broken_seals/game/addons/mat_maker_gd/nodes/pattern/scratches.gd
2021-10-18 20:06:49 +02:00

83 lines
2.0 KiB
GDScript

tool
extends MMNode
var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
export(Resource) var image : Resource
export(Vector2) var size : Vector2 = Vector2(0.25, 0.4)
export(int) var layers : int = 4
export(float) var waviness : float = 0.51
export(int) var angle : int = 0
export(float) var randomness : float = 0.44
func _init_properties():
if !image:
image = MMNodeUniversalProperty.new()
image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
register_output_property(image)
func _register_methods(mm_graph_node) -> void:
mm_graph_node.add_slot_texture_universal(image)
mm_graph_node.add_slot_vector2("get_size", "set_size", "Size", 0.01)
mm_graph_node.add_slot_int("get_layers", "set_layers", "Layers")
mm_graph_node.add_slot_float("get_waviness", "set_waviness", "Waviness", 0.01)
mm_graph_node.add_slot_int("get_angle", "set_angle", "Angle")
mm_graph_node.add_slot_float("get_randomness", "set_randomness", "Randomness", 0.01)
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func get_value_for(uv : Vector2, pseed : int) -> Color:
#scratches($uv, int($layers), vec2($length, $width), $waviness, $angle, $randomness, vec2(float($seed), 0.0))
return Patterns.scratchesc(uv, layers, size, waviness, angle, randomness, Vector2(pseed, 0.0))
#size
func get_size() -> Vector2:
return size
func set_size(val : Vector2) -> void:
size = val
set_dirty(true)
#layers
func get_layers() -> int:
return layers
func set_layers(val : int) -> void:
layers = val
set_dirty(true)
#waviness
func get_waviness() -> float:
return waviness
func set_waviness(val : float) -> void:
waviness = val
set_dirty(true)
#angle
func get_angle() -> int:
return angle
func set_angle(val : int) -> void:
angle = val
set_dirty(true)
#randomness
func get_randomness() -> float:
return randomness
func set_randomness(val : float) -> void:
randomness = val
set_dirty(true)