broken_seals/game/addons/mat_maker_gd/nodes/pattern/truchet.gd
2021-10-18 14:16:50 +02:00

54 lines
1.3 KiB
GDScript

tool
extends MMNode
var Patterns = preload("res://addons/mat_maker_gd/nodes/common/patterns.gd")
export(Resource) var image : Resource
export(int, "Line,Circle") var shape : int = 0
export(float) var size : float = 4
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_enum("get_shape", "set_shape", "Shape", [ "Line", "Circle" ])
mm_graph_node.add_slot_float("get_size", "set_size", "Size", 1)
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func get_value_for(uv : Vector2, pseed : int) -> Color:
if shape == 0:
return Patterns.truchet1c(uv, size, pseed)
elif shape == 1:
return Patterns.truchet2c(uv, size, pseed)
return Color()
#shape
func get_shape() -> int:
return shape
func set_shape(val : int) -> void:
shape = val
set_dirty(true)
#size
func get_size() -> float:
return size
func set_size(val : float) -> void:
size = val
set_dirty(true)