mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
128 lines
3.3 KiB
GDScript
128 lines
3.3 KiB
GDScript
tool
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extends MMNode
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var SDF2D = preload("res://addons/mat_maker_gd/nodes/common/sdf2d.gd")
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var image : Image
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var tex : ImageTexture
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export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
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export(Vector2) var bmax : Vector2 = Vector2(1, 1)
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export(bool) var refresh setget reff,reffg
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func _ready():
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pass
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#sdshow
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var p_o47009_bevel = 0.100000000;
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#circle
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var p_o11635_r = 0.400000000;
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var p_o11635_cx = 0.000000000;
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var p_o11635_cy = 0.000000000;
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#box
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var p_o48575_w = 0.300000000;
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var p_o48575_h = 0.200000000;
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var p_o48575_cx = 0.000000000;
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var p_o48575_cy = 0.000000000;
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#line
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var p_o49570_ax = -0.300000000;
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var p_o49570_ay = -0.300000000;
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var p_o49570_bx = 0.300000000;
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var p_o49570_by = 0.300000000;
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var p_o49570_r = 0.200000000;
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#rhombus
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var p_o50848_w = 0.300000000;
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var p_o50848_h = 0.200000000;
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var p_o50848_cx = 0.000000000;
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var p_o50848_cy = 0.000000000;
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#arc
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var p_o51990_a1 = 0.000000000;
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var p_o51990_a2 = 0.000000000;
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var p_o51990_r1 = 0.300000000;
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var p_o51990_r2 = 0.100000000;
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func gen() -> void:
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if !image:
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image = Image.new()
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image.create(300, 300, false, Image.FORMAT_RGBA8)
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if !tex:
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tex = ImageTexture.new()
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# var bmin : Vector2 = Vector2(0.1, 0.1)
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# var bmax : Vector2 = Vector2(1, 1)
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image.lock()
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var w : float = image.get_width()
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var h : float = image.get_width()
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var pseed : float = randf() + randi()
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for x in range(image.get_width()):
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for y in range(image.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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# var fc : float = sdf_circle(v)
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# var fc : float = sdf_box(v)
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# var fc : float = sdf_line(v)
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# var fc : float = sdf_rhombus(v)
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# var fc : float = sdf_arc(v)
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var fc : float = SDF2D.sdf_boolean_union(sdf_circle(v), sdf_box(v))
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# var fc : float = SDF2D.sdf_boolean_substraction(sdf_circle(v), sdf_box(v))
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# var fc : float = SDF2D.sdf_boolean_intersection(sdf_circle(v), sdf_box(v))
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# var fc : float = SDF2D.sdf_smooth_boolean_union(sdf_circle(v), sdf_box(v), 0.15)
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# var fc : float = SDF2D.sdf_smooth_boolean_substraction(sdf_circle(v), sdf_box(v), 0.15)
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# var fc : float = SDF2D.sdf_smooth_boolean_intersection(sdf_circle(v), sdf_box(v), 0.15)
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# var fc : float = SDF2D.sdf_rounded_shape(sdf_box(v), 0.15)
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# var fc : float = SDF2D.sdf_annular_shape(sdf_box(v), 0.15)
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# var fc : float = SDF2D.sdf_morph(sdf_circle(v), sdf_box(v), 0.5)
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var col : Color = sdf_show(fc)
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image.set_pixel(x, y, col)
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image.unlock()
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tex.create_from_image(image)
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# texture = tex
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func sdf_show(val : float) -> Color:
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return SDF2D.sdf_show(val, p_o47009_bevel)
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func sdf_circle(uv : Vector2) -> float:
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return SDF2D.sdf_circle(uv, Vector2(p_o11635_cx, p_o11635_cy), p_o11635_r)
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func sdf_box(uv : Vector2) -> float:
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return SDF2D.sdf_box(uv, Vector2(p_o48575_cx, p_o48575_cx), Vector2(p_o48575_w, p_o48575_h))
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func sdf_line(uv : Vector2) -> float:
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return SDF2D.sdf_line(uv, Vector2(p_o49570_ax, p_o49570_ay), Vector2(p_o49570_bx, p_o49570_by), p_o49570_r)
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func sdf_rhombus(uv : Vector2) -> float:
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return SDF2D.sdf_rhombus(uv, Vector2(p_o50848_cx, p_o50848_cy), Vector2(p_o50848_w, p_o50848_h))
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func sdf_arc(uv : Vector2) -> float:
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return SDF2D.sdf_arc(uv, Vector2(p_o51990_a1, p_o51990_a2), Vector2(p_o51990_r1, p_o51990_r2))
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func reffg():
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return false
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func reff(bb):
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if bb:
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gen()
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