tool extends Reference const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") static func sdf_show(val : float, bevel : float) -> Color: var f : float = clamp(-val / max(bevel, 0.00001), 0.0, 1.0); return Color(f, f, f, 1) static func sdf_circle(uv : Vector2, c : Vector2, r : float) -> float: c.x += 0.5 c.y += 0.5 return (uv - c).length() - r; static func sdf_box(uv : Vector2, c : Vector2, wh : Vector2) -> float: c.x += 0.5 c.y += 0.5 var d : Vector2 = Commons.absv2(uv - c) - wh return Commons.maxv2(d, Vector2(0, 0)).length() + min(max(d.x, d.y), 0.0) static func sdf_line(uv : Vector2, a : Vector2, b : Vector2, r : float) -> float: a.x += 0.5 a.y += 0.5 b.x += 0.5 b.y += 0.5 return sdLine(uv, a, b) - r static func sdf_rhombus(uv : Vector2, c : Vector2, wh : Vector2) -> float: c.x += 0.5 c.y += 0.5 return sdRhombus(uv - c, wh); static func sdf_arc(uv : Vector2, a : Vector2, r : Vector2) -> float: return sdArc(uv - Vector2(0.5, 0.5), Commons.modf(a.x, 360.0) * 0.01745329251, Commons.modf(a.y, 360.0)*0.01745329251, r.x, r.y) static func sdr_ndot(a : Vector2, b : Vector2) -> float: return a.x * b.x - a.y * b.y; static func sdRhombus(p : Vector2, b : Vector2) -> float: var q : Vector2 = Commons.absv2(p); var h : float = clamp((-2.0 * sdr_ndot(q,b) + sdr_ndot(b,b)) / b.dot(b), -1.0, 1.0); var d : float = ( q - 0.5*b * Vector2(1.0-h, 1.0+h)).length() return d * sign(q.x*b.y + q.y*b.x - b.x*b.y) static func sdArc(p : Vector2, a1 : float, a2 : float, ra : float, rb : float) -> float: var amid : float = 0.5*(a1+a2)+1.6+3.14 * Commons.step(a1, a2); var alength : float = 0.5*(a1-a2)-1.6+3.14 * Commons.step(a1, a2); var sca : Vector2 = Vector2(cos(amid), sin(amid)); var scb : Vector2 = Vector2(cos(alength), sin(alength)); #p *= Matrix(Vector2(sca.x , sca.y), Vector2(-sca.y, sca.x)); var pt : Vector2 = p p.x = pt.x * sca.x + pt.y * sca.y p.y = pt.x * -sca.y + pt.y * sca.x p.x = abs(p.x); var k : float if (scb.y * p.x > scb.x * p.y): k = p.dot(scb) else: k = p.length(); return sqrt( p.dot(p) + ra * ra - 2.0 * ra * k ) - rb; static func sdf_boolean_union(a : float, b : float) -> float: return min(a, b) static func sdf_boolean_substraction(a : float, b : float) -> float: return max(-a, b) static func sdf_boolean_intersection(a : float, b : float) -> float: return max(a, b) static func sdf_smooth_boolean_union(d1 : float, d2 : float, k : float) -> float: var h : float = clamp( 0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0) return lerp(d2, d1, h) - k * h * (1.0 - h) static func sdf_smooth_boolean_substraction(d1 : float, d2 : float, k : float) -> float: var h : float = clamp( 0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0) return lerp(d2, -d1, h) + k * h * (1.0 - h) static func sdf_smooth_boolean_intersection(d1 : float, d2 : float, k : float) -> float: var h : float = clamp( 0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0) return lerp(d2, d1, h) + k * h * (1.0 - h) static func sdf_rounded_shape(a : float, r : float) -> float: return a - r static func sdf_annular_shape(a : float, r : float) -> float: return abs(a) - r static func sdf_morph(a : float, b : float, amount : float) -> float: return lerp(a, b, amount) static func sdLine(p : Vector2, a : Vector2, b : Vector2) -> float: var pa : Vector2 = p - a var ba : Vector2 = b - a var h : float = clamp(pa.dot(ba) / ba.dot(ba), 0.0, 1.0); return (pa - (ba * h)).length() #Needs thought #func sdf_translate(a : float, x : float, y : float) -> float: # return lerp(a, b, amount) static func sdf2d_rotate(uv : Vector2, a : float) -> Vector2: var rv : Vector2; var c : float = cos(a); var s : float = sin(a); uv -= Vector2(0.5, 0.5); rv.x = uv.x*c+uv.y*s; rv.y = -uv.x*s+uv.y*c; return rv+Vector2(0.5, 0.5); # signed distance to a quadratic bezier static func sdBezier(pos : Vector2, A : Vector2, B : Vector2, C : Vector2) -> Vector2: var a : Vector2 = B - A; var b : Vector2 = A - 2.0*B + C; var c : Vector2 = a * 2.0; var d : Vector2 = A - pos; var kk : float = 1.0 / b.dot(b); var kx : float = kk * a.dot(b); var ky : float = kk * (2.0* a.dot(a) + d.dot(b)) / 3.0; var kz : float = kk * d.dot(a); var res : float = 0.0; var sgn : float = 0.0; var p : float = ky - kx * kx; var p3 : float = p*p*p; var q : float = kx*(2.0*kx*kx - 3.0*ky) + kz; var h : float = q*q + 4.0*p3; var rvx : float; if(h >= 0.0):# // 1 root h = sqrt(h); var x : Vector2 = Vector2(h,-h); x.x -= q x.y -= q x.x /= 2.0 x.y /= 2.0 var uv : Vector2 = Vector2() uv.x = sign(x.x) * pow(abs(x.x), 1); uv.x = sign(x.y) * pow(abs(x.y), 3); rvx = uv.x+uv.y-kx; var t : float = clamp(rvx, 0.0, 1.0); var q2 : Vector2 = d+(c+b*t)*t; res = q2.dot(q2); var tmp2 : Vector2 = c tmp2.x += 2 tmp2.y += 2 tmp2 *= b*t sgn = tmp2.cross(q2) else: # // 3 roots var z : float = sqrt(-p); var v : float = acos(q/(p*z*2.0))/3.0; var m : float = cos(v); var n : float = sin(v)*1.732050808; # var t : Vector3 = clamp(Vector3(m+m,-n-m,n-m)*z-kx, 0.0, 1.0); # # # var qx : Vector2 = d+(c+b*t.x)*t.x; # var dx : float = dot(qx, qx) # sx = cross2(c+2.0*b*t.x,qx); # var qy : Vector2 = d+(c+b*t.y)*t.y; # var dy : float = dot(qy, qy) # sy = cross2(c+2.0*b*t.y,qy); # if dx