tool extends Reference const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") #---------------------- #sdf3d_box.mmg #Outputs: #Common #vec3 $(name_uv)_q = abs($uv) - vec3($sx, $sy, $sz); #Output (sdf3d) - Shows the rounded box #length(max($(name_uv)_q,0.0))+min(max($(name_uv)_q.x,max($(name_uv)_q.y,$(name_uv)_q.z)),0.0)-$r #Inputs: #size, vector3, min: 0, max: 1, default:0.5, step:0.01 #size, float, min: 0, max: 1, default:0.5, step:0.01 static func raymarch(uv : Vector2) -> Color: var d : Vector2 = sdf3d_raymarch(uv); var f : float = 1.0 - d.x; return Color(f, f, f, 1) static func raymarch2(uv : Vector2) -> Color: var d : Vector2 = sdf3d_raymarch(uv); var v : Vector3 = Vector3(0.5, 0.5, 0.5) + 0.5 * sdf3d_normal(Vector3(uv.x - 0.5, uv.y - 0.5, 1.0 - d.x)); return Color(v.x, v.y, v.z, 1) static func raymarch3(uv : Vector2) -> Color: var v : Vector2 = sdf3d_raymarch(uv); return Color(v.y, v.y, v.y, 1) static func sdf3d_sphere(p : Vector3, r : float) -> Vector2: var s : float = p.length() - r; return Vector2(s, 0.0); #vec3 $(name_uv)_q = abs($uv) - vec3($sx, $sy, $sz); #length(max($(name_uv)_q,0.0))+min(max($(name_uv)_q.x,max($(name_uv)_q.y,$(name_uv)_q.z)),0.0)-$r static func sdf3d_box(p : Vector3, sx : float, sy : float, sz : float, r : float) -> Vector2: var v : Vector3 = Commons.absv3((p)) - Vector3(sx, sy, sz); var f : float = (Commons.maxv3(v,Vector3())).length() + min(max(v.x,max(v.y, v.z)),0.0) - r; return Vector2(f, 0.0); static func sdf3d_cylinder_y(p : Vector3, r : float, l : float) -> Vector2: var v : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.z).length(),(p).y)) - Vector2(r,l); var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length(); return Vector2(f, 0.0); static func sdf3d_cylinder_x(p : Vector3, r : float, l : float) -> Vector2: var v : Vector2 = Commons.absv2(Vector2(Vector2(p.y, p.z).length(),(p).x)) - Vector2(r, l); var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length(); return Vector2(f, 0.0); static func sdf3d_cylinder_z(p : Vector3, r : float, l : float) -> Vector2: var v : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.y).length(),(p).z)) - Vector2(r, l); var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length(); return Vector2(f, 0.0); static func sdf3d_capsule_y(p : Vector3, r : float, l : float) -> Vector2: var v : Vector3 = p; v.y -= clamp(v.y, -l, l); var f : float = v.length() - r; return Vector2(f, 0.0); static func sdf3d_capsule_x(p : Vector3, r : float, l : float) -> Vector2: var v : Vector3 = p; v.x -= clamp(v.x, -l, l); var f : float = v.length() - r; return Vector2(f, 0.0); static func sdf3d_capsule_z(p : Vector3, r : float, l : float) -> Vector2: var v : Vector3 = p; v.z -= clamp(v.z, -l, l); var f : float = v.length() - r; return Vector2(f, 0.0); var p_o118934_a = 30.000000000; static func sdf3d_cone_px(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(), - (p).x)); return Vector2(f, 0.0); static func sdf3d_cone_nx(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(),(p).x)); return Vector2(f, 0.0); static func sdf3d_cone_py(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),(p).y)); return Vector2(f, 0.0); static func sdf3d_cone_ny(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),-(p).y)); return Vector2(f, 0.0); static func sdf3d_cone_pz(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),-(p).z)); return Vector2(f, 0.0); static func sdf3d_cone_nz(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),(p).z)); return Vector2(f, 0.0); static func sdf3d_torus_x(p : Vector3, R : float, r : float) -> Vector2: var q : Vector2 = Vector2(Vector2(p.y, p.z).length() - R,(p).x); var f : float = q.length() - r; return Vector2(f, 0.0); static func sdf3d_torus_y(p : Vector3, R : float, r : float) -> Vector2: var q : Vector2 = Vector2(Vector2(p.z, p.x).length() - R,(p).y); var f : float = q.length() - r; return Vector2(f, 0.0); static func sdf3d_torus_z(p : Vector3, R : float, r : float) -> Vector2: var q : Vector2 = Vector2(Vector2(p.x, p.y).length() - R,(p).z); var f : float = q.length() - r; return Vector2(f, 0.0); static func sdf3d_raymarch(uv : Vector2) -> Vector2: var ro : Vector3 = Vector3(uv.x - 0.5, uv.y - 0.5, 1.0); var rd : Vector3 = Vector3(0.0, 0.0, -1.0); var dO : float = 0.0; var c : float = 0.0; for i in range(100): var p : Vector3 = ro + rd * dO; var dS : Vector2 = sdf3d_input(p); dO += dS.x; if (dO >= 1.0): break; elif (dS.x < 0.0001): c = dS.y; break; return Vector2(dO, c); static func sdf3d_normal(p : Vector3) -> Vector3: if (p.z <= 0.0): return Vector3(0.0, 0.0, 1.0); var d : float = sdf3d_input(p).x; var e : float = .001; var n : Vector3 = Vector3( d - sdf3d_input(p - Vector3(e, 0.0, 0.0)).x, d - sdf3d_input(p - Vector3(0.0, e, 0.0)).x, d - sdf3d_input(p - Vector3(0.0, 0.0, e)).x); return Vector3(-1.0, -1.0, -1.0) * n.normalized(); static func sdf3dc_union(a : Vector2, b : Vector2) -> Vector2: return Vector2(min(a.x, b.x), lerp(b.y, a.y, Commons.step(a.x, b.x))); static func sdf3dc_sub(a : Vector2, b : Vector2) -> Vector2: return Vector2(max(-a.x, b.x), a.y); static func sdf3dc_inter(a : Vector2, b : Vector2) -> Vector2: return Vector2(max(a.x, b.x), lerp(a.y, b.y, Commons.step(a.x, b.x))); static func sdf3d_smooth_union(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: var h : float = clamp(0.5 + 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); return Vector2(lerp(d2.x, d1.x, h)-k*h*(1.0 - h), lerp(d2.y, d1.y, Commons.step(d1.x, d2.x))); static func sdf3d_smooth_subtraction(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: var h : float = clamp(0.5 - 0.5 * (d2.x + d1.x) / k, 0.0, 1.0); return Vector2(lerp(d2.x, -d1.x, h )+k*h*(1.0-h), d2.y); static func sdf3d_smooth_intersection(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: var h : float = clamp(0.5 - 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); return Vector2(lerp(d2.x, d1.x, h)+k*h*(1.0-h), lerp(d1.y, d2.y, Commons.step(d1.x, d2.x))); static func sdf3d_rounded(v : Vector2, r : float) -> Vector2: return Vector2(v.x - r, v.y); static func sdf3d_elongation(p : Vector3, v : Vector3) -> Vector3: return ((p) - Commons.clampv3((p), - Commons.absv3(v), Commons.absv3(v))) static func sdf3d_repeat(p : Vector3, r : Vector2, randomness : float, pseed : int) -> Vector3: return (repeat(p, Vector3(1.0/r.x, 1.0/r.y, 0.00001), float(pseed), randomness)) #Needs work static func repeat(p : Vector3, r : Vector3, pseed : float, randomness : float) -> Vector3: #fix division by zero # p.x += 0.000001 # p.y += 0.000001 # p.z += 0.000001 # r.x += 0.000001 # r.y += 0.000001 # r.z += 0.000001 var pxy : Vector2 = Vector2(p.x, p.y) var rxy : Vector2 = Vector2(r.x, r.y) var r3 : Vector2 = Commons.floorv2(Commons.modv2((pxy + 0.5 * rxy) / rxy, Vector2(1.0 / rxy.x, 1.0 / rxy.y)) + Vector2(pseed, pseed)) var rr : Vector3 = Commons.rand3(r3) rr.x -= 0.5 rr.y -= 0.5 rr.z -= 0.5 var a : Vector3 = (rr) * 6.28 * randomness; p = Commons.modv3(p + 0.5 * r, r) - 0.5*r; var rv : Vector3; var c : float; var s : float; c = cos(a.x); s = sin(a.x); rv.x = p.x; rv.y = p.y*c+p.z*s; rv.z = -p.y*s+p.z*c; c = cos(a.y); s = sin(a.y); p.x = rv.x*c+rv.z*s; p.y = rv.y; p.z = -rv.x*s+rv.z*c; c = cos(a.z); s = sin(a.z); rv.x = p.x*c+p.y*s; rv.y = -p.x*s+p.y*c; rv.z = p.z; return rv; #todo this needs to be solved static func sdf3d_input(p : Vector3) -> Vector2: return sdf3d_sphere(p, 0.5)