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extends EditorNode3DGizmoPlugin | |
var editor_plugin: EditorPlugin | |
var _previous_size | |
func _init(): | |
create_material("lines", Color(1, 1, 1)) | |
create_material("box", Color(1.0, 1.0, 1.0, 0.1)) |
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class_name ShaderCache | |
extends Spatial | |
signal stage_completed | |
signal all_shaders_compiled | |
export var shaders_folder := "res://material/shaders/" | |
export var particles_folder := "res://vfx/" |
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tool | |
extends Resource | |
class_name GridShape | |
export var size := Vector2.ONE | |
export var grid := [] | |
func _init() -> void: |
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tool | |
class_name ConceptBoxInput | |
extends Spatial | |
signal input_changed | |
signal property_changed | |
export var size := Vector3.ONE setget set_size |
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shader_type spatial; | |
uniform sampler2D mask; | |
uniform float min_scale = 0.0; | |
uniform float max_scale = 1.0; | |
varying float scale; | |
float range_lerp(float value, float istart, float istop, float ostart, float oend) { |
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float lts(float L) { | |
if (abs(L) < 0.0031308) { | |
return 12.92 * L; | |
} | |
return 1.055 * pow(L, (1.0 / 2.4)) - 0.055; | |
} | |
vec3 rgb_to_srgb(vec3 color) { | |
return vec3(lts(color.r), lts(color.g), lts(color.b)); | |
} |
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static func get_scaled_theme(theme: Theme) -> Theme: | |
var scale = get_editor_scale() | |
var res: Theme = theme.duplicate(true) | |
res.default_font.size *= scale | |
for font_name in res.get_font_list("EditorFonts"): | |
var font = res.get_font(font_name, "EditorFonts") | |
font.size *= scale | |
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""" | |
This is the base Component class. Every component should inherit from this. | |
It only stores data. Its only responsibility is to notify the parent Entity when its | |
created. (Or we could setup something in the Entity to monitor new components | |
but I just find it easier this way) | |
""" | |
extends Node | |
class_name Component |
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tool | |
extends Node | |
class_name NodePool | |
var _pools := {} | |
func _exit_tree() -> void: | |
clear() |
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func extrude(bevel: Array, path: Path): | |
# Bevel is your cross section, it's an array of Vector3 | |
# Path is the curve we're following | |
var resolution = 1.0 | |
var curve: Curve3D = path.curve | |
var length: float = curve.get_baked_length() | |
var steps: int = floor(length / resolution) | |
var offset: float = length / steps |