tool extends MMNode 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 var p_o147388_ax = -0.349999994; var p_o147388_ay = -0.200000000; var p_o147388_bx = 0.000000000; var p_o147388_by = 0.500000000; var p_o147388_cx = 0.350000000; var p_o147388_cy = -0.200000000; var p_o147388_width = 0.050000000; var p_o147388_repeat = 1.000000000; 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 c : float = shape_circle(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = shape_polygon(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = shape_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = shape_curved_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) var o147388_0_bezier : Vector2 = Commons.sdBezier(v, Vector2(p_o147388_ax+0.5, p_o147388_ay+0.5), Vector2(p_o147388_bx+0.5, p_o147388_by+0.5), Vector2(p_o147388_cx+0.5, p_o147388_cy+0.5)); var o147388_0_uv : Vector2 = Vector2(o147388_0_bezier.x, o147388_0_bezier.y/p_o147388_width+0.5); var uvt : Vector2 = Commons.absv(o147388_0_uv - Vector2(0.5, 0.5)) uvt.x = Commons.step(0.5, uvt.x); uvt.y = Commons.step(0.5, uvt.y); o147388_0_uv = lerp(Vector2(Commons.fractf(p_o147388_repeat * o147388_0_uv.x), o147388_0_uv.y), Vector2(0, 0), max(uvt.x, uvt.y)); var f : float = Commons.step(abs(((o147388_0_uv)).y-0.5), 0.4999) var c : Color = Color(f, f, f, 1.0); image.set_pixel(x, y, c) image.unlock() tex.create_from_image(image) # texture = tex func reffg(): return false func reff(bb): if bb: gen()