Rename the row_col parameter to col_row in brick as it was supposed to be.

This commit is contained in:
Relintai 2021-10-24 13:33:27 +02:00
parent 23fd87a294
commit a0a54b388f

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@ -13,7 +13,7 @@ export(Resource) var out_direction : Resource
export(int, "Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond") var type : int = 0 export(int, "Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond") var type : int = 0
export(int) var repeat : int = 1 export(int) var repeat : int = 1
export(Vector2) var row_col : Vector2 = Vector2(4, 4) export(Vector2) var col_row : Vector2 = Vector2(4, 4)
export(float) var offset : float = 0.5 export(float) var offset : float = 0.5
export(Resource) var mortar : Resource export(Resource) var mortar : Resource
export(Resource) var bevel : Resource export(Resource) var bevel : Resource
@ -118,7 +118,7 @@ func _register_methods(mm_graph_node) -> void:
mm_graph_node.add_slot_enum("get_type", "set_type", "Type", [ "Running Bond", "Running Bond (2)", "HerringBone", "Basket Weave", "Spanish Bond" ]) mm_graph_node.add_slot_enum("get_type", "set_type", "Type", [ "Running Bond", "Running Bond (2)", "HerringBone", "Basket Weave", "Spanish Bond" ])
mm_graph_node.add_slot_int("get_repeat", "set_repeat", "Repeat") mm_graph_node.add_slot_int("get_repeat", "set_repeat", "Repeat")
mm_graph_node.add_slot_vector2("get_row_col", "set_row_col", "Row, Col")#, Vector2(1, 32))#, Vector2(0, 32)) mm_graph_node.add_slot_vector2("get_col_row", "set_col_row", "Col, Row")#, Vector2(1, 32))#, Vector2(0, 32))
mm_graph_node.add_slot_float("get_offset", "set_offset", "Offset") mm_graph_node.add_slot_float("get_offset", "set_offset", "Offset")
mm_graph_node.add_slot_float_universal(mortar) mm_graph_node.add_slot_float_universal(mortar)
@ -167,15 +167,15 @@ func _render(material) -> void:
#"Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond" #"Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond"
if type == 0: if type == 0:
brick_rect = Patterns.bricks_rb(uv, row_col, repeat, offset) brick_rect = Patterns.bricks_rb(uv, col_row, repeat, offset)
elif type == 1: elif type == 1:
brick_rect = Patterns.bricks_rb2(uv, row_col, repeat, offset) brick_rect = Patterns.bricks_rb2(uv, col_row, repeat, offset)
elif type == 2: elif type == 2:
brick_rect = Patterns.bricks_hb(uv, row_col, repeat, offset) brick_rect = Patterns.bricks_hb(uv, col_row, repeat, offset)
elif type == 3: elif type == 3:
brick_rect = Patterns.bricks_bw(uv, row_col, repeat, offset) brick_rect = Patterns.bricks_bw(uv, col_row, repeat, offset)
elif type == 4: elif type == 4:
brick_rect = Patterns.bricks_sb(uv, row_col, repeat, offset) brick_rect = Patterns.bricks_sb(uv, col_row, repeat, offset)
#vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv))); #vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv)));
@ -258,12 +258,12 @@ func set_repeat(val : int) -> void:
set_dirty(true) set_dirty(true)
#row_col #col_row
func get_row_col() -> Vector2: func get_col_row() -> Vector2:
return row_col return col_row
func set_row_col(val : Vector2) -> void: func set_col_row(val : Vector2) -> void:
row_col = val col_row = val
set_dirty(true) set_dirty(true)