#ifndef VORONOI_H #define VORONOI_H class Voronoi : public MMNode { GDCLASS(Voronoi, MMNode); public: Ref get_out_nodes(); void set_out_nodes(const Ref &val); Ref get_out_borders(); void set_out_borders(const Ref &val); Ref get_out_random_color(); void set_out_random_color(const Ref &val); Ref get_out_fill(); void set_out_fill(const Ref &val); Vector2 get_scale(); void set_scale(const Vector2 &val); Vector2 get_stretch(); void set_stretch(const Vector2 &val); float get_intensity() const; void set_intensity(const float val); float get_randomness() const; void set_randomness(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); Vector2 get_scale(); void set_scale(const Vector2 &val); Vector2 get_stretch(); void set_stretch(const Vector2 &val); float get_intensity(); void set_intensity(const float val); float get_randomness(); void set_randomness(const float val); Voronoi(); ~Voronoi(); protected: static void _bind_methods(); //tool //export(Resource) Ref out_nodes; //export(Resource) Ref out_borders; //export(Resource) Ref out_random_color; //export(Resource) Ref out_fill; //export(Vector2) Vector2 scale = Vector2(4, 4); //export(Vector2) Vector2 stretch = Vector2(1, 1); //export(float) float intensity = 1; //export(float) float randomness = 0.85; //scale //stretch //intensity //randomness }; #endif