tool extends MMNode var Shapes = preload("res://addons/mat_maker_gd/nodes/common/shapes.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_o3704_albedo_color_r : float = 1.000000000; var p_o3704_albedo_color_g : float = 1.000000000; var p_o3704_albedo_color_b : float = 1.000000000; var p_o3704_albedo_color_a : float = 1.000000000; var p_o3704_metallic : float = 1.000000000; var p_o3704_roughness : float = 1.000000000; var p_o3704_emission_energy : float = 1.000000000; var p_o3704_normal : float = 1.000000000; var p_o3704_ao : float = 1.000000000; var p_o3704_depth_scale : float = 0.500000000; var p_o3704_sss : float = 0.000000000; var p_o69054_sides : float = 6.000000000; var p_o69054_radius : float = 0.845361000; var p_o69054_edge : float = 0.051546000; 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 = Commons.shape_circle(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = Commons.shape_polygon(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = Commons.shape_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) # var c : float = Commons.shape_curved_star(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) var c : float = Shapes.shape_rays(v, p_o69054_sides, p_o69054_radius * 1.0, p_o69054_edge * 1.0) image.set_pixel(x, y, Color(c, c, c, 1)) image.unlock() tex.create_from_image(image) texture = tex func reffg(): return false func reff(bb): if bb: gen()