#ifndef MM_TILER_H #define MM_TILER_H /*************************************************************************/ /* tiler.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "../mm_node.h" #include "../mm_node_universal_property.h" class MMTiler : public MMNode { GDCLASS(MMTiler, MMNode); public: Ref get_input(); void set_input(const Ref &val); Ref get_in_mask(); void set_in_mask(const Ref &val); Ref get_output(); void set_output(const Ref &val); Ref get_instance_map(); void set_instance_map(const Ref &val); Vector2 get_tile(); void set_tile(const Vector2 &val); float get_overlap() const; void set_overlap(const float val); int get_select_inputs() const; void set_select_inputs(const int val); Vector2 get_scale(); void set_scale(const Vector2 &val); float get_fixed_offset() const; void set_fixed_offset(const float val); float get_rnd_offset() const; void set_rnd_offset(const float val); float get_rnd_rotate() const; void set_rnd_rotate(const float val); float get_rnd_scale() const; void set_rnd_scale(const float val); float get_rnd_value() const; void set_rnd_value(const float val); bool get_variations() const; void set_variations(const bool val); void _init_properties(); void _register_methods(MMGraphNode *mm_graph_node); void _render(const Ref &material); Color _get_value_for(const Vector2 &uv, const int pseed); Color tiler_calc(const Vector2 &uv, const Vector2 &tile, const int overlap, const Vector2 &_seed); MMTiler(); ~MMTiler(); protected: static void _bind_methods(); Ref input; Ref in_mask; Ref output; Ref instance_map; Vector2 tile = Vector2(4, 4); float overlap = 1; int select_inputs = 0; Vector2 scale = Vector2(0.5, 0.5); float fixed_offset = 0; float rnd_offset = 0.25; float rnd_rotate = 45; float rnd_scale = 0.2; float rnd_value = 2; bool variations = false; }; #endif