tool extends Reference const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") #---------------------- #sphere.mmg #Outputs: #Output - (float) - A heightmap of the specified sphere #sphere($uv, vec2($cx, $cy), $r) #Inputs: #center, vector2, default: 0.5, min: 0, max: 1, step: 0.01 #radius, float, min: 0, max: 1, default: 0.5, step:0.01 #---------------------- #shape.mmg #Outputs: #Output - (float) - Shows a white shape on a black background #shape_$(shape)($(uv), $(sides), $(radius)*$radius_map($uv), $(edge)*$edge_map($uv)) #Inputs: #shape, enum, default: 0, values: circle, ploygon, star, curved_star, rays #sides, int, min: 2, max: 32, default: 3, step:1 #radius, float, min: 0, max: 1, default: 1, step:0.01 (universal input) #edge, float, min: 0, max: 1, default: 0.2, step:0.01 (universal input) #---------------------- #box.mmg #A heightmap of the specified box # "outputs": [ # { # "f": "1.0-box($uv, vec3($cx, $cy, $cz), vec3($sx, $sy, $sz), 0.01745329251*vec3($rx, $ry, $rz))", # "longdesc": "A heightmap of the specified box", # "shortdesc": "Output", # "type": "f" # } # ], # "parameters": [ # { # "control": "None", # "default": 0.5, # "label": "Center X", # "longdesc": "X coordinate of the center of the box", # "max": 1, # "min": 0, # "name": "cx", # "shortdesc": "Center.x", # "step": 0.01, # "type": "float" # }, # { # "control": "None", # "default": 0.5, # "label": "Center Y", # "longdesc": "Y coordinate of the center of the box", # "max": 1, # "min": 0, # "name": "cy", # "shortdesc": "Center.y", # "step": 0.01, # "type": "float" # }, # { # "control": "None", # "default": 0, # "label": "Center Z", # "longdesc": "Z coordinate of the center of the box", # "max": 0.5, # "min": -0.5, # "name": "cz", # "shortdesc": "Center.z", # "step": 0.01, # "type": "float" # }, # { # "control": "None", # "default": 0.5, # "label": "Size X", # "longdesc": "Size along X axis", # "max": 1, # "min": 0, # "name": "sx", # "shortdesc": "Size.x", # "step": 0.01, # "type": "float" # }, # { # "control": "None", # "default": 0.5, # "label": "Size Y", # "longdesc": "Size along Y axis", # "max": 1, # "min": 0, # "name": "sy", # "shortdesc": "Size.y", # "step": 0.01, # "type": "float" # }, # { # "control": "None", # "default": 0.5, # "label": "Size Z", # "longdesc": "Size along Z axis", # "max": 1, # "min": 0, # "name": "sz", # "shortdesc": "Size.z", # "step": 0.01, # "type": "float" # }, # { # "control": "None", # "default": 0, # "label": "Rot X", # "longdesc": "Rotation angle around X axis", # "max": 180, # "min": -180, # "name": "rx", # "shortdesc": "Rot.x", # "step": 0.1, # "type": "float" # }, # { # "control": "None", # "default": 0, # "label": "Rot Y", # "longdesc": "Rotation angle around Y axis", # "max": 180, # "min": -180, # "name": "ry", # "shortdesc": "Rot.y", # "step": 0.1, # "type": "float" # }, # { # "control": "None", # "default": 0, # "label": "Rot Z", # "longdesc": "Rotation angle around Y axis", # "max": 180, # "min": -180, # "name": "rz", # "shortdesc": "Rot.z", # "step": 0.1, # "type": "float" # } # ] #float sphere(vec2 uv, vec2 c, float r) { # uv -= c; # uv /= r; # return 2.0*r*sqrt(max(0.0, 1.0-dot(uv, uv))); #} static func sphere(uv : Vector2, c : Vector2, r : float) -> float: return 0.0 #float shape_circle(vec2 uv, float sides, float size, float edge) { # uv = 2.0*uv-1.0; # edge = max(edge, 1.0e-8); # float distance = length(uv); # return clamp((1.0-distance/size)/edge, 0.0, 1.0); #} static func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = max(edge, 1.0e-8) var distance : float = uv.length() return clamp((1.0 - distance / size) / edge, 0.0, 1.0) #float shape_polygon(vec2 uv, float sides, float size, float edge) { # uv = 2.0*uv-1.0; # edge = max(edge, 1.0e-8); # float angle = atan(uv.x, uv.y)+3.14159265359; # float slice = 6.28318530718/sides; # return clamp((1.0-(cos(floor(0.5+angle/slice)*slice-angle)*length(uv))/size)/edge, 0.0, 1.0); #} static func shape_polygon(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = max(edge, 1.0e-8) #simple no branch for division by zero uv.x += 0.0000001 var angle : float = atan(uv.y / uv.x) + 3.14159265359 var slice : float = 6.28318530718 / sides return clamp((size - cos(floor(0.5 + angle / slice) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0) #float shape_star(vec2 uv, float sides, float size, float edge) { # uv = 2.0*uv-1.0; # edge = max(edge, 1.0e-8); # float angle = atan(uv.x, uv.y); # float slice = 6.28318530718/sides; # return clamp((1.0-(cos(floor(angle*sides/6.28318530718-0.5+2.0*step(fract(angle*sides/6.28318530718), 0.5))*slice-angle)*length(uv))/size)/edge, 0.0, 1.0); #} static func shape_star(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = max(edge, 1.0e-8); #simple no branch for division by zero uv.x += 0.0000001 var angle : float = atan(uv.y / uv.x) var slice : float = 6.28318530718 / sides return clamp((size - cos(floor(1.5 + angle / slice - 2.0 * Commons.step(0.5 * slice, Commons.modf(angle, slice))) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0); #float shape_curved_star(vec2 uv, float sides, float size, float edge) { # uv = 2.0*uv-1.0; # edge = max(edge, 1.0e-8); # float angle = 2.0*(atan(uv.x, uv.y)+3.14159265359); # float slice = 6.28318530718/sides; # return clamp((1.0-cos(floor(0.5+0.5*angle/slice)*2.0*slice-angle)*length(uv)/size)/edge, 0.0, 1.0); #} static func shape_curved_star(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = max(edge, 1.0e-8); #simple no branch for division by zero uv.x += 0.0000001 var angle : float = 2.0*(atan(uv.y / uv.x) + 3.14159265359) var slice : float = 6.28318530718 / sides return clamp((size - cos(floor(0.5 + 0.5 * angle / slice) * 2.0 * slice - angle) * uv.length())/(edge * size), 0.0, 1.0); #float shape_rays(vec2 uv, float sides, float size, float edge) { # uv = 2.0*uv-1.0; # edge = 0.5*max(edge, 1.0e-8)*size; # float slice = 6.28318530718/sides; # float angle = mod(atan(uv.x, uv.y)+3.14159265359, slice)/slice; # return clamp(min((size-angle)/edge, angle/edge), 0.0, 1.0); #} static func shape_rays(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 uv.y = 2.0 * uv.y - 1.0 edge = 0.5 * max(edge, 1.0e-8) * size #simple no branch for division by zero uv.x += 0.0000001 var slice : float = 6.28318530718 / sides var angle : float = Commons.modf(atan(uv.y / uv.x) + 3.14159265359, slice) / slice return clamp(min((size - angle) / edge, angle / edge), 0.0, 1.0); #float box(vec2 uv, vec3 center, vec3 rad, vec3 rot) {\n\t # vec3 ro = vec3(uv, 1.0)-center;\n\t # vec3 rd = vec3(0.0000001, 0.0000001, -1.0);\n\t # mat3 r = mat3(vec3(1, 0, 0), vec3(0, cos(rot.x), -sin(rot.x)), vec3(0, sin(rot.x), cos(rot.x)));\n\t # # r *= mat3(vec3(cos(rot.y), 0, -sin(rot.y)), vec3(0, 1, 0), vec3(sin(rot.y), 0, cos(rot.y)));\n\t # r *= mat3(vec3(cos(rot.z), -sin(rot.z), 0), vec3(sin(rot.z), cos(rot.z), 0), vec3(0, 0, 1));\n\t # ro = r * ro;\n\t # rd = r * rd;\n # vec3 m = 1.0/rd;\n # vec3 n = m*ro;\n # vec3 k = abs(m)*rad;\n # vec3 t1 = -n - k;\n # vec3 t2 = -n + k;\n\n # # float tN = max(max(t1.x, t1.y), t1.z);\n # float tF = min(min(t2.x, t2.y), t2.z);\n # # if(tN>tF || tF<0.0) return 1.0;\n # # return tN;\n #}