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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-05 00:53:36 +08:00

Chebyshev Distance node added

This commit is contained in:
Digvijaysinh Gohil 2024-03-19 19:47:24 +05:30
parent 0d5c68fb1f
commit 4686b20c51
5 changed files with 132 additions and 0 deletions

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float chebyshev_distance_2d(vec2 point1, vec2 point2, float power) {
vec2 p = abs(point1 - point2);
return pow(pow(p.x, power) + pow(p.y, power), 1. / power);
}

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float chebyshev_distance_3d(vec3 point1, vec3 point2, float power) {
vec3 p = abs(point1 - point2);
return pow(pow(p.x, power) + pow(p.y, power) + pow(p.z, power), 1. / power);
}

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@tool
class_name VisualShaderNodeMathsChebyshevDistance extends VisualShaderNodeCustom
func _get_name() -> String:
return "ChebyshevDistance"
func _get_category() -> String:
return "Maths/Vector/Distance"
func _get_description() -> String:
return "Returns the distance between two points using Chebyshev distance matrix."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
return 3
func _get_input_port_name(port: int) -> String:
match port:
0:
return "a"
1:
return "b"
_:
return "power"
func _get_input_port_type(port: int) -> PortType:
var vector_index: int = get_option_index(0)
match port:
2:
return PORT_TYPE_SCALAR
_:
match vector_index:
0:
return PORT_TYPE_VECTOR_2D
_:
return PORT_TYPE_VECTOR_3D
func _get_input_port_default_value(port: int) -> Variant:
match port:
2:
return 2.0
_:
return null
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "distance"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_property_count() -> int:
return 1
func _get_property_name(index: int) -> String:
return ""
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_options(index: int) -> PackedStringArray:
return ["Vector2", "Vector3"]
func _get_global_code(mode: Shader.Mode) -> String:
var code: String
var vector_index: int = get_option_index(0)
match vector_index:
0:
code = preload("Chebyshev2D.gdshaderinc").code
_:
code = preload("Chebyshev3D.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var point_a: String
var point_b: String
var power: String = input_vars[2]
var vector_index: int = get_option_index(0)
match vector_index:
0:
point_a = "vec2(0)"
point_b = "vec2(0)"
_:
point_b = "vec3(0)"
point_a = "vec3(0)"
if input_vars[0]:
point_a = input_vars[0]
if input_vars[1]:
point_b = input_vars[1]
match vector_index:
0:
return output_vars[0] + " = chebyshev_distance_2d(%s, %s, %s);" % [point_a, point_b, power]
_:
return output_vars[0] + " = chebyshev_distance_3d(%s, %s, %s);" % [point_a, point_b, power]

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@ -34,6 +34,7 @@ For example if you want to rotate UV in your **_.gdshader_** file, you can use `
<h3>&emsp;&emsp;Distance</h3>
<h4><a href="/documentation/Nodes/Maths/Vector/Distance/ChebyshevDistance.md">&emsp;&emsp;&emsp;Chebyshev Distance node</a></h4>
<h4><a href="/documentation/Nodes/Maths/Vector/Distance/ManhattanDistance.md">&emsp;&emsp;&emsp;Manhattan Distance node</a></h4>
<h4><a href="/documentation/Nodes/Maths/Vector/Project.md">&emsp;&emsp;Project node</a></h4>

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# Chebyshev Distance node
Returns the distance between two points using Chebyshev distance matrix.
<hr>
**Controls**
|Options|Description|
|---|---|
|Vector2, Vector3|Vector type to use for calculation|
**Inputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|a|Dynamic vector|none|Point a|
|b|Dynamic vector|none|Point b|
|power|float|none|Power to use for Chebyshev distance|
**Outputs**
|Name|Type|Binding|Description|
|---|---|---|---|
|distance|float|None|Distance between 2 points|
___