broken_seals/game/addons/mat_maker_gd/nodes/simple/shape.gd

92 lines
3.1 KiB
GDScript

tool
extends MMNode
var Shapes = preload("res://addons/mat_maker_gd/nodes/common/shapes.gd")
enum ShapeType {
SHAPE_TYPE_CIRCLE = 0,
SHAPE_TYPE_POLYGON = 1,
SHAPE_TYPE_STAR = 2,
SHAPE_TYPE_CURVED_STAR = 3,
SHAPE_TYPE_RAYS = 4,
}
var image : Resource
export(int, "Circle,Polygon,Star,Curved Star,Rays") var shape_type : int = 0
export(int) var sides : int = 6
export(Resource) var radius : Resource
export(Resource) var edge : Resource
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
if !radius:
radius = MMNodeUniversalProperty.new()
radius.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
radius.set_default_value(0.34375)
radius.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
radius.slot_name = "radius"
radius.value_step = 0.05
if !edge:
edge = MMNodeUniversalProperty.new()
edge.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_FLOAT
edge.set_default_value(0.2)
edge.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
edge.slot_name = "edge"
edge.value_step = 0.05
register_input_property(radius)
register_input_property(edge)
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(MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, "get_shape_typoe", "set_shape_typoe", "shape_type", [ "Circle", "Polygon", "Star", "Curved Star", "Rays" ])
mm_graph_node.add_slot_int(MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_NONE, "get_sides", "set_sides", "sides")#, Vector2(1, 10))
mm_graph_node.add_slot_float_universal(radius)
mm_graph_node.add_slot_float_universal(edge)
func _render(material) -> void:
var img : Image = render_image(material)
image.set_value(img)
func get_value_for(uv : Vector2, pseed : int) -> Color:
var c : float = 0
if shape_type == ShapeType.SHAPE_TYPE_CIRCLE:
c = Shapes.shape_circle(uv, sides, radius.get_value(uv) * 1.0, edge.get_value(uv) * 1.0)
elif shape_type == ShapeType.SHAPE_TYPE_POLYGON:
c = Shapes.shape_polygon(uv, sides, radius.get_value(uv) * 1.0, edge.get_value(uv) * 1.0)
elif shape_type == ShapeType.SHAPE_TYPE_STAR:
c = Shapes.shape_star(uv, sides, radius.get_value(uv) * 1.0, edge.get_value(uv) * 1.0)
elif shape_type == ShapeType.SHAPE_TYPE_CURVED_STAR:
c = Shapes.shape_curved_star(uv, sides, radius.get_value(uv) * 1.0, edge.get_value(uv) * 1.0)
elif shape_type == ShapeType.SHAPE_TYPE_RAYS:
c = Shapes.shape_rays(uv, sides, radius.get_value(uv) * 1.0, edge.get_value(uv) * 1.0)
return Color(c, c, c, 1)
func get_shape_typoe() -> int:
return shape_type
func set_shape_typoe(val : int) -> void:
shape_type = val
set_dirty(true)
func get_sides() -> int:
return sides
func set_sides(val : int) -> void:
sides = val
set_dirty(true)