mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
785 lines
20 KiB
GDScript
785 lines
20 KiB
GDScript
tool
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extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#----------------------
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#sdf3d_box.mmg
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#Generates a rounded box as a signed distance function
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#Outputs:
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#Common
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#vec3 $(name_uv)_q = abs($uv) - vec3($sx, $sy, $sz);
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#Output - (sdf3d) - Shows the rounded box
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#length(max($(name_uv)_q,0.0))+min(max($(name_uv)_q.x,max($(name_uv)_q.y,$(name_uv)_q.z)),0.0)-$r
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#Inputs:
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#size, vector3, min: 0, max: 1, default:0.5, step:0.01
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#size, float, min: 0, max: 1, default:0.5, step:0.01
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#----------------------
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#sdf3d_sphere.mmg
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#Generates a sphere as a signed distance function
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#Outputs:
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#Output - (sdf3d) - Shows the sphere
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#length($uv)-$r
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#Inputs:
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#radius, vector3, min: 0, max: 1, default:0.5, step:0.01
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#----------------------
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#sdf3d_capsule.mmg
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#Generates a capsule as a signed distance function
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#Outputs:
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#Common
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#vec3 $(name_uv)_p = $uv;
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#$(name_uv)_p.$axis -= clamp($(name_uv)_p.$axis, -$l, $l);
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#Output - (sdf3d) - Shows the capsule
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#length($(name_uv)_p)-$r*$profile(clamp(0.5+0.5*($uv).$axis/$l, 0.0, 1.0))
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#Inputs:
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#axis, enum, default: 1, values: x, y, z
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#length, float, min: 0, max: 1, default:0.25, step:0.01
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#radius, float, min: 0, max: 1, default:0.2, step:0.01
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#profile, curve, default: (ls, rs, x, z) 0, 0, 0, 1, 0, 0, 1, 1
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#----------------------
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#sdf3d_cone.mmg
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#Outputs:
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#+X: $axis = length($uv.yz),-$uv.x
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#-X: $axis = length($uv.yz),$uv.x
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#+Y: $axis = length($uv.xz),$uv.y
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#-Y: $axis = length($uv.xz),-$uv.y
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#+Z: $axis = length($uv.xy),-$uv.z
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#-Z: $axis = length($uv.xy),$uv.z
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#Output - (sdf3d)
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#dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis))
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#Inputs:
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#axis, enum, default:5, values: +X, -X, +Y, -Y, +Z, -Z
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#angle, float, min: 0, max: 90, default:30, step:1
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#----------------------
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#sdf3d_repeat.mmg
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#Outputs:
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#+X: $axis = length($uv.yz),-$uv.x
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#-X: $axis = length($uv.yz),$uv.x
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#+Y: $axis = length($uv.xz),$uv.y
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#-Y: $axis = length($uv.xz),-$uv.y
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#+Z: $axis = length($uv.xy),-$uv.z
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#-Z: $axis = length($uv.xy),$uv.z
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#Output (sdf3d)
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#Output - (sdf3dc) - The shape generated by the repeat operation
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#$in(repeat($uv, vec3(1.0/$rx, 1.0/$ry, 0.0), float($seed), $r))
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#Inputs:
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#in, vec2, default:vec2(100, 0.0), (sdf3d input)
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#X, int, min: 1, max: 32, default:4, step:1
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#Y, int, min: 1, max: 32, default:4, step:1
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#R, float, min: 0, max: 1, default:0.5, step:0.01
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#----------------------
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#sdf3d_rotate.mmg
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#Outputs:
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#Output - (sdf3dc) - The rotated object
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#$in(rotate3d($uv, -vec3($ax, $ay, $az)*0.01745329251))
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#Inputs:
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#in, vec2, default:vec2(100, 0.0), (sdf3d input)
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#rotation, vector3, min: -180, max: 180, default:0, step:1
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#----------------------
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#sdf3d_cylinder.mmg
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#Outputs:
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#Output - (sdf3dc) - Shows the cylinder
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#min(max($(name_uv)_d.x,$(name_uv)_d.y),0.0) + length(max($(name_uv)_d,0.0))
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#Inputs:
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#axis, enum, default: 1, values: X, Y, Z
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#length, float, min: 0, max: 1, default:0.5, step:0.01
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#radius, float, min: 0, max: 1, default:0.2, step:0.01
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#----------------------
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#sdf3d_plane.mmg
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#Generates a plane that can be used to cut other shapes
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#Outputs:
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#X: $axis = x
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#Y: $axis = y
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#Z: $axis = z
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#Output - (sdf3dc) - Shows the plane
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#$uv.$axis
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#Inputs:
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#axis, enum, default: 1, values: X, Y, Z
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#----------------------
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#sdf3d_torus.mmg
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#Generates a torus as a signed distance function
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#Outputs:
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#X: $axis = length($uv.yz)-$R,$uv.x
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#Y: $axis = length($uv.zx)-$R,$uv.y
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#Z: $axis = length($uv.xy)-$R,$uv.z
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#vec2 $(name_uv)_q = vec2($axis);
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#Output - (sdf3dc) - Shows the torus
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#length($(name_uv)_q)-$r
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#Inputs:
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#axis, enum, default: 1, values: X, Y, Z
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#R, float, min: 0, max: 1, default:0.5, step:0.01
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#r, float, min: 0, max: 1, default:0.1, step:0.01
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#----------------------
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#sdf3d_boolean.mmg
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#Outputs:
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#Union: $op = sdf3dc_union
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#Subtraction $op = sdf3dc_sub
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#Intersection $op = sdf3dc_inter
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#Output - (sdf3dc) - The shape generated by the boolean operation
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#$op($in1($uv), $in2($uv))
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#Inputs:
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#axis, enum, default: 2, values: Union, Subtraction, Intersection
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#in1, vec2, default:vec2(100, 0.0), (sdf3d input)
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#in2, vec2, default:vec2(100, 0.0), (sdf3d input)
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#----------------------
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#sdf3d_circle_repeat.mmg
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#Outputs:
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#Output (sdf3dc) - The shape generated by the boolean operation
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#$in(circle_repeat_transform($uv, $c))
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#Inputs:
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#count, float, min: 1, max: 32, default:5, step:1
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#----------------------
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#sdf3d_angle.mmg (includes sdf3d_rotate.mmg)
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#Outputs:
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#Shows the angleThe shape generated by the boolean operation
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#$(name_uv)_d
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#X: $axis = xyz
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#Y: $axis = yzx
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#Z: $axis = zxy
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#vec3 $(name_uv)_uv = $uv.$axis;
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#float $(name_uv)_rotated = rotate3d($(name_uv)_uv, vec3(($angle-180.0)*0.01745329251, 0.0, 0.0)).y;
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#float $(name_uv)_d1 = max($(name_uv)_uv.y, $(name_uv)_rotated);
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#float $(name_uv)_d2 = min($(name_uv)_uv.y, $(name_uv)_rotated);
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#float $(name_uv)_d = (mod($angle, 360.0) < 180.0) ? $(name_uv)_d1 : $(name_uv)_d2;
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#Inputs:
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#axis, enum, default: 0, values: X, Y, Z
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#angle, float, min: 0, max: 360, default:180, step:0.1
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#----------------------
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#sdf3d_color.mmg
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#Outputs:
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#Output - sdf3dc - The colored 3D object
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#vec2($in($uv), $c)
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#Inputs:
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#color_index, float, min: 0, max: 1, default:0, step:0.01
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#in, vec2, default:vec2(100, 0.0), (sdf3d input)
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#----------------------
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#sdf3d_translate.mmg
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#Outputs:
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#Output - sdf3dc
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#$in($uv-vec3($x, $y, $z))
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#Inputs:
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#translation, vector3, min: -1, max: 1, default:0, step:0.01
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#in, vec2, default:vec2(100, 0.0), (sdf3dc input)
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#----------------------
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#sdf3d_scale.mmg
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#Outputs:
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#vec2 $(name_uv)_in = $in(($uv)/$s);
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#Output - sdf3dc
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#vec2($(name_uv)_in.x*$s, $(name_uv)_in.y)
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#Inputs:
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#scale_factor, float, min: 0, max: 5, default:1, step:0.01
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#in, vec2, default:vec2(100, 0.0), (sdf3dc input)
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#----------------------
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#sdf3d_rounded.mmg
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#Outputs:
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#vec2 $(name_uv)_v = $in($uv);
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#Output - sdf3dc
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#vec2($(name_uv)_v.x-$r, $(name_uv)_v.y)
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#Inputs:
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#radius, float, min: 0, max: 1, default:0, step:0.01
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#in, vec2, default:vec2(100, 0.0), (sdf3dc input)
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#----------------------
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#sdf3d_revolution.mmg
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#Outputs:
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#vec2 $(name_uv)_q = vec2(length($uv.xy)-$d+0.5, $uv.z+0.5);
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#Output - sdf3dc
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#$in($(name_uv)_q)
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#Inputs:
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#d, float, min: 0, max: 1, default:0.25, step:0.01
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#input, float, default:10.0, (sdf2d input)
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#----------------------
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#sdf3d_smoothboolean.mmg
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#Performs a smooth boolean operation (union, intersection or difference) between two shapes
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#Outputs:
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#Union: $op = union
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#Subtraction: $op = subtraction
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#Intersection: $op = intersection
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#Output - sdf3dc
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#sdf3d_smooth_$op($in1($uv), $in2($uv), $k)
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#Inputs:
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#in1, vec2, default:vec2(100, 0.0), (sdf3d input)
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#in2, vec2, default:vec2(100, 0.0), (sdf3d input)
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#operation, enum, default: 1, values: Union, Subtraction, Intersection
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#smoothness, float, min: 0, max: 1, default:0, step:0.01
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#----------------------
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#sdf3d_elongation.mmg
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#Outputs:
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#Output - sdf3dc
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#$in($uv-clamp($uv, -abs(vec3($x, $y, $z)), abs(vec3($x, $y, $z))))
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#Inputs:
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#in, vec2, default:vec2(100, 0.0), (sdf3dc input)
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#elongation, vector3, min: 0, max: 1, default:0, step:0.01
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#----------------------
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#sdf3d_extrusion.mmg
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#Outputs:
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#vec2 $(name_uv)_w = vec2($in($uv.xz+vec2(0.5)),abs($uv.y)-$d);
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#Output - sdf3dc
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#min(max($(name_uv)_w.x,$(name_uv)_w.y),0.0)+length(max($(name_uv)_w,0.0))
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#Inputs:
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#in, sdf2d, default:100, (input)
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#length, float, min: 0, max: 1, default:0.25, step:0.01
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#----------------------
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#sdf3d_morph.mmg
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#Outputs:
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#Output - sdf3d
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#mix($in1($uv), $in2($uv), $amount)
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#Inputs:
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#in1, vec2, default:vec2(100, 0.0), (sdf3d input)
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#in2, vec2, default:vec2(100, 0.0), (sdf3d input)
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#amount, float, min: 0, max: 1, default:0.5, step:0.01
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#----------------------
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#raymarching.mmg (raymarching_preview.mmg)
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#Raymarches a 3D object (described as signed distance function with optional color index)
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#to render a heightmap, a normal map and a color index map.
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#raymarch_$name = sdf3d_raymarch
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#vec2 $(name_uv)_d = raymarch_$name($uv);
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#Outputs:
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#HeightMap - float - The generated height map
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#1.0-$(name_uv)_d.x
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#NormalMap - rgb - The generated normal map
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#vec3(0.5)+0.5*normal_$name(vec3($uv-vec2(0.5), 1.0-$(name_uv)_d.x))
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#ColorMap - float - The generated color index map
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#$(name_uv)_d.y
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#Inputs:
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#input, vec2, default:vec2(100, 0.0), (sdf3dc input)
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#----------------------
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#raymarching_preview.mmg
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#Outputs:
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#Output (rgb)
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#render_$name($uv-vec2(0.5))
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#Inputs:
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#input, vec2, default:vec2(100, 0.0), (sdf3dc input)
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static func raymarch(uv : Vector2) -> Color:
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var d : Vector2 = sdf3d_raymarch(uv);
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var f : float = 1.0 - d.x;
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return Color(f, f, f, 1)
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static func raymarch2(uv : Vector2) -> Color:
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var d : Vector2 = sdf3d_raymarch(uv);
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var v : Vector3 = Vector3(0.5, 0.5, 0.5) + 0.5 * sdf3d_normal(Vector3(uv.x - 0.5, uv.y - 0.5, 1.0 - d.x));
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return Color(v.x, v.y, v.z, 1)
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static func raymarch3(uv : Vector2) -> Color:
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var v : Vector2 = sdf3d_raymarch(uv);
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return Color(v.y, v.y, v.y, 1)
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#length($uv)-$r
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static func sdf3d_sphere(p : Vector3, r : float) -> Vector2:
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var s : float = p.length() - r;
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return Vector2(s, 0.0);
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#vec3 $(name_uv)_q = abs($uv) - vec3($sx, $sy, $sz);
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#length(max($(name_uv)_q,0.0))+min(max($(name_uv)_q.x,max($(name_uv)_q.y,$(name_uv)_q.z)),0.0)-$r
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static func sdf3d_box(p : Vector3, sx : float, sy : float, sz : float, r : float) -> Vector2:
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var v : Vector3 = Commons.absv3((p)) - Vector3(sx, sy, sz);
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var f : float = (Commons.maxv3(v,Vector3())).length() + min(max(v.x,max(v.y, v.z)),0.0) - r;
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return Vector2(f, 0.0);
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#Y: $axis = length($uv.xz),$uv.y
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#vec2 $(name_uv)_d = abs(vec2($axis)) - vec2($r,$l);
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static func sdf3d_cylinder_y(p : Vector3, r : float, l : float) -> Vector2:
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var v : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.z).length(),(p).y)) - Vector2(r,l);
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var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length();
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return Vector2(f, 0.0);
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#X: $axis = length($uv.yz),$uv.x
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#vec2 $(name_uv)_d = abs(vec2($axis)) - vec2($r,$l);
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static func sdf3d_cylinder_x(p : Vector3, r : float, l : float) -> Vector2:
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var v : Vector2 = Commons.absv2(Vector2(Vector2(p.y, p.z).length(),(p).x)) - Vector2(r, l);
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var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length();
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return Vector2(f, 0.0);
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#Z: $axis = length($uv.xy),$uv.z
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#vec2 $(name_uv)_d = abs(vec2($axis)) - vec2($r,$l);
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static func sdf3d_cylinder_z(p : Vector3, r : float, l : float) -> Vector2:
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var v : Vector2 = Commons.absv2(Vector2(Vector2(p.x, p.y).length(),(p).z)) - Vector2(r, l);
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var f : float = min(max(v.x, v.y),0.0) + Commons.maxv2(v, Vector2()).length();
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return Vector2(f, 0.0);
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#vec3 $(name_uv)_p = $uv;
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#$(name_uv)_p.$axis -= clamp($(name_uv)_p.$axis, -$l, $l);
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#return length($(name_uv)_p)-$r*$profile(clamp(0.5+0.5*($uv).$axis/$l, 0.0, 1.0))
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static func sdf3d_capsule_y(p : Vector3, r : float, l : float) -> Vector2:
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var v : Vector3 = p;
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v.y -= clamp(v.y, -l, l);
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var f : float = v.length() - r;
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return Vector2(f, 0.0);
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static func sdf3d_capsule_x(p : Vector3, r : float, l : float) -> Vector2:
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var v : Vector3 = p;
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v.x -= clamp(v.x, -l, l);
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var f : float = v.length() - r;
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return Vector2(f, 0.0);
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static func sdf3d_capsule_z(p : Vector3, r : float, l : float) -> Vector2:
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var v : Vector3 = p;
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v.z -= clamp(v.z, -l, l);
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var f : float = v.length() - r;
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return Vector2(f, 0.0);
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var p_o118934_a = 30.000000000;
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#+X: $axis = length($uv.yz),-$uv.x
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#dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis))
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static func sdf3d_cone_px(p : Vector3, a : float) -> Vector2:
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var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(), - (p).x));
|
|
|
|
return Vector2(f, 0.0);
|
|
|
|
#-X: $axis = length($uv.yz),$uv.x
|
|
#dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis))
|
|
|
|
static func sdf3d_cone_nx(p : Vector3, a : float) -> Vector2:
|
|
var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.y, p.z).length(),(p).x));
|
|
|
|
return Vector2(f, 0.0);
|
|
|
|
#+Y: $axis = length($uv.xz),$uv.y
|
|
#dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis))
|
|
|
|
static func sdf3d_cone_py(p : Vector3, a : float) -> Vector2:
|
|
var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),(p).y));
|
|
|
|
return Vector2(f, 0.0);
|
|
|
|
#-Y: $axis = length($uv.xz),-$uv.y
|
|
#dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis))
|
|
|
|
static func sdf3d_cone_ny(p : Vector3, a : float) -> Vector2:
|
|
var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.z).length(),-(p).y));
|
|
|
|
return Vector2(f, 0.0);
|
|
|
|
#+Z: $axis = length($uv.xy),-$uv.z
|
|
#dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis))
|
|
|
|
static func sdf3d_cone_pz(p : Vector3, a : float) -> Vector2:
|
|
var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),-(p).z));
|
|
|
|
return Vector2(f, 0.0);
|
|
|
|
|
|
#-Z: $axis = length($uv.xy),$uv.z
|
|
#dot(vec2(cos($a*0.01745329251),sin($a*0.01745329251)),vec2($axis))
|
|
|
|
static func sdf3d_cone_nz(p : Vector3, a : float) -> Vector2:
|
|
var f : float = Vector2(cos(a*0.01745329251),sin(a*0.01745329251)).dot(Vector2(Vector2(p.x, p.y).length(),(p).z));
|
|
|
|
return Vector2(f, 0.0);
|
|
|
|
static func sdf3d_torus_x(p : Vector3, R : float, r : float) -> Vector2:
|
|
var q : Vector2 = Vector2(Vector2(p.y, p.z).length() - R,(p).x);
|
|
var f : float = q.length() - r;
|
|
|
|
return Vector2(f, 0.0);
|
|
|
|
static func sdf3d_torus_y(p : Vector3, R : float, r : float) -> Vector2:
|
|
var q : Vector2 = Vector2(Vector2(p.z, p.x).length() - R,(p).y);
|
|
var f : float = q.length() - r;
|
|
|
|
return Vector2(f, 0.0);
|
|
|
|
static func sdf3d_torus_z(p : Vector3, R : float, r : float) -> Vector2:
|
|
var q : Vector2 = Vector2(Vector2(p.x, p.y).length() - R,(p).z);
|
|
var f : float = q.length() - r;
|
|
|
|
return Vector2(f, 0.0);
|
|
|
|
|
|
#vec2 raymarch_$name(vec2 uv) {
|
|
# vec3 ro = vec3(uv-vec2(0.5), 1.0);
|
|
# vec3 rd = vec3(0.0, 0.0, -1.0);
|
|
# float dO = 0.0;float c = 0.0;
|
|
#
|
|
# for (int i=0; i < 100; i++) {
|
|
# vec3 p = ro + rd*dO;
|
|
# vec2 dS = $sdf(p);
|
|
# dO += dS.x;
|
|
#
|
|
# if (dO >= 1.0) {
|
|
# break;
|
|
# } else if (dS.x < 0.0001) {
|
|
# c = dS.y;
|
|
# break;
|
|
# }
|
|
# }
|
|
#
|
|
# return vec2(dO, c);
|
|
#}
|
|
|
|
static func sdf3d_raymarch(uv : Vector2) -> Vector2:
|
|
var ro : Vector3 = Vector3(uv.x - 0.5, uv.y - 0.5, 1.0);
|
|
var rd : Vector3 = Vector3(0.0, 0.0, -1.0);
|
|
var dO : float = 0.0;
|
|
var c : float = 0.0;
|
|
|
|
for i in range(100):
|
|
var p : Vector3 = ro + rd * dO;
|
|
var dS : Vector2 = sdf3d_input(p);
|
|
|
|
dO += dS.x;
|
|
|
|
if (dO >= 1.0):
|
|
break;
|
|
elif (dS.x < 0.0001):
|
|
c = dS.y;
|
|
break;
|
|
|
|
return Vector2(dO, c);
|
|
|
|
#vec3 normal_$name(vec3 p) {
|
|
# if (p.z <= 0.0) {
|
|
# return vec3(0.0, 0.0, 1.0);
|
|
# }
|
|
#
|
|
# float d = $sdf(p).x;
|
|
# float e = .001;
|
|
# vec3 n = d - vec3(
|
|
# $sdf(p-vec3(e, 0.0, 0.0)).x,
|
|
# $sdf(p-vec3(0.0, e, 0.0)).x,
|
|
# $sdf(p-vec3(0.0, 0.0, e)).x);
|
|
#
|
|
# return vec3(-1.0, -1.0, -1.0)*normalize(n);
|
|
#}
|
|
|
|
static func sdf3d_normal(p : Vector3) -> Vector3:
|
|
if (p.z <= 0.0):
|
|
return Vector3(0.0, 0.0, 1.0);
|
|
|
|
var d : float = sdf3d_input(p).x;
|
|
var e : float = .001;
|
|
|
|
var n : Vector3 = Vector3(
|
|
d - sdf3d_input(p - Vector3(e, 0.0, 0.0)).x,
|
|
d - sdf3d_input(p - Vector3(0.0, e, 0.0)).x,
|
|
d - sdf3d_input(p - Vector3(0.0, 0.0, e)).x);
|
|
|
|
return Vector3(-1.0, -1.0, -1.0) * n.normalized();
|
|
|
|
#vec2 sdf3dc_union(vec2 a, vec2 b) {
|
|
# return vec2(min(a.x, b.x), mix(b.y, a.y, step(a.x, b.x)));
|
|
#}
|
|
|
|
static func sdf3dc_union(a : Vector2, b : Vector2) -> Vector2:
|
|
return Vector2(min(a.x, b.x), lerp(b.y, a.y, Commons.step(a.x, b.x)));
|
|
|
|
#vec2 sdf3dc_sub(vec2 a, vec2 b) {
|
|
# return vec2(max(-a.x, b.x), a.y);
|
|
#}
|
|
|
|
static func sdf3dc_sub(a : Vector2, b : Vector2) -> Vector2:
|
|
return Vector2(max(-a.x, b.x), a.y);
|
|
|
|
#vec2 sdf3dc_inter(vec2 a, vec2 b) {
|
|
# return vec2(max(a.x, b.x), mix(a.y, b.y, step(a.x, b.x)));
|
|
#}
|
|
|
|
static func sdf3dc_inter(a : Vector2, b : Vector2) -> Vector2:
|
|
return Vector2(max(a.x, b.x), lerp(a.y, b.y, Commons.step(a.x, b.x)));
|
|
|
|
#vec2 sdf3d_smooth_union(vec2 d1, vec2 d2, float k) {
|
|
# float h = clamp(0.5+0.5*(d2.x-d1.x)/k, 0.0, 1.0);
|
|
# return vec2(mix(d2.x, d1.x, h)-k*h*(1.0-h), mix(d2.y, d1.y, step(d1.x, d2.x)));
|
|
#}
|
|
|
|
static func sdf3d_smooth_union(d1 : Vector2, d2 : Vector2, k : float) -> Vector2:
|
|
var h : float = clamp(0.5 + 0.5 * (d2.x - d1.x) / k, 0.0, 1.0);
|
|
return Vector2(lerp(d2.x, d1.x, h)-k*h*(1.0 - h), lerp(d2.y, d1.y, Commons.step(d1.x, d2.x)));
|
|
|
|
#vec2 sdf3d_smooth_subtraction(vec2 d1, vec2 d2, float k ) {
|
|
# float h = clamp(0.5-0.5*(d2.x+d1.x)/k, 0.0, 1.0);
|
|
# return vec2(mix(d2.x, -d1.x, h )+k*h*(1.0-h), d2.y);
|
|
#}
|
|
|
|
static func sdf3d_smooth_subtraction(d1 : Vector2, d2 : Vector2, k : float) -> Vector2:
|
|
var h : float = clamp(0.5 - 0.5 * (d2.x + d1.x) / k, 0.0, 1.0);
|
|
return Vector2(lerp(d2.x, -d1.x, h )+k*h*(1.0-h), d2.y);
|
|
|
|
#vec2 sdf3d_smooth_intersection(vec2 d1, vec2 d2, float k ) {
|
|
# float h = clamp(0.5-0.5*(d2.x-d1.x)/k, 0.0, 1.0);
|
|
# return vec2(mix(d2.x, d1.x, h)+k*h*(1.0-h), mix(d1.y, d2.y, step(d1.x, d2.x)));
|
|
#}
|
|
|
|
static func sdf3d_smooth_intersection(d1 : Vector2, d2 : Vector2, k : float) -> Vector2:
|
|
var h : float = clamp(0.5 - 0.5 * (d2.x - d1.x) / k, 0.0, 1.0);
|
|
return Vector2(lerp(d2.x, d1.x, h)+k*h*(1.0-h), lerp(d1.y, d2.y, Commons.step(d1.x, d2.x)));
|
|
|
|
static func sdf3d_rounded(v : Vector2, r : float) -> Vector2:
|
|
return Vector2(v.x - r, v.y);
|
|
|
|
static func sdf3d_elongation(p : Vector3, v : Vector3) -> Vector3:
|
|
return ((p) - Commons.clampv3((p), - Commons.absv3(v), Commons.absv3(v)))
|
|
|
|
static func sdf3d_repeat(p : Vector3, r : Vector2, randomness : float, pseed : int) -> Vector3:
|
|
return (repeat(p, Vector3(1.0/r.x, 1.0/r.y, 0.00001), float(pseed), randomness))
|
|
|
|
#vec3 repeat(vec3 p, vec3 r, float seed, float randomness) {
|
|
# vec3 a = (rand3(floor(mod((p.xy+0.5*r.xy)/r.xy, 1.0/r.xy)+vec2(seed)))-0.5)*6.28*randomness;
|
|
# p = mod(p+0.5*r,r)-0.5*r;
|
|
#
|
|
# vec3 rv;
|
|
# float c;
|
|
# float s;
|
|
#
|
|
# c = cos(a.x);
|
|
# s = sin(a.x);
|
|
#
|
|
# rv.x = p.x;
|
|
# rv.y = p.y*c+p.z*s;rv.z = -p.y*s+p.z*c;
|
|
#
|
|
# c = cos(a.y);
|
|
# s = sin(a.y);
|
|
#
|
|
# p.x = rv.x*c+rv.z*s;
|
|
# p.y = rv.y;
|
|
# p.z = -rv.x*s+rv.z*c;
|
|
#
|
|
# c = cos(a.z);
|
|
# s = sin(a.z);
|
|
#
|
|
# rv.x = p.x*c+p.y*s;
|
|
# rv.y = -p.x*s+p.y*c;
|
|
# rv.z = p.z;
|
|
#
|
|
# return rv;
|
|
#}
|
|
|
|
#Needs work
|
|
static func repeat(p : Vector3, r : Vector3, pseed : float, randomness : float) -> Vector3:
|
|
#fix division by zero
|
|
# p.x += 0.000001
|
|
# p.y += 0.000001
|
|
# p.z += 0.000001
|
|
# r.x += 0.000001
|
|
# r.y += 0.000001
|
|
# r.z += 0.000001
|
|
|
|
var pxy : Vector2 = Vector2(p.x, p.y)
|
|
var rxy : Vector2 = Vector2(r.x, r.y)
|
|
|
|
var r3 : Vector2 = Commons.floorv2(Commons.modv2((pxy + 0.5 * rxy) / rxy, Vector2(1.0 / rxy.x, 1.0 / rxy.y)) + Vector2(pseed, pseed))
|
|
|
|
var rr : Vector3 = Commons.rand3(r3)
|
|
|
|
rr.x -= 0.5
|
|
rr.y -= 0.5
|
|
rr.z -= 0.5
|
|
|
|
var a : Vector3 = (rr) * 6.28 * randomness;
|
|
|
|
p = Commons.modv3(p + 0.5 * r, r) - 0.5*r;
|
|
var rv : Vector3;
|
|
var c : float;
|
|
var s : float;
|
|
|
|
c = cos(a.x);
|
|
s = sin(a.x);
|
|
rv.x = p.x;
|
|
rv.y = p.y*c+p.z*s;
|
|
rv.z = -p.y*s+p.z*c;
|
|
c = cos(a.y);
|
|
s = sin(a.y);
|
|
p.x = rv.x*c+rv.z*s;
|
|
p.y = rv.y;
|
|
p.z = -rv.x*s+rv.z*c;
|
|
c = cos(a.z);
|
|
s = sin(a.z);
|
|
rv.x = p.x*c+p.y*s;
|
|
rv.y = -p.x*s+p.y*c;
|
|
rv.z = p.z;
|
|
|
|
return rv;
|
|
|
|
#vec3 rotate3d(vec3 p, vec3 a) {
|
|
# vec3 rv;
|
|
# float c;
|
|
# float s;
|
|
# c = cos(a.x);
|
|
# s = sin(a.x);
|
|
# rv.x = p.x;
|
|
# rv.y = p.y*c+p.z*s;
|
|
# rv.z = -p.y*s+p.z*c;
|
|
# c = cos(a.y);
|
|
# s = sin(a.y);
|
|
# p.x = rv.x*c+rv.z*s;
|
|
# p.y = rv.y;
|
|
# p.z = -rv.x*s+rv.z*c;
|
|
# c = cos(a.z);
|
|
# s = sin(a.z);
|
|
# rv.x = p.x*c+p.y*s;
|
|
# rv.y = -p.x*s+p.y*c;
|
|
# rv.z = p.z;
|
|
# return rv;
|
|
#}
|
|
|
|
static func rotate3d(p : Vector3, a : Vector3) -> Vector3:
|
|
#todo
|
|
return Vector3()
|
|
|
|
#vec3 circle_repeat_transform(vec3 p, float count) {
|
|
# float r = 6.28/count;float pa = atan(p.x, p.y);
|
|
# float a = mod(pa+0.5*r, r)-0.5*r;
|
|
# vec3 rv;
|
|
# float c = cos(a-pa);
|
|
# float s = sin(a-pa);
|
|
# rv.x = p.x*c+p.y*s;
|
|
# rv.y = -p.x*s+p.y*c;
|
|
# rv.z = p.z;
|
|
# return rv;
|
|
#}
|
|
|
|
static func circle_repeat_transform(p : Vector3, count : float) -> Vector3:
|
|
#todo
|
|
return Vector3()
|
|
|
|
#todo this needs to be solved
|
|
static func sdf3d_input(p : Vector3) -> Vector2:
|
|
return sdf3d_sphere(p, 0.5)
|
|
|
|
#raymarching_preview.mmg
|
|
#vec3 render_$name(vec2 uv) {
|
|
# vec3 p = vec3(uv, 2.0-raymarch_$name(vec3(uv, 2.0), vec3(0.0, 0.0, -1.0)));
|
|
# vec3 n = normal_$name(p);
|
|
# vec3 l = vec3(5.0, 5.0, 10.0);
|
|
# vec3 ld = normalize(l-p);
|
|
#
|
|
# float o = step(p.z, 0.001);
|
|
# float shadow = 1.0-0.75*step(raymarch_$name(l, -ld), length(l-p)-0.01);
|
|
# float light = 0.3+0.7*dot(n, ld)*shadow;
|
|
#
|
|
# return vec3(0.8+0.2*o, 0.8+0.2*o, 1.0)*light;
|
|
#}
|
|
|
|
#static func sdf3d_render(p : Vector2) -> Vector3:
|
|
# return Vector3()
|