mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-21 11:26:53 +01:00
585 lines
19 KiB
C++
585 lines
19 KiB
C++
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#include "bricks.h"
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Ref<Resource> Bricks::get_out_bricks_pattern() {
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return out_bricks_pattern;
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}
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void Bricks::set_out_bricks_pattern(const Ref<Resource> &val) {
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out_bricks_pattern = val;
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}
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Ref<Resource> Bricks::get_out_random_color() {
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return out_random_color;
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}
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void Bricks::set_out_random_color(const Ref<Resource> &val) {
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out_random_color = val;
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}
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Ref<Resource> Bricks::get_out_position_x() {
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return out_position_x;
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}
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void Bricks::set_out_position_x(const Ref<Resource> &val) {
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out_position_x = val;
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}
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Ref<Resource> Bricks::get_out_position_y() {
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return out_position_y;
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}
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void Bricks::set_out_position_y(const Ref<Resource> &val) {
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out_position_y = val;
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}
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Ref<Resource> Bricks::get_out_brick_uv() {
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return out_brick_uv;
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}
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void Bricks::set_out_brick_uv(const Ref<Resource> &val) {
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out_brick_uv = val;
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}
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Ref<Resource> Bricks::get_out_corner_uv() {
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return out_corner_uv;
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}
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void Bricks::set_out_corner_uv(const Ref<Resource> &val) {
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out_corner_uv = val;
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}
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Ref<Resource> Bricks::get_out_direction() {
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return out_direction;
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}
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void Bricks::set_out_direction(const Ref<Resource> &val) {
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out_direction = val;
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}
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int Bricks::get_type() const {
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return type;
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}
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void Bricks::set_type(const int val) {
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type = val;
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}
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int Bricks::get_repeat() const {
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return repeat;
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}
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void Bricks::set_repeat(const int val) {
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repeat = val;
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}
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Vector2 Bricks::get_col_row() {
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return col_row;
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}
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void Bricks::set_col_row(const Vector2 &val) {
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col_row = val;
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}
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float Bricks::get_offset() const {
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return offset;
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}
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void Bricks::set_offset(const float val) {
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offset = val;
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}
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Ref<Resource> Bricks::get_mortar() {
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return mortar;
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}
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void Bricks::set_mortar(const Ref<Resource> &val) {
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mortar = val;
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}
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Ref<Resource> Bricks::get_bevel() {
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return bevel;
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}
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void Bricks::set_bevel(const Ref<Resource> &val) {
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bevel = val;
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}
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Ref<Resource> Bricks::get_roundness() {
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return roundness;
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}
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void Bricks::set_roundness(const Ref<Resource> &val) {
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roundness = val;
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}
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float Bricks::get_corner() const {
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return corner;
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}
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void Bricks::set_corner(const float val) {
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corner = val;
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}
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//tool;
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//export(Resource) ;
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Ref<Resource> out_bricks_pattern;
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//export(Resource) ;
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Ref<Resource> out_random_color;
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//export(Resource) ;
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Ref<Resource> out_position_x;
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//export(Resource) ;
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Ref<Resource> out_position_y;
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//export(Resource) ;
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Ref<Resource> out_brick_uv;
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//export(Resource) ;
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Ref<Resource> out_corner_uv;
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//export(Resource) ;
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Ref<Resource> out_direction;
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//export(int, "Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond") ;
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int type = 0;
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//export(int) ;
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int repeat = 1;
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//export(Vector2) ;
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Vector2 col_row = Vector2(4, 4);
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//export(float) ;
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float offset = 0.5;
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//export(Resource) ;
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Ref<Resource> mortar;
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//export(Resource) ;
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Ref<Resource> bevel;
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//export(Resource) ;
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Ref<Resource> roundness;
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//export(float) ;
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float corner = 0.3;
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void Bricks::_init_properties() {
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if (!out_bricks_pattern) {
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out_bricks_pattern = MMNodeUniversalProperty.new();
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out_bricks_pattern.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
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}
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out_bricks_pattern.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
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if (!out_random_color) {
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out_random_color = MMNodeUniversalProperty.new();
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out_random_color.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
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}
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out_random_color.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
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if (!out_position_x) {
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out_position_x = MMNodeUniversalProperty.new();
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out_position_x.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
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}
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out_position_x.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
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if (!out_position_y) {
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out_position_y = MMNodeUniversalProperty.new();
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out_position_y.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
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}
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out_position_y.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
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if (!out_brick_uv) {
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out_brick_uv = MMNodeUniversalProperty.new();
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out_brick_uv.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
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}
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out_brick_uv.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
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if (!out_corner_uv) {
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out_corner_uv = MMNodeUniversalProperty.new();
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out_corner_uv.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
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}
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out_corner_uv.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
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if (!out_direction) {
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out_direction = MMNodeUniversalProperty.new();
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out_direction.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_IMAGE;
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}
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out_direction.output_slot_type = MMNodeUniversalProperty.SLOT_TYPE_IMAGE;
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if (!mortar) {
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mortar = MMNodeUniversalProperty.new();
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mortar.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_FLOAT;
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mortar.set_default_value(0.1);
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}
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mortar.input_slot_type = MMNodeUniversalProperty.SLOT_TYPE_UNIVERSAL;
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mortar.slot_name = "Mortar";
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mortar.value_step = 0.01;
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mortar.value_range = Vector2(0, 0.5);
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if (!bevel) {
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bevel = MMNodeUniversalProperty.new();
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bevel.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_FLOAT;
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bevel.set_default_value(0.1);
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}
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bevel.input_slot_type = MMNodeUniversalProperty.SLOT_TYPE_UNIVERSAL;
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bevel.slot_name = "Bevel";
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bevel.value_step = 0.01;
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bevel.value_range = Vector2(0, 0.5);
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if (!roundness) {
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roundness = MMNodeUniversalProperty.new();
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roundness.default_type = MMNodeUniversalProperty.DEFAULT_TYPE_FLOAT;
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roundness.set_default_value(0.1);
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}
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roundness.input_slot_type = MMNodeUniversalProperty.SLOT_TYPE_UNIVERSAL;
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roundness.slot_name = "Roundness";
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roundness.value_step = 0.01;
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roundness.value_range = Vector2(0, 0.5);
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register_output_property(out_bricks_pattern);
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register_output_property(out_random_color);
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register_output_property(out_position_x);
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register_output_property(out_position_y);
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register_output_property(out_brick_uv);
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register_output_property(out_corner_uv);
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register_output_property(out_direction);
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register_input_property(mortar);
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register_input_property(bevel);
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register_input_property(roundness);
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}
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void Bricks::_register_methods(const Variant &mm_graph_node) {
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mm_graph_node.add_slot_texture_universal(out_bricks_pattern);
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mm_graph_node.add_slot_texture_universal(out_random_color);
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mm_graph_node.add_slot_texture_universal(out_position_x);
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mm_graph_node.add_slot_texture_universal(out_position_y);
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mm_graph_node.add_slot_texture_universal(out_brick_uv);
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mm_graph_node.add_slot_texture_universal(out_corner_uv);
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mm_graph_node.add_slot_texture_universal(out_direction);
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mm_graph_node.add_slot_enum("get_type", "set_type", "Type", [ "Running Bond", "Running Bond (2)", "HerringBone", "Basket Weave", "Spanish Bond" ]);
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mm_graph_node.add_slot_int("get_repeat", "set_repeat", "Repeat");
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//, Vector2(1, 32))//, Vector2(0, 32));
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mm_graph_node.add_slot_vector2("get_col_row", "set_col_row", "Col, Row");
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mm_graph_node.add_slot_float("get_offset", "set_offset", "Offset");
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mm_graph_node.add_slot_float_universal(mortar);
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mm_graph_node.add_slot_float_universal(bevel);
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mm_graph_node.add_slot_float_universal(roundness);
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mm_graph_node.add_slot_float("get_corner", "set_corner", "Corner");
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}
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void Bricks::_render(const Variant &material) {
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Ref<Image> bricks_pattern = Image.new();
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Ref<Image> random_color = Image.new();
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Ref<Image> position_x = Image.new();
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Ref<Image> position_y = Image.new();
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Ref<Image> brick_uv = Image.new();
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Ref<Image> corner_uv = Image.new();
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Ref<Image> direction = Image.new();
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bricks_pattern.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
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random_color.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
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position_x.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
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position_y.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
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brick_uv.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
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corner_uv.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
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direction.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8);
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bricks_pattern.lock();
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random_color.lock();
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position_x.lock();
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position_y.lock();
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brick_uv.lock();
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corner_uv.lock();
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direction.lock();
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float w = material.image_size.x;
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float h = material.image_size.y;
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float pseed = randf() + randi();
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for (int x = 0; x < material.image_size.x; ++x) { //x in range(material.image_size.x)
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for (int y = 0; y < material.image_size.y; ++y) { //y in range(material.image_size.y)
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Vector2 uv = Vector2(x / w, y / h);
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//vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);
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Color brick_rect = Color();
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//"Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond";
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if (type == 0) {
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brick_rect = MMAlgos.bricks_rb(uv, col_row, repeat, offset);
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}
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else if (type == 1) {
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brick_rect = MMAlgos.bricks_rb2(uv, col_row, repeat, offset);
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}
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else if (type == 2) {
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brick_rect = MMAlgos.bricks_hb(uv, col_row, repeat, offset);
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}
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else if (type == 3) {
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brick_rect = MMAlgos.bricks_bw(uv, col_row, repeat, offset);
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}
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else if (type == 4) {
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brick_rect = MMAlgos.bricks_sb(uv, col_row, repeat, offset);
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}
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//vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv)));
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Color brick = MMAlgos.brick(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), roundness.get_value(uv), max(0.001, bevel.get_value(uv)));
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//Bricks pattern (float) - A greyscale image that shows the bricks pattern;
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//$(name_uv).x;
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Color bricks_pattern_col = Color(brick.r, brick.r, brick.r, 1);
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//Random color (rgb) - A random color for each brick;
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//brick_random_color($(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed));
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Vector3 brc = MMAlgos.brick_random_color(Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), 1 / float(pseed));
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Color random_color_col = Color(brc.x, brc.y, brc.z, 1);
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//Position.x (float) - The position of each brick along the X axis",;
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//$(name_uv).y;
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Color position_x_col = Color(brick.g, brick.g, brick.g, 1);
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//Position.y (float) - The position of each brick along the Y axis;
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//$(name_uv).z;
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Color position_y_col = Color(brick.b, brick.b, brick.b, 1);
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//Brick UV (rgb) - An UV map output for each brick, to be connected to the Map input of a CustomUV node;
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//brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed));
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Vector3 buv = MMAlgos.brick_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), pseed);
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Color brick_uv_col = Color(buv.x, buv.y, buv.z, 1);
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//Corner UV (rgb) - An UV map output for each brick corner, to be connected to the Map input of a CustomUV node;
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//brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed));
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Vector3 bcuv = MMAlgos.brick_corner_uv(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar.get_value(uv), corner, pseed);
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Color corner_uv_col = Color(bcuv.x, bcuv.y, bcuv.z, 1);
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//Direction (float) - The direction of each brick (white: horizontal, black: vertical);
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//0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0);
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float d = 0.5 * (sign(brick_rect.b - brick_rect.r - brick_rect.a + brick_rect.g) + 1.0);
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Color direction_col = Color(d, d, d, 1);
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bricks_pattern.set_pixel(x, y, bricks_pattern_col);
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random_color.set_pixel(x, y, random_color_col);
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position_x.set_pixel(x, y, position_x_col);
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position_y.set_pixel(x, y, position_y_col);
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brick_uv.set_pixel(x, y, brick_uv_col);
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corner_uv.set_pixel(x, y, corner_uv_col);
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direction.set_pixel(x, y, direction_col);
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}
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}
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bricks_pattern.unlock();
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random_color.unlock();
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position_x.unlock();
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position_y.unlock();
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brick_uv.unlock();
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corner_uv.unlock();
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direction.unlock();
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out_bricks_pattern.set_value(bricks_pattern);
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out_random_color.set_value(random_color);
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out_position_x.set_value(position_x);
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out_position_y.set_value(position_y);
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out_brick_uv.set_value(brick_uv);
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out_corner_uv.set_value(corner_uv);
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out_direction.set_value(direction);
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}
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Color Bricks::_get_value_for(const Vector2 &uv, const int pseed) {
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return Color();
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}
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//type;
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int Bricks::get_type() {
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return type;
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}
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void Bricks::set_type(const int val) {
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type = val;
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set_dirty(true);
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}
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//repeat;
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int Bricks::get_repeat() {
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return repeat;
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}
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void Bricks::set_repeat(const int val) {
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repeat = val;
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set_dirty(true);
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}
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//col_row;
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Vector2 Bricks::get_col_row() {
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return col_row;
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}
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void Bricks::set_col_row(const Vector2 &val) {
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col_row = val;
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set_dirty(true);
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}
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//offset;
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float Bricks::get_offset() {
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return offset;
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}
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void Bricks::set_offset(const float val) {
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offset = val;
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set_dirty(true);
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}
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//corner;
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float Bricks::get_corner() {
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return corner;
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}
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void Bricks::set_corner(const float val) {
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corner = val;
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set_dirty(true);
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}
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}
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Bricks::Bricks() {
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out_bricks_pattern;
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out_random_color;
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out_position_x;
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out_position_y;
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out_brick_uv;
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out_corner_uv;
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out_direction;
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type = 0;
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repeat = 1;
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col_row = Vector2(4, 4);
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offset = 0.5;
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mortar;
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bevel;
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roundness;
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corner = 0.3;
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}
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Bricks::~Bricks() {
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}
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static void Bricks::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_out_bricks_pattern"), &Bricks::get_out_bricks_pattern);
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ClassDB::bind_method(D_METHOD("set_out_bricks_pattern", "value"), &Bricks::set_out_bricks_pattern);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_bricks_pattern", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_bricks_pattern", "get_out_bricks_pattern");
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ClassDB::bind_method(D_METHOD("get_out_random_color"), &Bricks::get_out_random_color);
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ClassDB::bind_method(D_METHOD("set_out_random_color", "value"), &Bricks::set_out_random_color);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_random_color", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_random_color", "get_out_random_color");
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ClassDB::bind_method(D_METHOD("get_out_position_x"), &Bricks::get_out_position_x);
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ClassDB::bind_method(D_METHOD("set_out_position_x", "value"), &Bricks::set_out_position_x);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_position_x", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_position_x", "get_out_position_x");
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ClassDB::bind_method(D_METHOD("get_out_position_y"), &Bricks::get_out_position_y);
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ClassDB::bind_method(D_METHOD("set_out_position_y", "value"), &Bricks::set_out_position_y);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_position_y", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_position_y", "get_out_position_y");
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ClassDB::bind_method(D_METHOD("get_out_brick_uv"), &Bricks::get_out_brick_uv);
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ClassDB::bind_method(D_METHOD("set_out_brick_uv", "value"), &Bricks::set_out_brick_uv);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_brick_uv", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_brick_uv", "get_out_brick_uv");
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ClassDB::bind_method(D_METHOD("get_out_corner_uv"), &Bricks::get_out_corner_uv);
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ClassDB::bind_method(D_METHOD("set_out_corner_uv", "value"), &Bricks::set_out_corner_uv);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_corner_uv", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_corner_uv", "get_out_corner_uv");
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ClassDB::bind_method(D_METHOD("get_out_direction"), &Bricks::get_out_direction);
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ClassDB::bind_method(D_METHOD("set_out_direction", "value"), &Bricks::set_out_direction);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_direction", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_out_direction", "get_out_direction");
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ClassDB::bind_method(D_METHOD("get_type"), &Bricks::get_type);
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ClassDB::bind_method(D_METHOD("set_type", "value"), &Bricks::set_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type");
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ClassDB::bind_method(D_METHOD("get_repeat"), &Bricks::get_repeat);
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ClassDB::bind_method(D_METHOD("set_repeat", "value"), &Bricks::set_repeat);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "repeat"), "set_repeat", "get_repeat");
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ClassDB::bind_method(D_METHOD("get_col_row"), &Bricks::get_col_row);
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ClassDB::bind_method(D_METHOD("set_col_row", "value"), &Bricks::set_col_row);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "col_row"), "set_col_row", "get_col_row");
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ClassDB::bind_method(D_METHOD("get_offset"), &Bricks::get_offset);
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ClassDB::bind_method(D_METHOD("set_offset", "value"), &Bricks::set_offset);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset"), "set_offset", "get_offset");
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ClassDB::bind_method(D_METHOD("get_mortar"), &Bricks::get_mortar);
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ClassDB::bind_method(D_METHOD("set_mortar", "value"), &Bricks::set_mortar);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mortar", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_mortar", "get_mortar");
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ClassDB::bind_method(D_METHOD("get_bevel"), &Bricks::get_bevel);
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ClassDB::bind_method(D_METHOD("set_bevel", "value"), &Bricks::set_bevel);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bevel", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_bevel", "get_bevel");
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ClassDB::bind_method(D_METHOD("get_roundness"), &Bricks::get_roundness);
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ClassDB::bind_method(D_METHOD("set_roundness", "value"), &Bricks::set_roundness);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "roundness", PROPERTY_HINT_RESOURCE_TYPE, "Ref<Resource>"), "set_roundness", "get_roundness");
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ClassDB::bind_method(D_METHOD("get_corner"), &Bricks::get_corner);
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ClassDB::bind_method(D_METHOD("set_corner", "value"), &Bricks::set_corner);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "corner"), "set_corner", "get_corner");
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ClassDB::bind_method(D_METHOD("_init_properties"), &Bricks::_init_properties);
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ClassDB::bind_method(D_METHOD("_register_methods", "mm_graph_node"), &Bricks::_register_methods);
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ClassDB::bind_method(D_METHOD("_render", "material"), &Bricks::_render);
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ClassDB::bind_method(D_METHOD("_get_value_for", "uv", "pseed"), &Bricks::_get_value_for);
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ClassDB::bind_method(D_METHOD("get_type"), &Bricks::get_type);
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ClassDB::bind_method(D_METHOD("set_type", "val"), &Bricks::set_type);
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ClassDB::bind_method(D_METHOD("get_repeat"), &Bricks::get_repeat);
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ClassDB::bind_method(D_METHOD("set_repeat", "val"), &Bricks::set_repeat);
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ClassDB::bind_method(D_METHOD("get_col_row"), &Bricks::get_col_row);
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ClassDB::bind_method(D_METHOD("set_col_row", "val"), &Bricks::set_col_row);
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|
ClassDB::bind_method(D_METHOD("get_offset"), &Bricks::get_offset);
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ClassDB::bind_method(D_METHOD("set_offset", "val"), &Bricks::set_offset);
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ClassDB::bind_method(D_METHOD("get_corner"), &Bricks::get_corner);
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|
ClassDB::bind_method(D_METHOD("set_corner", "val"), &Bricks::set_corner);
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}
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