2023-12-18 00:18:53 +01:00
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/*************************************************************************/
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/* voxel_light.cpp */
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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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2022-03-15 13:29:32 +01:00
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#include "voxel_light.h"
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_FORCE_INLINE_ int VoxelLight::get_world_position_x() const {
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return _world_position_x;
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}
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_FORCE_INLINE_ int VoxelLight::get_world_position_y() const {
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return _world_position_y;
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}
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_FORCE_INLINE_ int VoxelLight::get_world_position_z() const {
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return _world_position_z;
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}
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Vector3 VoxelLight::get_world_position() {
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return Vector3(_world_position_x, _world_position_y, _world_position_z);
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}
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void VoxelLight::set_world_position(const int x, const int y, const int z) {
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_world_position_x = x;
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_world_position_y = y;
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_world_position_z = z;
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}
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_FORCE_INLINE_ Color VoxelLight::get_color() const {
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return _color;
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}
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void VoxelLight::set_color(const Color &color) {
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_color = color;
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}
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_FORCE_INLINE_ float VoxelLight::get_size() const {
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return _size;
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}
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void VoxelLight::set_size(const float size) {
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_size = size;
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}
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VoxelLight::VoxelLight() {
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_size = 0;
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}
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VoxelLight::~VoxelLight() {
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}
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void VoxelLight::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_world_position_x"), &VoxelLight::get_world_position_x);
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ClassDB::bind_method(D_METHOD("get_world_position_y"), &VoxelLight::get_world_position_y);
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ClassDB::bind_method(D_METHOD("get_world_position_z"), &VoxelLight::get_world_position_z);
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ClassDB::bind_method(D_METHOD("set_world_position", "x", "y", "z"), &VoxelLight::set_world_position);
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ClassDB::bind_method(D_METHOD("get_color"), &VoxelLight::get_color);
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ClassDB::bind_method(D_METHOD("set_color"), &VoxelLight::set_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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ClassDB::bind_method(D_METHOD("get_size"), &VoxelLight::get_size);
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ClassDB::bind_method(D_METHOD("set_size"), &VoxelLight::set_size);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "size"), "set_size", "get_size");
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}
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