broken_seals/game/addons/mat_maker_gd/nodes/pattern/iching.gd

41 lines
1.0 KiB
GDScript

tool
extends MMNode
var Patterns = preload("res://addons/mat_maker_gd/nodes/common/m_m_algos.gd")
export(Resource) var image : Resource
export(Vector2) var size : Vector2 = Vector2(4, 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_vector2("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:
var ps : float = 1.0 / float(pseed)
#IChing(vec2($columns, $rows)*$uv, float($seed))
return Patterns.IChingc(uv, size, ps)
#size
func get_size() -> Vector2:
return size
func set_size(val : Vector2) -> void:
size = val
set_dirty(true)