abs(vec3($x, $y, $z)))) - var new_uv : Vector3 = uv3 - Commons.clampv3(uv3, -Commons.absv3(length), Commons.absv3(length)) + var new_uv : Vector3 = uv3 - MMAlgos.clampv3(uv3, -MMAlgos.absv3(length), MMAlgos.absv3(length)) return input.get_value_sdf3d(new_uv) diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_extrusion.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_extrusion.gd index f0a1d18a..37dd3cde 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_extrusion.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_extrusion.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource export(Resource) var output : Resource @@ -43,7 +43,7 @@ func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: var f : float = input.get_value(Vector2(uv3.x, uv3.z) + Vector2(0.5, 0.5)) var w : Vector2 = Vector2(f, abs(uv3.y) - length) - var ff : float = min(max(w.x,w.y),0.0) + Commons.maxv2(w, Vector2()).length() + var ff : float = min(max(w.x,w.y),0.0) + MMAlgos.maxv2(w, Vector2()).length() return Vector2(ff, 0) diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_morph.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_morph.gd index 09783b79..a08dd9cc 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_morph.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_morph.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input1 : Resource export(Resource) var input2 : Resource diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_repeat.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_repeat.gd index bcf55097..5ecdf8e8 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_repeat.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_repeat.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource export(Resource) var output : Resource @@ -41,7 +41,7 @@ func _register_methods(mm_graph_node) -> void: func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: #todo make seed a class variable probably into MMNode - var new_uv : Vector3 = Commons.sdf3d_repeat(uv3, col_row, rotation, 1) + var new_uv : Vector3 = MMAlgos.sdf3d_repeat(uv3, col_row, rotation, 1) return input.get_value_sdf3d(new_uv) diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_revolution.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_revolution.gd index a01b1e8c..629b402d 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_revolution.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_revolution.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource export(Resource) var output : Resource diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_rounded.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_rounded.gd index 05659b02..fce1b414 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_rounded.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_rounded.gd @@ -1,8 +1,6 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var input : Resource export(Resource) var output : Resource export(float) var radius : float = 0.15 diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_smooth_bool.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_smooth_bool.gd index 2fef9fd6..d0e22e17 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_smooth_bool.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_op_smooth_bool.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input1 : Resource export(Resource) var input2 : Resource @@ -57,11 +57,11 @@ func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: var s2 : Vector2 = input2.get_value_sdf3d(uv3) if operation == 0: - return Commons.sdf3d_smooth_union(s1, s2, smoothness) + return MMAlgos.sdf3d_smooth_union(s1, s2, smoothness) elif operation == 1: - return Commons.sdf3d_smooth_subtraction(s1, s2, smoothness) + return MMAlgos.sdf3d_smooth_subtraction(s1, s2, smoothness) elif operation == 2: - return Commons.sdf3d_smooth_intersection(s1, s2, smoothness) + return MMAlgos.sdf3d_smooth_intersection(s1, s2, smoothness) return Vector2() diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_render.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_render.gd index e8588301..80282fae 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_render.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_render.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_box.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_box.gd index 6ec7c040..38e8e5b6 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_box.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_box.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(Vector3) var size : Vector3 = Vector3(0.3, 0.25, 0.25) @@ -25,7 +25,7 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_float("get_radius", "set_radius", "Radius", 0.01) func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: - return Commons.sdf3d_box(uv3, size.x, size.y, size.z, radius) + return MMAlgos.sdf3d_box(uv3, size.x, size.y, size.z, radius) #size func get_size() -> Vector3: diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_capsule.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_capsule.gd index fbaeb31e..11bcd108 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_capsule.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_capsule.gd @@ -1,7 +1,7 @@ tool extends "res://addons/mat_maker_gd/nodes/bases/curve_base.gd" -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(int, "X,Y,Z") var axis : int = 1 @@ -49,7 +49,7 @@ func sdf3d_capsule_y(p : Vector3, r : float, l : float) -> Vector2: v.y -= clamp(v.y, -l, l); var cx : float = clamp(0.5 + 0.5 * p.y / l, 0.0, 1.0) - var cp : float = Commons.curve(cx, points) + var cp : float = MMAlgos.curve(cx, points) var f : float = v.length() - r * cp return Vector2(f, 0.0); @@ -59,7 +59,7 @@ func sdf3d_capsule_x(p : Vector3, r : float, l : float) -> Vector2: v.x -= clamp(v.x, -l, l); var cx : float = clamp(0.5 + 0.5 * p.x / l, 0.0, 1.0) - var cp : float = Commons.curve(cx, points) + var cp : float = MMAlgos.curve(cx, points) var f : float = v.length() - r * cp return Vector2(f, 0.0); @@ -69,7 +69,7 @@ func sdf3d_capsule_z(p : Vector3, r : float, l : float) -> Vector2: v.z -= clamp(v.z, -l, l); var cx : float = clamp(0.5 + 0.5 * p.z / l, 0.0, 1.0) - var cp : float = Commons.curve(cx, points) + var cp : float = MMAlgos.curve(cx, points) var f : float = v.length() - r * cp return Vector2(f, 0.0); diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_cone.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_cone.gd index 2ae71511..f10b4577 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_cone.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_cone.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(int, "+X,-X,+Y,-Y,+Z,-Z") var axis : int = 2 @@ -26,17 +26,17 @@ func _register_methods(mm_graph_node) -> void: func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: if axis == 0: - return Commons.sdf3d_cone_px(uv3, angle) + return MMAlgos.sdf3d_cone_px(uv3, angle) elif axis == 1: - return Commons.sdf3d_cone_nx(uv3, angle) + return MMAlgos.sdf3d_cone_nx(uv3, angle) elif axis == 2: - return Commons.sdf3d_cone_py(uv3, angle) + return MMAlgos.sdf3d_cone_py(uv3, angle) elif axis == 3: - return Commons.sdf3d_cone_ny(uv3, angle) + return MMAlgos.sdf3d_cone_ny(uv3, angle) elif axis == 4: - return Commons.sdf3d_cone_pz(uv3, angle) + return MMAlgos.sdf3d_cone_pz(uv3, angle) elif axis == 5: - return Commons.sdf3d_cone_nz(uv3, angle) + return MMAlgos.sdf3d_cone_nz(uv3, angle) return Vector2() diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_cylinder.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_cylinder.gd index 8f8599c8..d60c19ea 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_cylinder.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_cylinder.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(int, "X,Y,Z") var axis : int = 1 @@ -28,11 +28,11 @@ func _register_methods(mm_graph_node) -> void: func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: if axis == 0: - return Commons.sdf3d_cylinder_x(uv3, radius, length) + return MMAlgos.sdf3d_cylinder_x(uv3, radius, length) elif axis == 1: - return Commons.sdf3d_cylinder_y(uv3, radius, length) + return MMAlgos.sdf3d_cylinder_y(uv3, radius, length) elif axis == 2: - return Commons.sdf3d_cylinder_z(uv3, radius, length) + return MMAlgos.sdf3d_cylinder_z(uv3, radius, length) return Vector2() diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_sphere.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_sphere.gd index 884168ee..0a0b9ca0 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_sphere.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_sphere.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(float) var radius : float = 0.5 @@ -23,7 +23,7 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_float("get_radius", "set_radius", "Radius", 0.01) func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: - return Commons.sdf3d_sphere(uv3, radius) + return MMAlgos.sdf3d_sphere(uv3, radius) #radius func get_radius() -> float: diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_torus.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_torus.gd index fcf24e53..2ee7888a 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_torus.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_shape_torus.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var output : Resource export(int, "X,Y,Z") var axis : int = 2 @@ -28,11 +28,11 @@ func _register_methods(mm_graph_node) -> void: func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: if axis == 0: - return Commons.sdf3d_torus_x(uv3, major_radius, minor_radius) + return MMAlgos.sdf3d_torus_x(uv3, major_radius, minor_radius) elif axis == 1: - return Commons.sdf3d_torus_y(uv3, major_radius, minor_radius) + return MMAlgos.sdf3d_torus_y(uv3, major_radius, minor_radius) elif axis == 2: - return Commons.sdf3d_torus_z(uv3, major_radius, minor_radius) + return MMAlgos.sdf3d_torus_z(uv3, major_radius, minor_radius) return Vector2() diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_rotate.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_rotate.gd index 117db2d9..8cb7f618 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_rotate.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_rotate.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource export(Resource) var output : Resource @@ -39,7 +39,7 @@ func _register_methods(mm_graph_node) -> void: func get_property_value_sdf3d(uv3 : Vector3) -> Vector2: #$in(rotate3d($uv, -vec3($ax, $ay, $az)*0.01745329251)) - return input.get_value_sdf3d(Commons.rotate3d(uv3, -rotation * 0.01745329251)) + return input.get_value_sdf3d(MMAlgos.rotate3d(uv3, -rotation * 0.01745329251)) #rotation func get_rotation() -> Vector3: diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_scale.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_scale.gd index a84cab30..497a6c18 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_scale.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_scale.gd @@ -1,8 +1,6 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var input : Resource export(Resource) var output : Resource export(float) var scale : float = 1 diff --git a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_translate.gd b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_translate.gd index b37d7051..92ab093c 100644 --- a/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_translate.gd +++ b/game/addons/mat_maker_gd/nodes/sdf3d/sdf3d_tf_translate.gd @@ -1,8 +1,6 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var input : Resource export(Resource) var output : Resource export(Vector3) var translation : Vector3 = Vector3() diff --git a/game/addons/mat_maker_gd/nodes/simple/curve.gd b/game/addons/mat_maker_gd/nodes/simple/curve.gd index 74769039..ad3be832 100644 --- a/game/addons/mat_maker_gd/nodes/simple/curve.gd +++ b/game/addons/mat_maker_gd/nodes/simple/curve.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource @@ -57,16 +57,16 @@ func _render(material) -> void: 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 = Commons.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)) + var bezier : Vector2 = MMAlgos.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))) + var uv_test : Vector2 = MMAlgos.stepv2(Vector2(0.5, 0.5), MMAlgos.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)) + var final_uv : Vector2 = lerp(Vector2(MMAlgos.fract(repeat * new_uv.x), new_uv.y), Vector2(), max(uv_test.x, uv_test.y)) return final_uv diff --git a/game/addons/mat_maker_gd/nodes/simple/shape.gd b/game/addons/mat_maker_gd/nodes/simple/shape.gd index 4f45b5dc..7da49e14 100644 --- a/game/addons/mat_maker_gd/nodes/simple/shape.gd +++ b/game/addons/mat_maker_gd/nodes/simple/shape.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Shapes = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") enum ShapeType { SHAPE_TYPE_CIRCLE = 0, @@ -72,15 +72,15 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: edg = 0.0000001 if shape_type == ShapeType.SHAPE_TYPE_CIRCLE: - c = Shapes.shape_circle(uv, sides, rad, edg) + c = MMAlgos.shape_circle(uv, sides, rad, edg) elif shape_type == ShapeType.SHAPE_TYPE_POLYGON: - c = Shapes.shape_polygon(uv, sides, rad, edg) + c = MMAlgos.shape_polygon(uv, sides, rad, edg) elif shape_type == ShapeType.SHAPE_TYPE_STAR: - c = Shapes.shape_star(uv, sides, rad, edg) + c = MMAlgos.shape_star(uv, sides, rad, edg) elif shape_type == ShapeType.SHAPE_TYPE_CURVED_STAR: - c = Shapes.shape_curved_star(uv, sides, rad, edg) + c = MMAlgos.shape_curved_star(uv, sides, rad, edg) elif shape_type == ShapeType.SHAPE_TYPE_RAYS: - c = Shapes.shape_rays(uv, sides, rad, edg) + c = MMAlgos.shape_rays(uv, sides, rad, edg) return Color(c, c, c, 1) diff --git a/game/addons/mat_maker_gd/nodes/transform/circle_map.gd b/game/addons/mat_maker_gd/nodes/transform/circle_map.gd index d6fb35df..e9e336d3 100644 --- a/game/addons/mat_maker_gd/nodes/transform/circle_map.gd +++ b/game/addons/mat_maker_gd/nodes/transform/circle_map.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -43,7 +43,7 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: #$in(vec2(fract($repeat*atan($uv.y-0.5, $uv.x-0.5)*0.15915494309), min(0.99999, 2.0/$radius*length($uv-vec2(0.5)))))", - var nuv : Vector2 = Vector2(Commons.fractf(repeat*atan2(uv.y - 0.5, uv.x - 0.5) * 0.15915494309), min(0.99999, 2.0 / radius * (uv - Vector2(0.5, 0.5)).length())) + var nuv : Vector2 = Vector2(MMAlgos.fractf(repeat*atan2(uv.y - 0.5, uv.x - 0.5) * 0.15915494309), min(0.99999, 2.0 / radius * (uv - Vector2(0.5, 0.5)).length())) return input.get_value(nuv) diff --git a/game/addons/mat_maker_gd/nodes/transform/color_tiler.gd b/game/addons/mat_maker_gd/nodes/transform/color_tiler.gd index 03bebcce..e69e2acf 100644 --- a/game/addons/mat_maker_gd/nodes/transform/color_tiler.gd +++ b/game/addons/mat_maker_gd/nodes/transform/color_tiler.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource export(Resource) var in_mask : Resource @@ -261,15 +261,15 @@ func tiler_calc(uv : Vector2, tile : Vector2, overlap : int, _seed : Vector2) -> for dx in range(-overlap, overlap): #for (int dx = -overlap; dx <= overlap; ++dx) { for dy in range(-overlap, overlap): #for (int dy = -overlap; dy <= overlap; ++dy) { - var pos : Vector2 = Commons.fractv2((Commons.floorv2(uv * tile) + Vector2(dx, dy) + Vector2(0.5, 0.5)) / tile - Vector2(0.5, 0.5)) - var vseed : Vector2 = Commons.rand2(pos + _seed) - rc1 = Commons.rand3(vseed) - pos = Commons.fractv2(pos + Vector2(fixed_offset / tile.x, 0.0) * floor(Commons.modf(pos.y * tile.y, 2.0)) + rnd_offset * vseed / tile) - var mask : float = in_mask.get_value(Commons.fractv2(pos + Vector2(0.5, 0.5))) + var pos : Vector2 = MMAlgos.fractv2((MMAlgos.floorv2(uv * tile) + Vector2(dx, dy) + Vector2(0.5, 0.5)) / tile - Vector2(0.5, 0.5)) + var vseed : Vector2 = MMAlgos.rand2(pos + _seed) + rc1 = MMAlgos.rand3(vseed) + pos = MMAlgos.fractv2(pos + Vector2(fixed_offset / tile.x, 0.0) * floor(MMAlgos.modf(pos.y * tile.y, 2.0)) + rnd_offset * vseed / tile) + var mask : float = in_mask.get_value(MMAlgos.fractv2(pos + Vector2(0.5, 0.5))) if (mask > 0.01): - var pv : Vector2 = Commons.fractv2(uv - pos) - Vector2(0.5, 0.5) - vseed = Commons.rand2(vseed) + var pv : Vector2 = MMAlgos.fractv2(uv - pos) - Vector2(0.5, 0.5) + vseed = MMAlgos.rand2(vseed) var angle : float = (vseed.x * 2.0 - 1.0) * rnd_rotate * 0.01745329251 var ca : float = cos(angle) var sa : float = sin(angle) @@ -277,21 +277,21 @@ func tiler_calc(uv : Vector2, tile : Vector2, overlap : int, _seed : Vector2) -> pv *= (vseed.y-0.5) * 2.0 * rnd_scale + 1.0 pv /= scale pv += Vector2(0.5, 0.5) - pv = Commons.clampv2(pv, Vector2(), Vector2(1, 1)) + pv = MMAlgos.clampv2(pv, Vector2(), Vector2(1, 1)) #1, " " #4, "pv = clamp(0.5*(pv+floor(rand2(seed)*2.0)), vec2(0.0), vec2(1.0));" #16, "pv = clamp(0.25*(pv+floor(rand2(seed)*4.0)), vec2(0.0), vec2(1.0));" if select_inputs == 1: - pv = Commons.clampv2(0.5*(pv + Commons.floorv2(Commons.rand2(vseed)*2.0)), Vector2(), Vector2(1, 1)); + pv = MMAlgos.clampv2(0.5*(pv + MMAlgos.floorv2(MMAlgos.rand2(vseed)*2.0)), Vector2(), Vector2(1, 1)); elif select_inputs == 2: - pv = Commons.clampv2(0.25*(pv + Commons.floorv2(Commons.rand2(vseed)*4.0)), Vector2(), Vector2(1, 1)); + pv = MMAlgos.clampv2(0.25*(pv + MMAlgos.floorv2(MMAlgos.rand2(vseed)*4.0)), Vector2(), Vector2(1, 1)); # vec4 n = $in.variation(pv, $variations ? seed.x : 0.0); var n : Color = input.get_value(pv) * mask * (1.0 - rnd_opacity * vseed.x) - vseed = Commons.rand2(vseed) + vseed = MMAlgos.rand2(vseed) var na : float = n.a * mask * (1.0 - rnd_opacity * vseed.x) var a : float = (1.0 - c.a) * (1.0 * na) diff --git a/game/addons/mat_maker_gd/nodes/transform/kaleidoscope.gd b/game/addons/mat_maker_gd/nodes/transform/kaleidoscope.gd index b20e16f5..338fe9ba 100644 --- a/game/addons/mat_maker_gd/nodes/transform/kaleidoscope.gd +++ b/game/addons/mat_maker_gd/nodes/transform/kaleidoscope.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -41,7 +41,7 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: #$i(kal_rotate($uv, $count, $offset)) - return input.get_value(Commons.kal_rotate(uv, count, offset)) + return input.get_value(MMAlgos.kal_rotate(uv, count, offset)) #count func get_count() -> int: diff --git a/game/addons/mat_maker_gd/nodes/transform/mirror.gd b/game/addons/mat_maker_gd/nodes/transform/mirror.gd index bcb963e6..357d40cb 100644 --- a/game/addons/mat_maker_gd/nodes/transform/mirror.gd +++ b/game/addons/mat_maker_gd/nodes/transform/mirror.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -43,9 +43,9 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: #$i(uvmirror_$direction($uv, $offset)) if direction == 0: - return input.get_value(Commons.uvmirror_h(uv, offset)) + return input.get_value(MMAlgos.uvmirror_h(uv, offset)) elif direction == 1: - return input.get_value(Commons.uvmirror_v(uv, offset)) + return input.get_value(MMAlgos.uvmirror_v(uv, offset)) return Color(0, 0, 0, 1) diff --git a/game/addons/mat_maker_gd/nodes/transform/repeat.gd b/game/addons/mat_maker_gd/nodes/transform/repeat.gd index 7621522d..deb9d12d 100644 --- a/game/addons/mat_maker_gd/nodes/transform/repeat.gd +++ b/game/addons/mat_maker_gd/nodes/transform/repeat.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource @@ -24,4 +24,4 @@ func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_label_universal(input) func get_property_value(uv : Vector2): - return input.get_value(Commons.fractv2(uv), true) + return input.get_value(MMAlgos.fractv2(uv), true) diff --git a/game/addons/mat_maker_gd/nodes/transform/rotate.gd b/game/addons/mat_maker_gd/nodes/transform/rotate.gd index 4fd41a8a..3c607c3b 100644 --- a/game/addons/mat_maker_gd/nodes/transform/rotate.gd +++ b/game/addons/mat_maker_gd/nodes/transform/rotate.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -41,7 +41,7 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: #$i(rotate($uv, vec2(0.5+$cx, 0.5+$cy), $rotate*0.01745329251)) - return input.get_value(Commons.rotate(uv, center + Vector2(0.5, 0.5), rotate*0.01745329251)) + return input.get_value(MMAlgos.rotate(uv, center + Vector2(0.5, 0.5), rotate*0.01745329251)) #center func get_center() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/transform/scale.gd b/game/addons/mat_maker_gd/nodes/transform/scale.gd index 0e518b83..6fcf7ea8 100644 --- a/game/addons/mat_maker_gd/nodes/transform/scale.gd +++ b/game/addons/mat_maker_gd/nodes/transform/scale.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -41,7 +41,7 @@ func _render(material) -> void: func get_value_for(uv : Vector2, pseed : int) -> Color: #$i(scale($uv, vec2(0.5+$cx, 0.5+$cy), vec2($scale_x, $scale_y))) - return input.get_value(Commons.scale(uv, center + Vector2(0.5, 0.5), scale)) + return input.get_value(MMAlgos.scale(uv, center + Vector2(0.5, 0.5), scale)) #center func get_center() -> Vector2: diff --git a/game/addons/mat_maker_gd/nodes/transform/shear.gd b/game/addons/mat_maker_gd/nodes/transform/shear.gd index b2e979dc..1a4b0a38 100644 --- a/game/addons/mat_maker_gd/nodes/transform/shear.gd +++ b/game/addons/mat_maker_gd/nodes/transform/shear.gd @@ -1,8 +1,6 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(Resource) var input : Resource export(int, "Horizontal,Vertical") var direction : int = 0 diff --git a/game/addons/mat_maker_gd/nodes/transform/tiler.gd b/game/addons/mat_maker_gd/nodes/transform/tiler.gd index 74ea7d89..333e3b8f 100644 --- a/game/addons/mat_maker_gd/nodes/transform/tiler.gd +++ b/game/addons/mat_maker_gd/nodes/transform/tiler.gd @@ -1,7 +1,7 @@ tool extends MMNode -const Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +const MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var input : Resource export(Resource) var in_mask : Resource @@ -266,15 +266,15 @@ func tiler_calc(uv : Vector2, tile : Vector2, overlap : int, _seed : Vector2) -> for dx in range(-overlap, overlap): #for (int dx = -overlap; dx <= overlap; ++dx) { for dy in range(-overlap, overlap): #for (int dy = -overlap; dy <= overlap; ++dy) { - var pos : Vector2 = Commons.fractv2((Commons.floorv2(uv * tile) + Vector2(dx, dy) + Vector2(0.5, 0.5)) / tile - Vector2(0.5, 0.5)) - var vseed : Vector2 = Commons.rand2(pos+_seed) - rc1 = Commons.rand3(vseed) - pos = Commons.fractv2(pos + Vector2(fixed_offset / tile.x, 0.0) * floor(Commons.modf(pos.y * tile.y, 2.0)) + rnd_offset * vseed / tile) - var mask : float = in_mask.get_value(Commons.fractv2(pos + Vector2(0.5, 0.5))) + var pos : Vector2 = MMAlgos.fractv2((MMAlgos.floorv2(uv * tile) + Vector2(dx, dy) + Vector2(0.5, 0.5)) / tile - Vector2(0.5, 0.5)) + var vseed : Vector2 = MMAlgos.rand2(pos+_seed) + rc1 = MMAlgos.rand3(vseed) + pos = MMAlgos.fractv2(pos + Vector2(fixed_offset / tile.x, 0.0) * floor(MMAlgos.modf(pos.y * tile.y, 2.0)) + rnd_offset * vseed / tile) + var mask : float = in_mask.get_value(MMAlgos.fractv2(pos + Vector2(0.5, 0.5))) if (mask > 0.01): - var pv : Vector2 = Commons.fractv2(uv - pos) - Vector2(0.5, 0.5) - vseed = Commons.rand2(vseed) + var pv : Vector2 = MMAlgos.fractv2(uv - pos) - Vector2(0.5, 0.5) + vseed = MMAlgos.rand2(vseed) var angle : float = (vseed.x * 2.0 - 1.0) * rnd_rotate * 0.01745329251 var ca : float = cos(angle) var sa : float = sin(angle) @@ -282,8 +282,8 @@ func tiler_calc(uv : Vector2, tile : Vector2, overlap : int, _seed : Vector2) -> pv *= (vseed.y-0.5) * 2.0 * rnd_scale + 1.0 pv /= scale pv += Vector2(0.5, 0.5) - vseed = Commons.rand2(vseed) - var clamped_pv : Vector2 = Commons.clampv2(pv, Vector2(), Vector2(1, 1)) + vseed = MMAlgos.rand2(vseed) + var clamped_pv : Vector2 = MMAlgos.clampv2(pv, Vector2(), Vector2(1, 1)) if (pv.x != clamped_pv.x || pv.y != clamped_pv.y): continue @@ -293,14 +293,14 @@ func tiler_calc(uv : Vector2, tile : Vector2, overlap : int, _seed : Vector2) -> #16, "pv = clamp(0.25*(pv+floor(rand2(seed)*4.0)), vec2(0.0), vec2(1.0));" if select_inputs == 1: - pv = Commons.clampv2(0.5*(pv + Commons.floorv2(Commons.rand2(vseed)*2.0)), Vector2(), Vector2(1, 1)); + pv = MMAlgos.clampv2(0.5*(pv + MMAlgos.floorv2(MMAlgos.rand2(vseed)*2.0)), Vector2(), Vector2(1, 1)); elif select_inputs == 2: - pv = Commons.clampv2(0.25*(pv + Commons.floorv2(Commons.rand2(vseed)*4.0)), Vector2(), Vector2(1, 1)); + pv = MMAlgos.clampv2(0.25*(pv + MMAlgos.floorv2(MMAlgos.rand2(vseed)*4.0)), Vector2(), Vector2(1, 1)); #float c1 = $in.variation(pv, $variations ? vseed.x : 0.0) * mask * (1.0-$value*vseed.x) var c1 : float = input.get_value(pv) * mask * (1.0 - rnd_value * vseed.x) c = max(c, c1) - rc = lerp(rc, rc1, Commons.step(c, c1)) + rc = lerp(rc, rc1, MMAlgos.step(c, c1)) return Color(rc.x, rc.y, rc.z, c) diff --git a/game/addons/mat_maker_gd/nodes/transform/transform.gd b/game/addons/mat_maker_gd/nodes/transform/transform.gd index 2d85106e..c80f4158 100644 --- a/game/addons/mat_maker_gd/nodes/transform/transform.gd +++ b/game/addons/mat_maker_gd/nodes/transform/transform.gd @@ -1,7 +1,7 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") +var MMAlgos = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") export(Resource) var image : Resource export(Resource) var input : Resource @@ -112,12 +112,12 @@ func get_value_for(uv : Vector2, pseed : int) -> Color: var rot : float = rotate.get_default_value() * 0.01745329251*(2.0 * rotate.get_value_or_zero(uv) - 1.0) var sc : Vector2 = Vector2(scale_x.get_default_value() *(2.0 * scale_x.get_value_or_zero(uv) - 1.0), scale_y.get_default_value() *(2.0 * scale_y.get_value_or_zero(uv) - 1.0)) - var nuv : Vector2 = Commons.transform2(uv, tr, rot, sc) + var nuv : Vector2 = MMAlgos.transform2(uv, tr, rot, sc) if mode == 0: - nuv = Commons.transform2_clamp(nuv) + nuv = MMAlgos.transform2_clamp(nuv) elif mode == 1: - nuv = Commons.fractv2(nuv) + nuv = MMAlgos.fractv2(nuv) return input.get_value(nuv) diff --git a/game/addons/mat_maker_gd/nodes/transform/translate.gd b/game/addons/mat_maker_gd/nodes/transform/translate.gd index e0413b0c..283e918c 100644 --- a/game/addons/mat_maker_gd/nodes/transform/translate.gd +++ b/game/addons/mat_maker_gd/nodes/transform/translate.gd @@ -1,8 +1,6 @@ tool extends MMNode -var Commons = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd") - export(Resource) var image : Resource export(Resource) var input : Resource export(Vector2) var translation : Vector2 = Vector2()