#ifndef MM_TILER_H #define MM_TILER_H #include "../mm_node.h" #include "../mm_node_universal_property.h" class MMTiler : public MMNode { GDCLASS(MMTiler, MMNode); public: Ref<MMNodeUniversalProperty> get_input(); void set_input(const Ref<MMNodeUniversalProperty> &val); Ref<MMNodeUniversalProperty> get_in_mask(); void set_in_mask(const Ref<MMNodeUniversalProperty> &val); Ref<MMNodeUniversalProperty> get_output(); void set_output(const Ref<MMNodeUniversalProperty> &val); Ref<MMNodeUniversalProperty> get_instance_map(); void set_instance_map(const Ref<MMNodeUniversalProperty> &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<MMMaterial> &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<MMNodeUniversalProperty> input; Ref<MMNodeUniversalProperty> in_mask; Ref<MMNodeUniversalProperty> output; Ref<MMNodeUniversalProperty> 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