#ifndef BRICKS_H #define BRICKS_H class Bricks : public MMNode { GDCLASS(Bricks, MMNode); public: Ref get_out_bricks_pattern(); void set_out_bricks_pattern(const Ref &val); Ref get_out_random_color(); void set_out_random_color(const Ref &val); Ref get_out_position_x(); void set_out_position_x(const Ref &val); Ref get_out_position_y(); void set_out_position_y(const Ref &val); Ref get_out_brick_uv(); void set_out_brick_uv(const Ref &val); Ref get_out_corner_uv(); void set_out_corner_uv(const Ref &val); Ref get_out_direction(); void set_out_direction(const Ref &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 get_mortar(); void set_mortar(const Ref &val); Ref get_bevel(); void set_bevel(const Ref &val); Ref get_roundness(); void set_roundness(const Ref &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 out_bricks_pattern; //export(Resource) Ref out_random_color; //export(Resource) Ref out_position_x; //export(Resource) Ref out_position_y; //export(Resource) Ref out_brick_uv; //export(Resource) Ref out_corner_uv; //export(Resource) Ref 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 mortar; //export(Resource) Ref bevel; //export(Resource) Ref roundness; //export(float) float corner = 0.3; //type //repeat //col_row //offset //corner }; #endif