tool extends TextureRect var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") var image : Image var tex : ImageTexture export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1) export(Vector2) var bmax : Vector2 = Vector2(1, 1) export(bool) var refresh setget reff,reffg func _ready(): pass #sdshow var p_o47009_bevel = 0.100000000; #circle var p_o11635_r = 0.400000000; var p_o11635_cx = 0.000000000; var p_o11635_cy = 0.000000000; #box var p_o48575_w = 0.300000000; var p_o48575_h = 0.200000000; var p_o48575_cx = 0.000000000; var p_o48575_cy = 0.000000000; #line var p_o49570_ax = -0.300000000; var p_o49570_ay = -0.300000000; var p_o49570_bx = 0.300000000; var p_o49570_by = 0.300000000; var p_o49570_r = 0.200000000; #rhombus var p_o50848_w = 0.300000000; var p_o50848_h = 0.200000000; var p_o50848_cx = 0.000000000; var p_o50848_cy = 0.000000000; #arc var p_o51990_a1 = 0.000000000; var p_o51990_a2 = 0.000000000; var p_o51990_r1 = 0.300000000; var p_o51990_r2 = 0.100000000; func gen() -> void: if !image: image = Image.new() image.create(300, 300, false, Image.FORMAT_RGBA8) if !tex: tex = ImageTexture.new() # var bmin : Vector2 = Vector2(0.1, 0.1) # var bmax : Vector2 = Vector2(1, 1) image.lock() var w : float = image.get_width() var h : float = image.get_width() var pseed : float = randf() + randi() for x in range(image.get_width()): for y in range(image.get_height()): var v : Vector2 = Vector2(x / w, y / h) # var fc : float = sdf_circle(v) # var fc : float = sdf_box(v) # var fc : float = sdf_line(v) # var fc : float = sdf_rhombus(v) # var fc : float = sdf_arc(v) # var fc : float = sdf_boolean_union(sdf_circle(v), sdf_box(v)) # var fc : float = sdf_boolean_substraction(sdf_circle(v), sdf_box(v)) # var fc : float = sdf_boolean_intersection(sdf_circle(v), sdf_box(v)) # var fc : float = sdf_smooth_boolean_union(sdf_circle(v), sdf_box(v), 0.15) # var fc : float = sdf_smooth_boolean_substraction(sdf_circle(v), sdf_box(v), 0.15) # var fc : float = sdf_smooth_boolean_intersection(sdf_circle(v), sdf_box(v), 0.15) # var fc : float = sdf_rounded_shape(sdf_box(v), 0.15) # var fc : float = sdf_annular_shape(sdf_box(v), 0.15) var fc : float = Commons.sdf_morph(sdf_circle(v), sdf_box(v), 0.5) var col : Color = sdf_show(fc) image.set_pixel(x, y, col) image.unlock() tex.create_from_image(image) texture = tex func sdf_show(val : float) -> Color: var o47009_0_1_f : float = clamp(-val / max(p_o47009_bevel, 0.00001), 0.0, 1.0); return Color(o47009_0_1_f, o47009_0_1_f, o47009_0_1_f, 1) func sdf_circle(uv : Vector2) -> float: return (uv - Vector2(p_o11635_cx + 0.5, p_o11635_cy + 0.5)).length() - p_o11635_r; func sdf_box(uv : Vector2) -> float: var o48575_0_d : Vector2 = Commons.absv2(uv - Vector2(p_o48575_cx+0.5, p_o48575_cy+0.5)) - Vector2(p_o48575_w, p_o48575_h) return Commons.maxv2(o48575_0_d, Vector2(0, 0)).length() + min(max(o48575_0_d.x, o48575_0_d.y), 0.0) func sdf_line(uv : Vector2) -> float: return Commons.sdLine(uv, Vector2(p_o49570_ax+0.5, p_o49570_ay+0.5), Vector2(p_o49570_bx+0.5, p_o49570_by+0.5)) - p_o49570_r; func sdf_rhombus(uv : Vector2) -> float: return Commons.sdRhombus(uv - Vector2(p_o50848_cx + 0.5, p_o50848_cy+0.5), Vector2(p_o50848_w, p_o50848_h)); func sdf_arc(uv : Vector2) -> float: return Commons.sdArc(uv - Vector2(0.5, 0.5), Commons.modf(p_o51990_a1, 360.0) * 0.01745329251, Commons.modf(p_o51990_a2, 360.0)*0.01745329251, p_o51990_r1, p_o51990_r2); func reffg(): return false func reff(bb): if bb: gen()