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

117 lines
4.7 KiB
C++

#ifndef MM_BRICKS_H
#define MM_BRICKS_H
/*************************************************************************/
/* bricks.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 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