tool extends MMNode var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/sdf2d.gd") export(Resource) var image : Resource export(Resource) var input : Resource export(Vector2) var a : Vector2 = Vector2(-0.35, -0.2) export(Vector2) var b : Vector2 = Vector2(0, 0.5) export(Vector2) var c : Vector2 = Vector2(0.35, -0.2) export(float) var width : float = 0.05 export(int) var repeat : int = 1 func _init_properties(): if !image: image = MMNodeUniversalProperty.new() image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE if !input: input = MMNodeUniversalProperty.new() input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT input.set_default_value(1.0) input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL input.slot_name = ">>> Input " register_input_property(input) register_output_property(image) func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_texture_universal(image) mm_graph_node.add_slot_label_universal(input) mm_graph_node.add_slot_vector2("get_a", "set_a", "A", 0.01) mm_graph_node.add_slot_vector2("get_b", "set_b", "B", 0.01) mm_graph_node.add_slot_vector2("get_c", "set_c", "C", 0.01) mm_graph_node.add_slot_float("get_width", "set_width", "Width", 0.01) mm_graph_node.add_slot_int("get_repeat", "set_repeat", "Repeat") func get_value_for(uv : Vector2, pseed : int) -> Color: var nuv : Vector2 = transform_uv(uv) var f : float = 0 if nuv.x != 0 && nuv.y != 0: f = input.get_value(nuv) return Color(f, f, f, 1) func _render(material) -> void: var img : Image = render_image(material) image.set_value(img) 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 = SDF2D.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))) #$(name_uv)_uv = mix(vec2(fract($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)) return final_uv #b func get_a() -> Vector2: return a func set_a(val : Vector2) -> void: a = val set_dirty(true) #b func get_b() -> Vector2: return b func set_b(val : Vector2) -> void: b = val set_dirty(true) #c func get_c() -> Vector2: return c func set_c(val : Vector2) -> void: c = val set_dirty(true) #width func get_width() -> float: return width func set_width(val : float) -> void: width = val set_dirty(true) #repeat func get_repeat() -> int: return repeat func set_repeat(val : int) -> void: repeat = val set_dirty(true)