mirror of
https://github.com/Relintai/pandemonium_engine.git
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117 lines
4.7 KiB
C++
117 lines
4.7 KiB
C++
#ifndef MM_BRICKS_H
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#define MM_BRICKS_H
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/*************************************************************************/
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/* bricks.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "../mm_node.h"
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#include "../mm_node_universal_property.h"
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class MMBricks : public MMNode {
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GDCLASS(MMBricks, MMNode);
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public:
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Ref<MMNodeUniversalProperty> get_out_bricks_pattern();
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void set_out_bricks_pattern(const Ref<MMNodeUniversalProperty> &val);
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Ref<MMNodeUniversalProperty> get_out_random_color();
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void set_out_random_color(const Ref<MMNodeUniversalProperty> &val);
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Ref<MMNodeUniversalProperty> get_out_position_x();
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void set_out_position_x(const Ref<MMNodeUniversalProperty> &val);
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Ref<MMNodeUniversalProperty> get_out_position_y();
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void set_out_position_y(const Ref<MMNodeUniversalProperty> &val);
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Ref<MMNodeUniversalProperty> get_out_brick_uv();
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void set_out_brick_uv(const Ref<MMNodeUniversalProperty> &val);
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Ref<MMNodeUniversalProperty> get_out_corner_uv();
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void set_out_corner_uv(const Ref<MMNodeUniversalProperty> &val);
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Ref<MMNodeUniversalProperty> get_out_direction();
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void set_out_direction(const Ref<MMNodeUniversalProperty> &val);
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int get_type() const;
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void set_type(const int val);
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int get_repeat() const;
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void set_repeat(const int val);
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Vector2 get_col_row();
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void set_col_row(const Vector2 &val);
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float get_offset() const;
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void set_offset(const float val);
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Ref<MMNodeUniversalProperty> get_mortar();
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void set_mortar(const Ref<MMNodeUniversalProperty> &val);
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Ref<MMNodeUniversalProperty> get_bevel();
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void set_bevel(const Ref<MMNodeUniversalProperty> &val);
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Ref<MMNodeUniversalProperty> get_roundness();
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void set_roundness(const Ref<MMNodeUniversalProperty> &val);
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float get_corner() const;
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void set_corner(const float val);
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void _init_properties();
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void _register_methods(MMGraphNode *mm_graph_node);
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void _render(const Ref<MMMaterial> &material);
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Color _get_value_for(const Vector2 &uv, const int pseed);
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MMBricks();
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~MMBricks();
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protected:
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static void _bind_methods();
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Ref<MMNodeUniversalProperty> out_bricks_pattern;
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Ref<MMNodeUniversalProperty> out_random_color;
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Ref<MMNodeUniversalProperty> out_position_x;
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Ref<MMNodeUniversalProperty> out_position_y;
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Ref<MMNodeUniversalProperty> out_brick_uv;
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Ref<MMNodeUniversalProperty> out_corner_uv;
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Ref<MMNodeUniversalProperty> out_direction;
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//export(int, "Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond")
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int type;
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int repeat;
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Vector2 col_row;
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float offset;
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Ref<MMNodeUniversalProperty> mortar;
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Ref<MMNodeUniversalProperty> bevel;
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Ref<MMNodeUniversalProperty> roundness;
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float corner;
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};
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#endif
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