tool extends TextureRect 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 = 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 = absv(o147388_0_uv - Vector2(0.5, 0.5)) uvt.x = step(0.5, uvt.x); uvt.y = step(0.5, uvt.y); o147388_0_uv = lerp(Vector2(fractf(p_o147388_repeat * o147388_0_uv.x), o147388_0_uv.y), Vector2(0, 0), max(uvt.x, uvt.y)); var f : float = 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 # signed distance to a quadratic bezier func sdBezier(pos : Vector2, A : Vector2, B : Vector2, C : Vector2) -> Vector2: var a : Vector2 = B - A; var b : Vector2 = A - 2.0*B + C; var c : Vector2 = a * 2.0; var d : Vector2 = A - pos; var kk : float = 1.0 / b.dot(b); var kx : float = kk * a.dot(b); var ky : float = kk * (2.0* a.dot(a) + d.dot(b)) / 3.0; var kz : float = kk * d.dot(a); var res : float = 0.0; var sgn : float = 0.0; var p : float = ky - kx * kx; var p3 : float = p*p*p; var q : float = kx*(2.0*kx*kx - 3.0*ky) + kz; var h : float = q*q + 4.0*p3; var rvx : float; if(h >= 0.0):# // 1 root h = sqrt(h); var x : Vector2 = Vector2(h,-h); x.x -= q x.y -= q x.x /= 2.0 x.y /= 2.0 var uv : Vector2 = Vector2() uv.x = sign(x.x) * pow(abs(x.x), 1); uv.x = sign(x.y) * pow(abs(x.y), 3); rvx = uv.x+uv.y-kx; var t : float = clamp(rvx, 0.0, 1.0); var q2 : Vector2 = d+(c+b*t)*t; res = q2.dot(q2); var tmp2 : Vector2 = c tmp2.x += 2 tmp2.y += 2 tmp2 *= b*t sgn = tmp2.cross(q2) else: # // 3 roots var z : float = sqrt(-p); var v : float = acos(q/(p*z*2.0))/3.0; var m : float = cos(v); var n : float = sin(v)*1.732050808; # var t : Vector3 = clamp(Vector3(m+m,-n-m,n-m)*z-kx, 0.0, 1.0); # # # var qx : Vector2 = d+(c+b*t.x)*t.x; # var dx : float = dot(qx, qx) # sx = cross2(c+2.0*b*t.x,qx); # var qy : Vector2 = d+(c+b*t.y)*t.y; # var dy : float = dot(qy, qy) # sy = cross2(c+2.0*b*t.y,qy); # if dx float: return x - y * floor(x / y) func fract(v : Vector2) -> Vector2: v.x = v.x - floor(v.x) v.y = v.y - floor(v.y) return v func fractf(f : float) -> float: return f - floor(f) func rand(x : Vector2) -> float: return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453); func step(edge : float, x : float) -> float: if x < edge: return 0.0 else: return 1.0 #common ----- #float rand(vec2 x) { # return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453); #} # #vec2 rand2(vec2 x) { # return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)), # dot(x, vec2(3.4562, 17.398)))) * 43758.5453); #} # #vec3 rand3(vec2 x) { # return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)), # dot(x, vec2(3.4562, 17.398)), # dot(x, vec2(13.254, 5.867)))) * 43758.5453); #} # #vec3 rgb2hsv(vec3 c) { # vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); # vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); # vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); # # float d = q.x - min(q.w, q.y); # float e = 1.0e-10; # return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); #} # #vec3 hsv2rgb(vec3 c) { # vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); # vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); # return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); #} #end common func reffg(): return false func reff(bb): if bb: gen()