pandemonium_engine/modules/material_maker/nodes/pattern/bricks.h

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2022-06-16 15:29:08 +02:00
#ifndef BRICKS_H
#define BRICKS_H
class Bricks : public MMNode {
GDCLASS(Bricks, MMNode);
public:
Ref<Resource> get_out_bricks_pattern();
void set_out_bricks_pattern(const Ref<Resource> &val);
Ref<Resource> get_out_random_color();
void set_out_random_color(const Ref<Resource> &val);
Ref<Resource> get_out_position_x();
void set_out_position_x(const Ref<Resource> &val);
Ref<Resource> get_out_position_y();
void set_out_position_y(const Ref<Resource> &val);
Ref<Resource> get_out_brick_uv();
void set_out_brick_uv(const Ref<Resource> &val);
Ref<Resource> get_out_corner_uv();
void set_out_corner_uv(const Ref<Resource> &val);
Ref<Resource> get_out_direction();
void set_out_direction(const Ref<Resource> &val);
int get_type() const;
void set_type(const int val);
int get_repeat() const;
void set_repeat(const int val);
Vector2 get_col_row();
void set_col_row(const Vector2 &val);
float get_offset() const;
void set_offset(const float val);
Ref<Resource> get_mortar();
void set_mortar(const Ref<Resource> &val);
Ref<Resource> get_bevel();
void set_bevel(const Ref<Resource> &val);
Ref<Resource> get_roundness();
void set_roundness(const Ref<Resource> &val);
float get_corner() const;
void set_corner(const float val);
void _init_properties();
void _register_methods(const Variant &mm_graph_node);
void _render(const Variant &material);
Color _get_value_for(const Vector2 &uv, const int pseed);
int get_type();
void set_type(const int val);
int get_repeat();
void set_repeat(const int val);
Vector2 get_col_row();
void set_col_row(const Vector2 &val);
float get_offset();
void set_offset(const float val);
float get_corner();
void set_corner(const float val);
Bricks();
~Bricks();
protected:
static void _bind_methods();
//tool
//export(Resource)
Ref<Resource> out_bricks_pattern;
//export(Resource)
Ref<Resource> out_random_color;
//export(Resource)
Ref<Resource> out_position_x;
//export(Resource)
Ref<Resource> out_position_y;
//export(Resource)
Ref<Resource> out_brick_uv;
//export(Resource)
Ref<Resource> out_corner_uv;
//export(Resource)
Ref<Resource> out_direction;
//export(int, "Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond")
int type = 0;
//export(int)
int repeat = 1;
//export(Vector2)
Vector2 col_row = Vector2(4, 4);
//export(float)
float offset = 0.5;
//export(Resource)
Ref<Resource> mortar;
//export(Resource)
Ref<Resource> bevel;
//export(Resource)
Ref<Resource> roundness;
//export(float)
float corner = 0.3;
//type
//repeat
//col_row
//offset
//corner
};
#endif