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

86 lines
2.5 KiB
C++

#ifndef MM_BRICKS_H
#define MM_BRICKS_H
#include "../mm_node.h"
#include "../mm_node_universal_property.h"
class MMBricks : public MMNode {
GDCLASS(MMBricks, MMNode);
public:
Ref<MMNodeUniversalProperty> get_out_bricks_pattern();
void set_out_bricks_pattern(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_out_random_color();
void set_out_random_color(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_out_position_x();
void set_out_position_x(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_out_position_y();
void set_out_position_y(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_out_brick_uv();
void set_out_brick_uv(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_out_corner_uv();
void set_out_corner_uv(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_out_direction();
void set_out_direction(const Ref<MMNodeUniversalProperty> &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<MMNodeUniversalProperty> get_mortar();
void set_mortar(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_bevel();
void set_bevel(const Ref<MMNodeUniversalProperty> &val);
Ref<MMNodeUniversalProperty> get_roundness();
void set_roundness(const Ref<MMNodeUniversalProperty> &val);
float get_corner() const;
void set_corner(const float 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);
MMBricks();
~MMBricks();
protected:
static void _bind_methods();
Ref<MMNodeUniversalProperty> out_bricks_pattern;
Ref<MMNodeUniversalProperty> out_random_color;
Ref<MMNodeUniversalProperty> out_position_x;
Ref<MMNodeUniversalProperty> out_position_y;
Ref<MMNodeUniversalProperty> out_brick_uv;
Ref<MMNodeUniversalProperty> out_corner_uv;
Ref<MMNodeUniversalProperty> out_direction;
//export(int, "Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond")
int type;
int repeat;
Vector2 col_row;
float offset;
Ref<MMNodeUniversalProperty> mortar;
Ref<MMNodeUniversalProperty> bevel;
Ref<MMNodeUniversalProperty> roundness;
float corner;
};
#endif