#ifndef MM_ALGOS_BIND_H #define MM_ALGOS_BIND_H #include "core/containers/pool_vector.h" #include "core/io/image.h" #include "core/math/color.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "core/variant/variant.h" #include "core/object/object.h" class _MMAlgos : public Object { GDCLASS(_MMAlgos, Object); public: Vector3 clampv3(const Vector3 &v, const Vector3 &mi, const Vector3 &ma); Color floorc(const Color &a); Vector2 floorv2(const Vector2 &a); Vector3 floorv3(const Vector3 &a); Vector2 smoothstepv2(const float a, const float b, const Vector2 &c); Vector2 maxv2(const Vector2 &a, const Vector2 &b); Vector3 maxv3(const Vector3 &a, const Vector3 &b); Vector2 absv2(const Vector2 &v); Vector3 absv3(const Vector3 &v); Vector2 cosv2(const Vector2 &v); Vector3 cosv3(const Vector3 &v); Vector2 powv2(const Vector2 &x, const Vector2 &y); Vector3 modv3(const Vector3 &a, const Vector3 &b); Vector2 modv2(const Vector2 &a, const Vector2 &b); float modf(const float x, const float y); Vector2 fractv2(const Vector2 &v); Vector3 fractv3(const Vector3 &v); float fract(const float f); Vector2 clampv2(const Vector2 &v, const Vector2 &pmin, const Vector2 &pmax); Vector2 minv2(const Vector2 &v1, const Vector2 &v2); Vector3 minv3(const Vector3 &v1, const Vector3 &v2); float rand(const Vector2 &x); Vector2 rand2(const Vector2 &x); Vector3 rand3(const Vector2 &x); float step(const float edge, const float x); Vector2 stepv2(const Vector2 &edge, const Vector2 &x); Color stepc(const Color &edge, const Color &x); Color mixc(const Color &a, const Color &b, const Color &t); Vector2 signv2(const Vector2 &x); Vector2 transform(const Vector2 &uv, const Vector2 &translate, const float rotate, const Vector2 &scale, const bool repeat); float fractf(const float x); float mix_mul(const float x, const float y); float mix_add(const float x, const float y); float mix_max(const float x, const float y); float mix_min(const float x, const float y); float mix_xor(const float x, const float y); float mix_pow(const float x, const float y); float wave_constant(const float x); float wave_sine(const float x); float wave_triangle(const float x); float wave_sawtooth(const float x); float wave_square(const float x); float wave_bounce(const float x); Color sinewave(const Vector2 &uv, const float amplitude, const float frequency, const float phase); float ThickLine(const Vector2 &uv, const Vector2 &posA, const Vector2 &posB, const float radiusInv); float curve(const float x, const PoolRealArray &points); Color flood_fill_preprocess(const Vector2 &uv, const float c, const float s); Vector3 fill_to_uv_stretch(const Vector2 &coord, const Color &bb, const float pseed); Vector3 fill_to_uv_square(const Vector2 &coord, const Color &bb, const float pseed); Vector3 rgb_to_hsv(const Vector3 &c); Vector3 hsv_to_rgb(const Vector3 &c); Color adjust_hsv(const Color &color, const float hue, const float saturation, const float value); Color adjust_levels(const Color &color, const Color &in_min, const Color &in_mid, const Color &in_max, const Color &out_min, const Color &out_max); Color brightness_contrast(const Color &color, const float brightness, const float contrast); float grayscale_min(const Vector3 &c); float grayscale_max(const Vector3 &c); float grayscale_lightness(const Vector3 &c); float grayscale_average(const Vector3 &c); float grayscale_luminosity(const Vector3 &c); Color invert(const Color &color); Vector3 blend_normal(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); Vector3 blend_dissolve(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); Vector3 blend_multiply(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); Vector3 blend_screen(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); float blend_overlay_f(const float c1, const float c2); Vector3 blend_overlay(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); Vector3 blend_hard_light(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); float blend_soft_light_f(const float c1, const float c2); Vector3 blend_soft_light(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); float blend_burn_f(const float c1, const float c2); Vector3 blend_burn(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); float blend_dodge_f(const float c1, const float c2); Vector3 blend_dodge(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); Vector3 blend_lighten(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); Vector3 blend_darken(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); Vector3 blend_difference(const Vector2 &uv, const Vector3 &c1, const Vector3 &c2, const float opacity); Color radial_gradient_type_1(const Vector2 &uv, const float repeat, const PoolRealArray &data); Color radial_gradient_type_2(const Vector2 &uv, const float repeat, const PoolRealArray &data); Color radial_gradient_type_3(const Vector2 &uv, const float repeat, const PoolRealArray &data); Color radial_gradient_type_4(const Vector2 &uv, const float repeat, const PoolRealArray &data); Color normal_gradient_type_1(const Vector2 &uv, const float repeat, const float rotate, const PoolRealArray &data); Color normal_gradient_type_2(const Vector2 &uv, const float repeat, const float rotate, const PoolRealArray &data); Color normal_gradient_type_3(const Vector2 &uv, const float repeat, const float rotate, const PoolRealArray &data); Color normal_gradient_type_4(const Vector2 &uv, const float repeat, const float rotate, const PoolRealArray &data); Color circular_gradient_type_1(const Vector2 &uv, const float repeat, const PoolRealArray &data); Color circular_gradient_type_2(const Vector2 &uv, const float repeat, const PoolRealArray &data); Color circular_gradient_type_3(const Vector2 &uv, const float repeat, const PoolRealArray &data); Color circular_gradient_type_4(const Vector2 &uv, const float repeat, const PoolRealArray &data); Color gradient_type_1(const float x, const PoolRealArray &data); Color gradient_type_2(const float x, const PoolRealArray &data); Color gradient_type_3(const float x, const PoolRealArray &data); Color get_data_color(const int index, const PoolRealArray &data); float get_data_pos(const int index, const PoolRealArray &data); Color gradient_type_4(const float x, const PoolRealArray &data); Color gradient_type_5(const float x, const PoolRealArray &data); float dots(const Vector2 &uv, const float size, const float density, const float pseed); Color anisotropicc(const Vector2 &uv, const Vector2 &size, const float pseed, const float smoothness, const float interpolation); float anisotropic(const Vector2 &uv, const Vector2 &size, const float pseed, const float smoothness, const float interpolation); Vector3 color_dots(const Vector2 &uv, const float size, const float pseed); Color noise_color(const Vector2 &uv, const float size, const float pseed); Color fbmval(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); Color perlin(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); Color perlinabs(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); Color simplex(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); Color cellular(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); Color cellular2(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); Color cellular3(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); Color cellular4(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); Color cellular5(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); Color cellular6(const Vector2 &uv, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float fbmf(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float perlinf(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float perlinabsf(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float fbm_simplexf(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float cellularf(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float cellular2f(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float cellular3f(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float cellular4f(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float cellular5f(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float cellular6f(const Vector2 &coord, const Vector2 &size, const int folds, const int octaves, const float persistence, const float pseed); float fbm_value(const Vector2 &coord, const Vector2 &size, const float pseed); float fbm_perlin(const Vector2 &coord, const Vector2 &size, const float pseed); float fbm_perlinabs(const Vector2 &coord, const Vector2 &size, const float pseed); Vector2 rgrad2(const Vector2 &p, const float rot, const float pseed); float fbm_simplex(const Vector2 &coord, const Vector2 &size, const float pseed); float fbm_cellular(const Vector2 &coord, const Vector2 &size, const float pseed); float fbm_cellular2(const Vector2 &coord, const Vector2 &size, const float pseed); float fbm_cellular3(const Vector2 &coord, const Vector2 &size, const float pseed); float fbm_cellular4(const Vector2 &coord, const Vector2 &size, const float pseed); float fbm_cellular5(const Vector2 &coord, const Vector2 &size, const float pseed); float fbm_cellular6(const Vector2 &coord, const Vector2 &size, const float pseed); Color perlinc(const Vector2 &uv, const Vector2 &size, const int iterations, const float persistence, const int pseed); float perlin2c(const Vector2 &uv, const Vector2 &size, const int iterations, const float persistence, const int pseed); Vector3 perlin_color(const Vector2 &uv, const Vector2 &size, const int iterations, const float persistence, const int pseed); Color perlin_colorc(const Vector2 &uv, const Vector2 &size, const int iterations, const float persistence, const int pseed); Color perlin_warp_1(const Vector2 &uv, const Vector2 &size, const int iterations, const float persistence, const int pseed, const Vector2 &translate, const float rotate, const Vector2 &size2); Color perlin_warp_2(const Vector2 &uv, const Vector2 &size, const int iterations, const float persistence, const int pseed, const Vector2 &translate, const float rotate, const Vector2 &size2); Color voronoi(const Vector2 &uv, const Vector2 &size, const Vector2 &stretch, const float intensity, const float randomness, const int pseed); Color voronoi_1(const Vector2 &uv, const Vector2 &size, const Vector2 &stretch, const float intensity, const float randomness, const int pseed); Color voronoi_2(const Vector2 &uv, const Vector2 &size, const Vector2 &stretch, const float intensity, const float randomness, const int pseed); Color voronoi_3(const Vector2 &uv, const Vector2 &size, const Vector2 &stretch, const float intensity, const float randomness, const int pseed); float pattern(const Vector2 &uv, const float x_scale, const float y_scale, const int ct, const int catx, const int caty); Color truchet1c(const Vector2 &uv, const float size, const float pseed); float truchet1(const Vector2 &uv, const Vector2 &pseed); Color truchet2c(const Vector2 &uv, const float size, const float pseed); float truchet2(const Vector2 &uv, const Vector2 &pseed); Color weavec(const Vector2 &uv, const Vector2 &count, const float width); float weave(const Vector2 &uv, const Vector2 &count, const float width); Vector3 weave2(const Vector2 &uv, const Vector2 &count, const float stitch, const float width_x, const float width_y); Color sinewavec(const Vector2 &uv, const float amplitude, const float frequency, const float phase); float sinewavef(const Vector2 &uv, const float amplitude, const float frequency, const float phase); float scratch(const Vector2 &uv, const Vector2 &size, const float waviness, const float angle, const float randomness, const Vector2 &pseed); float scratches(const Vector2 &uv, const int layers, const Vector2 &size, const float waviness, const float angle, const float randomness, const Vector2 &pseed); Color scratchesc(const Vector2 &uv, const int layers, const Vector2 &size, const float waviness, const float angle, const float randomness, const Vector2 &pseed); Color runesc(const Vector2 &uv, const Vector2 &col_row, const float pseed); float runesf(const Vector2 &uv, const Vector2 &col_row, const float pseed); float rune(const Vector2 &uv, const float pseed); Color IChingc(const Vector2 &uv, const Vector2 &row_col, const int pseed); float IChing(const Vector2 &uv, const float pseed); Color beehive_1c(const Vector2 &uv, const Vector2 &size, const int pseed); Color beehive_2c(const Vector2 &uv, const Vector2 &size, const int pseed); Color beehive_3c(const Vector2 &uv, const Vector2 &size, const int pseed); float beehive_dist(const Vector2 &p); Color beehive_center(const Vector2 &p); Vector3 brick_corner_uv(const Vector2 &uv, const Vector2 &bmin, const Vector2 &bmax, const float mortar, const float corner, const float pseed); Color brick(const Vector2 &uv, const Vector2 &bmin, const Vector2 &bmax, const float mortar, const float pround, const float bevel); Vector3 brick_random_color(const Vector2 &bmin, const Vector2 &bmax, const float pseed); Vector3 brick_uv(const Vector2 &uv, const Vector2 &bmin, const Vector2 &bmax, const float pseed); Color bricks_rb(const Vector2 &uv, const Vector2 &count, const float repeat, const float offset); Color bricks_rb2(const Vector2 &uv, const Vector2 &count, const float repeat, const float offset); Color bricks_hb(const Vector2 &uv, const Vector2 &count, const float repeat, const float offset); Color bricks_bw(const Vector2 &uv, const Vector2 &count, const float repeat, const float offset); Color bricks_sb(const Vector2 &uv, const Vector2 &count, const float repeat, const float offset); Color brick2(const Vector2 &uv, const Vector2 &bmin, const Vector2 &bmax, const float mortar, const float pround, const float bevel); Color bricks_uneven(const Vector2 &uv, const int iterations, const float min_size, const float randomness, const float pseed); Vector2 truchet_generic_uv(const Vector2 &uv, const float pseed); Color sdf_show(const float val, const float bevel); float sdf_circle(const Vector2 &uv, const Vector2 &c, const float r); float sdf_box(const Vector2 &uv, const Vector2 &c, const Vector2 &wh); Vector2 sdf_line(const Vector2 &uv, const Vector2 &a, const Vector2 &b, const float r); float sdf_rhombus(const Vector2 &uv, const Vector2 &c, const Vector2 &wh); float sdf_arc(const Vector2 &uv, const Vector2 &a, const Vector2 &r); float sdr_ndot(const Vector2 &a, const Vector2 &b); float sdRhombus(const Vector2 &p, const Vector2 &b); float sdArc(const Vector2 &p, const float a1, const float a2, const float ra, const float rb); float sdf_boolean_union(const float a, const float b); float sdf_boolean_substraction(const float a, const float b); float sdf_boolean_intersection(const float a, const float b); float sdf_smooth_boolean_union(const float d1, const float d2, const float k); float sdf_smooth_boolean_substraction(const float d1, const float d2, const float k); float sdf_smooth_boolean_intersection(const float d1, const float d2, const float k); float sdf_rounded_shape(const float a, const float r); float sdf_annular_shape(const float a, const float r); float sdf_morph(const float a, const float b, const float amount); Vector2 sdLine(const Vector2 &p, const Vector2 &a, const Vector2 &b); Vector2 sdf2d_rotate(const Vector2 &uv, const float a); Vector2 sdBezier(const Vector2 &pos, const Vector2 &A, const Vector2 &B, const Vector2 &C); Vector2 circle_repeat_transform_2d(const Vector2 &p, const float count); Vector2 sdNgon(const Vector2 &pos, const float r, const float n); Vector2 repeat_2d(const Vector2 &p, const Vector2 &r, const float pseed, const float randomness); float sdSmoothUnion(const float d1, const float d2, const float k); float sdSmoothSubtraction(const float d1, const float d2, const float k); float sdSmoothIntersection(const float d1, const float d2, const float k); float sdRipples(const float d, const float w, const int r); float sdPolygon(const Vector2 &p, const PoolVector2Array &v); Color raymarch(const Vector2 &uv); Color raymarch2(const Vector2 &uv); Color raymarch3(const Vector2 &uv); Vector2 sdf3d_sphere(const Vector3 &p, const float r); Vector2 sdf3d_box(const Vector3 &p, const float sx, const float sy, const float sz, const float r); Vector2 sdf3d_cylinder_y(const Vector3 &p, const float r, const float l); Vector2 sdf3d_cylinder_x(const Vector3 &p, const float r, const float l); Vector2 sdf3d_cylinder_z(const Vector3 &p, const float r, const float l); Vector2 sdf3d_capsule_y(const Vector3 &p, const float r, const float l); Vector2 sdf3d_capsule_x(const Vector3 &p, const float r, const float l); Vector2 sdf3d_capsule_z(const Vector3 &p, const float r, const float l); Vector2 sdf3d_cone_px(const Vector3 &p, const float a); Vector2 sdf3d_cone_nx(const Vector3 &p, const float a); Vector2 sdf3d_cone_py(const Vector3 &p, const float a); Vector2 sdf3d_cone_ny(const Vector3 &p, const float a); Vector2 sdf3d_cone_pz(const Vector3 &p, const float a); Vector2 sdf3d_cone_nz(const Vector3 &p, const float a); Vector2 sdf3d_torus_x(const Vector3 &p, const float R, const float r); Vector2 sdf3d_torus_y(const Vector3 &p, const float R, const float r); Vector2 sdf3d_torus_z(const Vector3 &p, const float R, const float r); Vector2 sdf3d_raymarch(const Vector2 &uv); Vector3 sdf3d_normal(const Vector3 &p); Vector2 sdf3dc_union(const Vector2 &a, const Vector2 &b); Vector2 sdf3dc_sub(const Vector2 &a, const Vector2 &b); Vector2 sdf3dc_inter(const Vector2 &a, const Vector2 &b); Vector2 sdf3d_smooth_union(const Vector2 &d1, const Vector2 &d2, const float k); Vector2 sdf3d_smooth_subtraction(const Vector2 &d1, const Vector2 &d2, const float k); Vector2 sdf3d_smooth_intersection(const Vector2 &d1, const Vector2 &d2, const float k); Vector2 sdf3d_rounded(const Vector2 &v, const float r); Vector3 sdf3d_elongation(const Vector3 &p, const Vector3 &v); Vector3 sdf3d_repeat(const Vector3 &p, const Vector2 &r, const float randomness, const int pseed); Vector3 repeat(const Vector3 &p, const Vector3 &r, const float pseed, const float randomness); Vector3 rotate3d(const Vector3 &p, const Vector3 &a); Vector3 circle_repeat_transform(const Vector3 &p, const float count); Vector2 sdf3d_input(const Vector3 &p); float sphere(const Vector2 &uv, const Vector2 &c, const float r); float shape_circle(const Vector2 &uv, const float sides, const float size, const float edge); float shape_polygon(const Vector2 &uv, const float sides, const float size, const float edge); float shape_star(const Vector2 &uv, const float sides, const float size, const float edge); float shape_curved_star(const Vector2 &uv, const float sides, const float size, const float edge); float shape_rays(const Vector2 &uv, const float sides, const float size, const float edge); Vector2 transform2_clamp(const Vector2 &uv); Vector2 transform2(const Vector2 &uv, const Vector2 &translate, const float rotate, const Vector2 &scale); Vector2 rotate(const Vector2 &uv, const Vector2 ¢er, const float rotate); Vector2 scale(const Vector2 &uv, const Vector2 ¢er, const Vector2 &scale); Vector2 uvmirror_h(const Vector2 &uv, const float offset); Vector2 uvmirror_v(const Vector2 &uv, const float offset); Vector2 kal_rotate(const Vector2 &uv, const float count, const float offset); Vector2 get_from_tileset(const float count, const float pseed, const Vector2 &uv); Vector2 custom_uv_transform(const Vector2 &uv, const Vector2 &cst_scale, const float rnd_rotate, const float rnd_scale, const Vector2 &pseed); Ref generate_histogram(const Ref &input, const int texture_size = 256); void register_node_class(const String &category, const String &cls); void unregister_node_class(const String &category, const String &cls); void register_node_script(const String &category, const String &file_path); void unregister_node_script(const String &category, const String &file_path); static _MMAlgos *get_singleton(); _MMAlgos(); ~_MMAlgos(); protected: static void _bind_methods(); static _MMAlgos *self; }; #endif