tool extends MMNode const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/sdf2d.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 = SDF2D.sdf_boolean_union(sdf_circle(v), sdf_box(v)) # var fc : float = SDF2D.sdf_boolean_substraction(sdf_circle(v), sdf_box(v)) # var fc : float = SDF2D.sdf_boolean_intersection(sdf_circle(v), sdf_box(v)) # var fc : float = SDF2D.sdf_smooth_boolean_union(sdf_circle(v), sdf_box(v), 0.15) # var fc : float = SDF2D.sdf_smooth_boolean_substraction(sdf_circle(v), sdf_box(v), 0.15) # var fc : float = SDF2D.sdf_smooth_boolean_intersection(sdf_circle(v), sdf_box(v), 0.15) # var fc : float = SDF2D.sdf_rounded_shape(sdf_box(v), 0.15) # var fc : float = SDF2D.sdf_annular_shape(sdf_box(v), 0.15) # var fc : float = SDF2D.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: return SDF2D.sdf_show(val, p_o47009_bevel) func sdf_circle(uv : Vector2) -> float: return SDF2D.sdf_circle(uv, Vector2(p_o11635_cx, p_o11635_cy), p_o11635_r) func sdf_box(uv : Vector2) -> float: return SDF2D.sdf_box(uv, Vector2(p_o48575_cx, p_o48575_cx), Vector2(p_o48575_w, p_o48575_h)) func sdf_line(uv : Vector2) -> float: return SDF2D.sdf_line(uv, Vector2(p_o49570_ax, p_o49570_ay), Vector2(p_o49570_bx, p_o49570_by), p_o49570_r) func sdf_rhombus(uv : Vector2) -> float: return SDF2D.sdf_rhombus(uv, Vector2(p_o50848_cx, p_o50848_cy), Vector2(p_o50848_w, p_o50848_h)) func sdf_arc(uv : Vector2) -> float: return SDF2D.sdf_arc(uv, Vector2(p_o51990_a1, p_o51990_a2), Vector2(p_o51990_r1, p_o51990_r2)) func reffg(): return false func reff(bb): if bb: gen()