tool extends Reference const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") #---------------------- #sdf3d_box.mmg #Generates a rounded box as a signed distance function #Outputs: #Common #vec3 $(name_uv)_q = abs($uv) - vec3($sx, $sy, $sz); #Output - (sdf3d) - Shows the rounded box #length(max($(name_uv)_q,0.0))+min(max($(name_uv)_q.x,max($(name_uv)_q.y,$(name_uv)_q.z)),0.0)-$r #Inputs: #size, vector3, min: 0, max: 1, default:0.5, step:0.01 #size, float, min: 0, max: 1, default:0.5, step:0.01 #---------------------- #sdf3d_sphere.mmg #Generates a sphere as a signed distance function #Outputs: #Output - (sdf3d) - Shows the sphere #length($uv)-$r #Inputs: #radius, vector3, min: 0, max: 1, default:0.5, step:0.01 #---------------------- #sdf3d_capsule.mmg #Generates a capsule as a signed distance function #Outputs: #Common #vec3 $(name_uv)_p = $uv; #$(name_uv)_p.$axis -= clamp($(name_uv)_p.$axis, -$l, $l); #Output - (sdf3d) - Shows the capsule #length($(name_uv)_p)-$r*$profile(clamp(0.5+0.5*($uv).$axis/$l, 0.0, 1.0)) #Inputs: #axis, enum, default: 1, values: x, y, z #length, float, min: 0, max: 1, default:0.25, step:0.01 #radius, float, min: 0, max: 1, default:0.2, step:0.01 #profile, curve, default: (ls, rs, x, z) 0, 0, 0, 1, 0, 0, 1, 1 #---------------------- #sdf3d_cone.mmg #Outputs: #+X: $axis = length($uv.yz),-$uv.x #-X: $axis = length($uv.yz),$uv.x #+Y: $axis = length($uv.xz),$uv.y #-Y: $axis = length($uv.xz),-$uv.y #+Z: $axis = length($uv.xy),-$uv.z #-Z: $axis = length($uv.xy),$uv.z #Output - (sdf3d) #dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis)) #Inputs: #axis, enum, default:5, values: +X, -X, +Y, -Y, +Z, -Z #angle, float, min: 0, max: 90, default:30, step:1 #---------------------- #sdf3d_repeat.mmg #Outputs: #+X: $axis = length($uv.yz),-$uv.x #-X: $axis = length($uv.yz),$uv.x #+Y: $axis = length($uv.xz),$uv.y #-Y: $axis = length($uv.xz),-$uv.y #+Z: $axis = length($uv.xy),-$uv.z #-Z: $axis = length($uv.xy),$uv.z #Output (sdf3d) #Output - (sdf3dc) - The shape generated by the repeat operation #$in(repeat($uv, vec3(1.0/$rx, 1.0/$ry, 0.0), float($seed), $r)) #Inputs: #in, vec2, default:vec2(100, 0.0), (sdf3d input) #X, int, min: 1, max: 32, default:4, step:1 #Y, int, min: 1, max: 32, default:4, step:1 #R, float, min: 0, max: 1, default:0.5, step:0.01 #---------------------- #sdf3d_rotate.mmg #Outputs: #Output - (sdf3dc) - The rotated object #$in(rotate3d($uv, -vec3($ax, $ay, $az)*0.01745329251)) #Inputs: #in, vec2, default:vec2(100, 0.0), (sdf3d input) #rotation, vector3, min: -180, max: 180, default:0, step:1 #---------------------- #sdf3d_cylinder.mmg #Outputs: #Output - (sdf3dc) - Shows the cylinder #min(max($(name_uv)_d.x,$(name_uv)_d.y),0.0) + length(max($(name_uv)_d,0.0)) #Inputs: #axis, enum, default: 1, values: X, Y, Z #length, float, min: 0, max: 1, default:0.5, step:0.01 #radius, float, min: 0, max: 1, default:0.2, step:0.01 #---------------------- #sdf3d_plane.mmg #Generates a plane that can be used to cut other shapes #Outputs: #X: $axis = x #Y: $axis = y #Z: $axis = z #Output - (sdf3dc) - Shows the plane #$uv.$axis #Inputs: #axis, enum, default: 1, values: X, Y, Z #---------------------- #sdf3d_torus.mmg #Generates a torus as a signed distance function #Outputs: #X: $axis = length($uv.yz)-$R,$uv.x #Y: $axis = length($uv.zx)-$R,$uv.y #Z: $axis = length($uv.xy)-$R,$uv.z #vec2 $(name_uv)_q = vec2($axis); #Output - (sdf3dc) - Shows the torus #length($(name_uv)_q)-$r #Inputs: #axis, enum, default: 1, values: X, Y, Z #R, float, min: 0, max: 1, default:0.5, step:0.01 #r, float, min: 0, max: 1, default:0.1, step:0.01 #---------------------- #sdf3d_boolean.mmg #Outputs: #Union: $op = sdf3dc_union #Subtraction $op = sdf3dc_sub #Intersection $op = sdf3dc_inter #Output - (sdf3dc) - The shape generated by the boolean operation #$op($in1($uv), $in2($uv)) #Inputs: #axis, enum, default: 2, values: Union, Subtraction, Intersection #in1, vec2, default:vec2(100, 0.0), (sdf3d input) #in2, vec2, default:vec2(100, 0.0), (sdf3d input) #---------------------- #sdf3d_circle_repeat.mmg #Outputs: #Output (sdf3dc) - The shape generated by the boolean operation #$in(circle_repeat_transform($uv, $c)) #Inputs: #count, float, min: 1, max: 32, default:5, step:1 #---------------------- #sdf3d_angle.mmg (includes sdf3d_rotate.mmg) #Outputs: #Shows the angleThe shape generated by the boolean operation #$(name_uv)_d #X: $axis = xyz #Y: $axis = yzx #Z: $axis = zxy #vec3 $(name_uv)_uv = $uv.$axis; #float $(name_uv)_rotated = rotate3d($(name_uv)_uv, vec3(($angle-180.0)*0.01745329251, 0.0, 0.0)).y; #float $(name_uv)_d1 = max($(name_uv)_uv.y, $(name_uv)_rotated); #float $(name_uv)_d2 = min($(name_uv)_uv.y, $(name_uv)_rotated); #float $(name_uv)_d = (mod($angle, 360.0) < 180.0) ? $(name_uv)_d1 : $(name_uv)_d2; #Inputs: #axis, enum, default: 0, values: X, Y, Z #angle, float, min: 0, max: 360, default:180, step:0.1 #---------------------- #sdf3d_color.mmg #Outputs: #Output - sdf3dc - The colored 3D object #vec2($in($uv), $c) #Inputs: #color_index, float, min: 0, max: 1, default:0, step:0.01 #in, vec2, default:vec2(100, 0.0), (sdf3d input) #---------------------- #sdf3d_translate.mmg #Outputs: #Output - sdf3dc #$in($uv-vec3($x, $y, $z)) #Inputs: #translation, vector3, min: -1, max: 1, default:0, step:0.01 #in, vec2, default:vec2(100, 0.0), (sdf3dc input) #---------------------- #sdf3d_scale.mmg #Outputs: #vec2 $(name_uv)_in = $in(($uv)/$s); #Output - sdf3dc #vec2($(name_uv)_in.x*$s, $(name_uv)_in.y) #Inputs: #scale_factor, float, min: 0, max: 5, default:1, step:0.01 #in, vec2, default:vec2(100, 0.0), (sdf3dc input) #---------------------- #sdf3d_rounded.mmg #Outputs: #vec2 $(name_uv)_v = $in($uv); #Output - sdf3dc #vec2($(name_uv)_v.x-$r, $(name_uv)_v.y) #Inputs: #radius, float, min: 0, max: 1, default:0, step:0.01 #in, vec2, default:vec2(100, 0.0), (sdf3dc input) #---------------------- #sdf3d_revolution.mmg #Outputs: #vec2 $(name_uv)_q = vec2(length($uv.xy)-$d+0.5, $uv.z+0.5); #Output - sdf3dc #$in($(name_uv)_q) #Inputs: #d, float, min: 0, max: 1, default:0.25, step:0.01 #input, float, default:10.0, (sdf2d input) #---------------------- #sdf3d_smoothboolean.mmg #Performs a smooth boolean operation (union, intersection or difference) between two shapes #Outputs: #Union: $op = union #Subtraction: $op = subtraction #Intersection: $op = intersection #Output - sdf3dc #sdf3d_smooth_$op($in1($uv), $in2($uv), $k) #Inputs: #in1, vec2, default:vec2(100, 0.0), (sdf3d input) #in2, vec2, default:vec2(100, 0.0), (sdf3d input) #operation, enum, default: 1, values: Union, Subtraction, Intersection #smoothness, float, min: 0, max: 1, default:0, step:0.01 #---------------------- #sdf3d_elongation.mmg #Outputs: #Output - sdf3dc #$in($uv-clamp($uv, -abs(vec3($x, $y, $z)), abs(vec3($x, $y, $z)))) #Inputs: #in, vec2, default:vec2(100, 0.0), (sdf3dc input) #elongation, vector3, min: 0, max: 1, default:0, step:0.01 #---------------------- #sdf3d_extrusion.mmg #Outputs: #vec2 $(name_uv)_w = vec2($in($uv.xz+vec2(0.5)),abs($uv.y)-$d); #Output - sdf3dc #min(max($(name_uv)_w.x,$(name_uv)_w.y),0.0)+length(max($(name_uv)_w,0.0)) #Inputs: #in, sdf2d, default:100, (input) #length, float, min: 0, max: 1, default:0.25, step:0.01 #---------------------- #sdf3d_morph.mmg #Outputs: #Output - sdf3d #mix($in1($uv), $in2($uv), $amount) #Inputs: #in1, vec2, default:vec2(100, 0.0), (sdf3d input) #in2, vec2, default:vec2(100, 0.0), (sdf3d input) #amount, float, min: 0, max: 1, default:0.5, step:0.01 #---------------------- #raymarching.mmg (raymarching_preview.mmg) #Raymarches a 3D object (described as signed distance function with optional color index) #to render a heightmap, a normal map and a color index map. #raymarch_$name = sdf3d_raymarch #vec2 $(name_uv)_d = raymarch_$name($uv); #Outputs: #HeightMap - float - The generated height map #1.0-$(name_uv)_d.x #NormalMap - rgb - The generated normal map #vec3(0.5)+0.5*normal_$name(vec3($uv-vec2(0.5), 1.0-$(name_uv)_d.x)) #ColorMap - float - The generated color index map #$(name_uv)_d.y #Inputs: #input, vec2, default:vec2(100, 0.0), (sdf3dc input) #---------------------- #raymarching_preview.mmg #Outputs: #Output (rgb) #render_$name($uv-vec2(0.5)) #Inputs: #input, vec2, default:vec2(100, 0.0), (sdf3dc input) static func raymarch(uv : Vector2) -> Color: var d : Vector2 = sdf3d_raymarch(uv); var f : float = 1.0 - d.x; return Color(f, f, f, 1) static func raymarch2(uv : Vector2) -> Color: var d : Vector2 = sdf3d_raymarch(uv); var v : Vector3 = Vector3(0.5, 0.5, 0.5) + 0.5 * sdf3d_normal(Vector3(uv.x - 0.5, uv.y - 0.5, 1.0 - d.x)); return Color(v.x, v.y, v.z, 1) static func raymarch3(uv : Vector2) -> Color: var v : Vector2 = sdf3d_raymarch(uv); return Color(v.y, v.y, v.y, 1) #length($uv)-$r static func sdf3d_sphere(p : Vector3, r : float) -> Vector2: var s : float = p.length() - r; return Vector2(s, 0.0); #vec3 $(name_uv)_q = abs($uv) - vec3($sx, $sy, $sz); #length(max($(name_uv)_q,0.0))+min(max($(name_uv)_q.x,max($(name_uv)_q.y,$(name_uv)_q.z)),0.0)-$r static func sdf3d_box(p : Vector3, sx : float, sy : float, sz : float, r : float) -> Vector2: var v : Vector3 = Commons.absv3((p)) - Vector3(sx, sy, sz); var f : float = (Commons.maxv3(v,Vector3())).length() + min(max(v.x,max(v.y, v.z)),0.0) - r; return Vector2(f, 0.0); #Y: $axis = length($uv.xz),$uv.y #vec2 $(name_uv)_d = abs(vec2($axis)) - vec2($r,$l); static func sdf3d_cylinder_y(p : Vector3, r : float, l : float) -> Vector2: var v : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.z).length(),(p).y)) - Vector2(r,l); var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length(); return Vector2(f, 0.0); #X: $axis = length($uv.yz),$uv.x #vec2 $(name_uv)_d = abs(vec2($axis)) - vec2($r,$l); static func sdf3d_cylinder_x(p : Vector3, r : float, l : float) -> Vector2: var v : Vector2 = Commons.absv2(Vector2(Vector2(p.y, p.z).length(),(p).x)) - Vector2(r, l); var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length(); return Vector2(f, 0.0); #Z: $axis = length($uv.xy),$uv.z #vec2 $(name_uv)_d = abs(vec2($axis)) - vec2($r,$l); static func sdf3d_cylinder_z(p : Vector3, r : float, l : float) -> Vector2: var v : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.y).length(),(p).z)) - Vector2(r, l); var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length(); return Vector2(f, 0.0); #vec3 $(name_uv)_p = $uv; #$(name_uv)_p.$axis -= clamp($(name_uv)_p.$axis, -$l, $l); #return length($(name_uv)_p)-$r*$profile(clamp(0.5+0.5*($uv).$axis/$l, 0.0, 1.0)) static func sdf3d_capsule_y(p : Vector3, r : float, l : float) -> Vector2: var v : Vector3 = p; v.y -= clamp(v.y, -l, l); var f : float = v.length() - r; return Vector2(f, 0.0); static func sdf3d_capsule_x(p : Vector3, r : float, l : float) -> Vector2: var v : Vector3 = p; v.x -= clamp(v.x, -l, l); var f : float = v.length() - r; return Vector2(f, 0.0); static func sdf3d_capsule_z(p : Vector3, r : float, l : float) -> Vector2: var v : Vector3 = p; v.z -= clamp(v.z, -l, l); var f : float = v.length() - r; return Vector2(f, 0.0); #+X: $axis = length($uv.yz),-$uv.x #dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis)) static func sdf3d_cone_px(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(), - (p).x)); return Vector2(f, 0.0); #-X: $axis = length($uv.yz),$uv.x #dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis)) static func sdf3d_cone_nx(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(),(p).x)); return Vector2(f, 0.0); #+Y: $axis = length($uv.xz),$uv.y #dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis)) static func sdf3d_cone_py(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),(p).y)); return Vector2(f, 0.0); #-Y: $axis = length($uv.xz),-$uv.y #dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis)) static func sdf3d_cone_ny(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),-(p).y)); return Vector2(f, 0.0); #+Z: $axis = length($uv.xy),-$uv.z #dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis)) static func sdf3d_cone_pz(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),-(p).z)); return Vector2(f, 0.0); #-Z: $axis = length($uv.xy),$uv.z #dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis)) static func sdf3d_cone_nz(p : Vector3, a : float) -> Vector2: var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),(p).z)); return Vector2(f, 0.0); static func sdf3d_torus_x(p : Vector3, R : float, r : float) -> Vector2: var q : Vector2 = Vector2(Vector2(p.y, p.z).length() - R,(p).x); var f : float = q.length() - r; return Vector2(f, 0.0); static func sdf3d_torus_y(p : Vector3, R : float, r : float) -> Vector2: var q : Vector2 = Vector2(Vector2(p.z, p.x).length() - R,(p).y); var f : float = q.length() - r; return Vector2(f, 0.0); static func sdf3d_torus_z(p : Vector3, R : float, r : float) -> Vector2: var q : Vector2 = Vector2(Vector2(p.x, p.y).length() - R,(p).z); var f : float = q.length() - r; return Vector2(f, 0.0); #vec2 raymarch_$name(vec2 uv) { # vec3 ro = vec3(uv-vec2(0.5), 1.0); # vec3 rd = vec3(0.0, 0.0, -1.0); # float dO = 0.0; # float c = 0.0; # # for (int i=0; i < 100; i++) { # vec3 p = ro + rd*dO; # vec2 dS = $sdf(p); # dO += dS.x; # # if (dO >= 1.0) { # break; # } else if (dS.x < 0.0001) { # c = dS.y; # break; # } # } # # return vec2(dO, c); #} static func sdf3d_raymarch(uv : Vector2) -> Vector2: var ro : Vector3 = Vector3(uv.x - 0.5, uv.y - 0.5, 1.0); var rd : Vector3 = Vector3(0.0, 0.0, -1.0); var dO : float = 0.0; var c : float = 0.0; for i in range(100): var p : Vector3 = ro + rd * dO; var dS : Vector2 = sdf3d_input(p); dO += dS.x; if (dO >= 1.0): break; elif (dS.x < 0.0001): c = dS.y; break; return Vector2(dO, c); #vec3 normal_$name(vec3 p) { # if (p.z <= 0.0) { # return vec3(0.0, 0.0, 1.0); # } # # float d = $sdf(p).x; # float e = .001; # vec3 n = d - vec3( # $sdf(p-vec3(e, 0.0, 0.0)).x, # $sdf(p-vec3(0.0, e, 0.0)).x, # $sdf(p-vec3(0.0, 0.0, e)).x); # # return vec3(-1.0, -1.0, -1.0)*normalize(n); #} static func sdf3d_normal(p : Vector3) -> Vector3: if (p.z <= 0.0): return Vector3(0.0, 0.0, 1.0); var d : float = sdf3d_input(p).x; var e : float = .001; var n : Vector3 = Vector3( d - sdf3d_input(p - Vector3(e, 0.0, 0.0)).x, d - sdf3d_input(p - Vector3(0.0, e, 0.0)).x, d - sdf3d_input(p - Vector3(0.0, 0.0, e)).x); return Vector3(-1.0, -1.0, -1.0) * n.normalized(); #vec2 sdf3dc_union(vec2 a, vec2 b) { # return vec2(min(a.x, b.x), mix(b.y, a.y, step(a.x, b.x))); #} static func sdf3dc_union(a : Vector2, b : Vector2) -> Vector2: return Vector2(min(a.x, b.x), lerp(b.y, a.y, Commons.step(a.x, b.x))); #vec2 sdf3dc_sub(vec2 a, vec2 b) { # return vec2(max(-a.x, b.x), a.y); #} static func sdf3dc_sub(a : Vector2, b : Vector2) -> Vector2: return Vector2(max(-a.x, b.x), a.y); #vec2 sdf3dc_inter(vec2 a, vec2 b) { # return vec2(max(a.x, b.x), mix(a.y, b.y, step(a.x, b.x))); #} static func sdf3dc_inter(a : Vector2, b : Vector2) -> Vector2: return Vector2(max(a.x, b.x), lerp(a.y, b.y, Commons.step(a.x, b.x))); #vec2 sdf3d_smooth_union(vec2 d1, vec2 d2, float k) { # float h = clamp(0.5+0.5*(d2.x-d1.x)/k, 0.0, 1.0); # return vec2(mix(d2.x, d1.x, h)-k*h*(1.0-h), mix(d2.y, d1.y, step(d1.x, d2.x))); #} static func sdf3d_smooth_union(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: var h : float = clamp(0.5 + 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); return Vector2(lerp(d2.x, d1.x, h)-k*h*(1.0 - h), lerp(d2.y, d1.y, Commons.step(d1.x, d2.x))); #vec2 sdf3d_smooth_subtraction(vec2 d1, vec2 d2, float k ) { # float h = clamp(0.5-0.5*(d2.x+d1.x)/k, 0.0, 1.0); # return vec2(mix(d2.x, -d1.x, h )+k*h*(1.0-h), d2.y); #} static func sdf3d_smooth_subtraction(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: var h : float = clamp(0.5 - 0.5 * (d2.x + d1.x) / k, 0.0, 1.0); return Vector2(lerp(d2.x, -d1.x, h )+k*h*(1.0-h), d2.y); #vec2 sdf3d_smooth_intersection(vec2 d1, vec2 d2, float k ) { # float h = clamp(0.5-0.5*(d2.x-d1.x)/k, 0.0, 1.0); # return vec2(mix(d2.x, d1.x, h)+k*h*(1.0-h), mix(d1.y, d2.y, step(d1.x, d2.x))); #} static func sdf3d_smooth_intersection(d1 : Vector2, d2 : Vector2, k : float) -> Vector2: var h : float = clamp(0.5 - 0.5 * (d2.x - d1.x) / k, 0.0, 1.0); return Vector2(lerp(d2.x, d1.x, h)+k*h*(1.0-h), lerp(d1.y, d2.y, Commons.step(d1.x, d2.x))); static func sdf3d_rounded(v : Vector2, r : float) -> Vector2: return Vector2(v.x - r, v.y); static func sdf3d_elongation(p : Vector3, v : Vector3) -> Vector3: return ((p) - Commons.clampv3((p), - Commons.absv3(v), Commons.absv3(v))) static func sdf3d_repeat(p : Vector3, r : Vector2, randomness : float, pseed : int) -> Vector3: return (repeat(p, Vector3(1.0/r.x, 1.0/r.y, 0.00001), float(pseed), randomness)) #vec3 repeat(vec3 p, vec3 r, float seed, float randomness) { # vec3 a = (rand3(floor(mod((p.xy+0.5*r.xy)/r.xy, 1.0/r.xy)+vec2(seed)))-0.5)*6.28*randomness; # p = mod(p+0.5*r,r)-0.5*r; # # vec3 rv; # float c; # float s; # # c = cos(a.x); # s = sin(a.x); # # rv.x = p.x; # rv.y = p.y*c+p.z*s;rv.z = -p.y*s+p.z*c; # # c = cos(a.y); # s = sin(a.y); # # p.x = rv.x*c+rv.z*s; # p.y = rv.y; # p.z = -rv.x*s+rv.z*c; # # c = cos(a.z); # s = sin(a.z); # # rv.x = p.x*c+p.y*s; # rv.y = -p.x*s+p.y*c; # rv.z = p.z; # # return rv; #} #Needs work static func repeat(p : Vector3, r : Vector3, pseed : float, randomness : float) -> Vector3: #fix division by zero # p.x += 0.000001 # p.y += 0.000001 # p.z += 0.000001 # r.x += 0.000001 # r.y += 0.000001 # r.z += 0.000001 var pxy : Vector2 = Vector2(p.x, p.y) var rxy : Vector2 = Vector2(r.x, r.y) var r3 : Vector2 = Commons.floorv2(Commons.modv2((pxy + 0.5 * rxy) / rxy, Vector2(1.0 / rxy.x, 1.0 / rxy.y)) + Vector2(pseed, pseed)) var rr : Vector3 = Commons.rand3(r3) rr.x -= 0.5 rr.y -= 0.5 rr.z -= 0.5 var a : Vector3 = (rr) * 6.28 * randomness; p = Commons.modv3(p + 0.5 * r, r) - 0.5*r; var rv : Vector3; var c : float; var s : float; c = cos(a.x); s = sin(a.x); rv.x = p.x; rv.y = p.y*c+p.z*s; rv.z = -p.y*s+p.z*c; c = cos(a.y); s = sin(a.y); p.x = rv.x*c+rv.z*s; p.y = rv.y; p.z = -rv.x*s+rv.z*c; c = cos(a.z); s = sin(a.z); rv.x = p.x*c+p.y*s; rv.y = -p.x*s+p.y*c; rv.z = p.z; return rv; #vec3 rotate3d(vec3 p, vec3 a) { # vec3 rv; # float c; # float s; # c = cos(a.x); # s = sin(a.x); # rv.x = p.x; # rv.y = p.y*c+p.z*s; # rv.z = -p.y*s+p.z*c; # c = cos(a.y); # s = sin(a.y); # p.x = rv.x*c+rv.z*s; # p.y = rv.y; # p.z = -rv.x*s+rv.z*c; # c = cos(a.z); # s = sin(a.z); # rv.x = p.x*c+p.y*s; # rv.y = -p.x*s+p.y*c; # rv.z = p.z; # return rv; #} static func rotate3d(p : Vector3, a : Vector3) -> Vector3: var rv : Vector3 = Vector3() var c : float = 0 var s : float = 0 c = cos(a.x) s = sin(a.x) rv.x = p.x rv.y = p.y * c + p.z * s rv.z = -p.y * s + p.z * c c = cos(a.y) s = sin(a.y) p.x = rv.x * c + rv.z * s p.y = rv.y p.z = -rv.x * s + rv.z * c c = cos(a.z) s = sin(a.z) rv.x = p.x * c + p.y * s rv.y = -p.x * s + p.y * c rv.z = p.z return rv #vec3 circle_repeat_transform(vec3 p, float count) { # float r = 6.28/count;float pa = atan(p.x, p.y); # float a = mod(pa+0.5*r, r)-0.5*r; # vec3 rv; # float c = cos(a-pa); # float s = sin(a-pa); # rv.x = p.x*c+p.y*s; # rv.y = -p.x*s+p.y*c; # rv.z = p.z; # return rv; #} static func circle_repeat_transform(p : Vector3, count : float) -> Vector3: #todo return Vector3() #todo this needs to be solved static func sdf3d_input(p : Vector3) -> Vector2: return sdf3d_sphere(p, 0.5) #raymarching_preview.mmg #vec3 render_$name(vec2 uv) { # vec3 p = vec3(uv, 2.0-raymarch_$name(vec3(uv, 2.0), vec3(0.0, 0.0, -1.0))); # vec3 n = normal_$name(p); # vec3 l = vec3(5.0, 5.0, 10.0); # vec3 ld = normalize(l-p); # # float o = step(p.z, 0.001); # float shadow = 1.0-0.75*step(raymarch_$name(l, -ld), length(l-p)-0.01); # float light = 0.3+0.7*dot(n, ld)*shadow; # # return vec3(0.8+0.2*o, 0.8+0.2*o, 1.0)*light; #} #static func sdf3d_render(p : Vector2) -> Vector3: # return Vector3()