mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-19 10:26:54 +01:00
442 lines
17 KiB
C++
442 lines
17 KiB
C++
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#include "bricks.h"
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#include "../../algos/mm_algos.h"
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#include "../../editor/mm_graph_node.h"
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#include "../mm_material.h"
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Ref<MMNodeUniversalProperty> MMBricks::get_out_bricks_pattern() {
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return out_bricks_pattern;
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}
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void MMBricks::set_out_bricks_pattern(const Ref<MMNodeUniversalProperty> &val) {
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out_bricks_pattern = val;
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}
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Ref<MMNodeUniversalProperty> MMBricks::get_out_random_color() {
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return out_random_color;
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}
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void MMBricks::set_out_random_color(const Ref<MMNodeUniversalProperty> &val) {
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out_random_color = val;
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}
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Ref<MMNodeUniversalProperty> MMBricks::get_out_position_x() {
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return out_position_x;
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}
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void MMBricks::set_out_position_x(const Ref<MMNodeUniversalProperty> &val) {
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out_position_x = val;
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}
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Ref<MMNodeUniversalProperty> MMBricks::get_out_position_y() {
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return out_position_y;
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}
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void MMBricks::set_out_position_y(const Ref<MMNodeUniversalProperty> &val) {
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out_position_y = val;
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}
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Ref<MMNodeUniversalProperty> MMBricks::get_out_brick_uv() {
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return out_brick_uv;
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}
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void MMBricks::set_out_brick_uv(const Ref<MMNodeUniversalProperty> &val) {
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out_brick_uv = val;
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}
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Ref<MMNodeUniversalProperty> MMBricks::get_out_corner_uv() {
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return out_corner_uv;
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}
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void MMBricks::set_out_corner_uv(const Ref<MMNodeUniversalProperty> &val) {
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out_corner_uv = val;
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}
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Ref<MMNodeUniversalProperty> MMBricks::get_out_direction() {
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return out_direction;
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}
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void MMBricks::set_out_direction(const Ref<MMNodeUniversalProperty> &val) {
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out_direction = val;
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}
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int MMBricks::get_type() const {
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return type;
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}
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void MMBricks::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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int MMBricks::get_repeat() const {
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return repeat;
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}
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void MMBricks::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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Vector2 MMBricks::get_col_row() {
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return col_row;
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}
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void MMBricks::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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float MMBricks::get_offset() const {
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return offset;
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}
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void MMBricks::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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Ref<MMNodeUniversalProperty> MMBricks::get_mortar() {
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return mortar;
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}
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void MMBricks::set_mortar(const Ref<MMNodeUniversalProperty> &val) {
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mortar = val;
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}
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Ref<MMNodeUniversalProperty> MMBricks::get_bevel() {
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return bevel;
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}
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void MMBricks::set_bevel(const Ref<MMNodeUniversalProperty> &val) {
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bevel = val;
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}
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Ref<MMNodeUniversalProperty> MMBricks::get_roundness() {
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return roundness;
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}
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void MMBricks::set_roundness(const Ref<MMNodeUniversalProperty> &val) {
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roundness = val;
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}
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float MMBricks::get_corner() const {
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return corner;
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}
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void MMBricks::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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void MMBricks::_init_properties() {
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if (!out_bricks_pattern.is_valid()) {
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out_bricks_pattern.instance();
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out_bricks_pattern->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
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}
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out_bricks_pattern->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
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if (!out_random_color.is_valid()) {
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out_random_color.instance();
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out_random_color->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
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}
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out_random_color->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
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if (!out_position_x.is_valid()) {
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out_position_x.instance();
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out_position_x->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
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}
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out_position_x->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
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if (!out_position_y.is_valid()) {
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out_position_y.instance();
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out_position_y->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
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}
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out_position_y->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
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if (!out_brick_uv.is_valid()) {
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out_brick_uv.instance();
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out_brick_uv->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
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}
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out_brick_uv->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
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if (!out_corner_uv.is_valid()) {
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out_corner_uv.instance();
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out_corner_uv->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
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}
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out_corner_uv->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
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if (!out_direction.is_valid()) {
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out_direction.instance();
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out_direction->set_default_type(MMNodeUniversalProperty::DEFAULT_TYPE_IMAGE);
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}
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out_direction->set_output_slot_type(MMNodeUniversalProperty::SLOT_TYPE_IMAGE);
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if (!mortar.is_valid()) {
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mortar.instance();
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mortar->set_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->set_input_slot_type(MMNodeUniversalProperty::SLOT_TYPE_UNIVERSAL);
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mortar->set_slot_name("Mortar");
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mortar->set_value_step(0.01);
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mortar->set_value_range(Vector2(0, 0.5));
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if (!bevel.is_valid()) {
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bevel.instance();
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bevel->set_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->set_input_slot_type(MMNodeUniversalProperty::SLOT_TYPE_UNIVERSAL);
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bevel->set_slot_name("Bevel");
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bevel->set_value_step(0.01);
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bevel->set_value_range(Vector2(0, 0.5));
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if (!roundness.is_valid()) {
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roundness.instance();
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roundness->set_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->set_input_slot_type(MMNodeUniversalProperty::SLOT_TYPE_UNIVERSAL);
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roundness->set_slot_name("Roundness");
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roundness->set_value_step(0.01);
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roundness->set_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 MMBricks::_register_methods(MMGraphNode *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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Array arr;
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arr.push_back("Running Bond");
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arr.push_back("Running Bond (2)");
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arr.push_back("HerringBone");
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arr.push_back("Basket Weave");
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arr.push_back("Spanish Bond");
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mm_graph_node->add_slot_enum("get_type", "set_type", "Type", arr);
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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 MMBricks::_render(const Ref<MMMaterial> &material) {
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Ref<Image> bricks_pattern;
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Ref<Image> random_color;
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Ref<Image> position_x;
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Ref<Image> position_y;
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Ref<Image> brick_uv;
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Ref<Image> corner_uv;
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Ref<Image> direction;
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bricks_pattern.instance();
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random_color.instance();
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position_x.instance();
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position_y.instance();
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brick_uv.instance();
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corner_uv.instance();
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direction.instance();
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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 = Math::randf() + Math::rand();
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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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} else if (type == 1) {
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brick_rect = MMAlgos::bricks_rb2(uv, col_row, repeat, offset);
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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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} else if (type == 3) {
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brick_rect = MMAlgos::bricks_bw(uv, col_row, repeat, offset);
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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($uv)));
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Color brick = MMAlgos::brick(uv, Vector2(brick_rect.r, brick_rect.g), Vector2(brick_rect.b, brick_rect.a), mortar->get_value(uv), roundness->get_value(uv), MAX(0.001, float(bevel->get_value(uv))));
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//MMBricks pattern (float) - A greyscale image that shows the bricks pattern;
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//$(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 * (SGN(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 MMBricks::_get_value_for(const Vector2 &uv, const int pseed) {
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return Color();
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}
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MMBricks::MMBricks() {
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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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corner = 0.3;
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}
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MMBricks::~MMBricks() {
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}
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void MMBricks::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_out_bricks_pattern"), &MMBricks::get_out_bricks_pattern);
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ClassDB::bind_method(D_METHOD("set_out_bricks_pattern", "value"), &MMBricks::set_out_bricks_pattern);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_bricks_pattern", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_bricks_pattern", "get_out_bricks_pattern");
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ClassDB::bind_method(D_METHOD("get_out_random_color"), &MMBricks::get_out_random_color);
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ClassDB::bind_method(D_METHOD("set_out_random_color", "value"), &MMBricks::set_out_random_color);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_random_color", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_random_color", "get_out_random_color");
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ClassDB::bind_method(D_METHOD("get_out_position_x"), &MMBricks::get_out_position_x);
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ClassDB::bind_method(D_METHOD("set_out_position_x", "value"), &MMBricks::set_out_position_x);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_position_x", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_position_x", "get_out_position_x");
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ClassDB::bind_method(D_METHOD("get_out_position_y"), &MMBricks::get_out_position_y);
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ClassDB::bind_method(D_METHOD("set_out_position_y", "value"), &MMBricks::set_out_position_y);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_position_y", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_position_y", "get_out_position_y");
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ClassDB::bind_method(D_METHOD("get_out_brick_uv"), &MMBricks::get_out_brick_uv);
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ClassDB::bind_method(D_METHOD("set_out_brick_uv", "value"), &MMBricks::set_out_brick_uv);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_brick_uv", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_brick_uv", "get_out_brick_uv");
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ClassDB::bind_method(D_METHOD("get_out_corner_uv"), &MMBricks::get_out_corner_uv);
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ClassDB::bind_method(D_METHOD("set_out_corner_uv", "value"), &MMBricks::set_out_corner_uv);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_corner_uv", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_corner_uv", "get_out_corner_uv");
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ClassDB::bind_method(D_METHOD("get_out_direction"), &MMBricks::get_out_direction);
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ClassDB::bind_method(D_METHOD("set_out_direction", "value"), &MMBricks::set_out_direction);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "out_direction", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_out_direction", "get_out_direction");
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ClassDB::bind_method(D_METHOD("get_type"), &MMBricks::get_type);
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ClassDB::bind_method(D_METHOD("set_type", "value"), &MMBricks::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"), &MMBricks::get_repeat);
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ClassDB::bind_method(D_METHOD("set_repeat", "value"), &MMBricks::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"), &MMBricks::get_col_row);
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ClassDB::bind_method(D_METHOD("set_col_row", "value"), &MMBricks::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"), &MMBricks::get_offset);
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ClassDB::bind_method(D_METHOD("set_offset", "value"), &MMBricks::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"), &MMBricks::get_mortar);
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ClassDB::bind_method(D_METHOD("set_mortar", "value"), &MMBricks::set_mortar);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mortar", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_mortar", "get_mortar");
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ClassDB::bind_method(D_METHOD("get_bevel"), &MMBricks::get_bevel);
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ClassDB::bind_method(D_METHOD("set_bevel", "value"), &MMBricks::set_bevel);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "bevel", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_bevel", "get_bevel");
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ClassDB::bind_method(D_METHOD("get_roundness"), &MMBricks::get_roundness);
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ClassDB::bind_method(D_METHOD("set_roundness", "value"), &MMBricks::set_roundness);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "roundness", PROPERTY_HINT_RESOURCE_TYPE, "MMNodeUniversalProperty"), "set_roundness", "get_roundness");
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ClassDB::bind_method(D_METHOD("get_corner"), &MMBricks::get_corner);
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ClassDB::bind_method(D_METHOD("set_corner", "value"), &MMBricks::set_corner);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "corner"), "set_corner", "get_corner");
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}
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