pandemonium_engine/modules/terraman/data/terrain_light.h

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#ifndef TERRAIN_LIGHT_H
#define TERRAIN_LIGHT_H
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/*************************************************************************/
/* terrain_light.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "core/containers/vector.h"
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#include "core/math/color.h"
#include "core/object/reference.h"
class TerrainLight : public Reference {
GDCLASS(TerrainLight, Reference);
public:
int get_world_position_x() const;
int get_world_position_y() const;
int get_world_position_z() const;
Vector3 get_world_position();
void set_world_position(const int x, const int y, const int z);
Vector3 get_position();
void set_position(const Vector3 &pos);
real_t get_range() const;
void set_range(const real_t value);
real_t get_attenuation() const;
void set_attenuation(const real_t value);
Color get_color() const;
void set_color(const Color value);
real_t get_energy() const;
void set_energy(const real_t value);
real_t get_indirect_energy() const;
void set_indirect_energy(const real_t value);
bool get_negative() const;
void set_negative(const bool value);
real_t get_specular() const;
void set_specular(const real_t value);
TerrainLight();
~TerrainLight();
private:
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
#endif
static void _bind_methods();
private:
int _chunk_position_x;
int _chunk_position_y;
int _chunk_position_z;
int _world_position_x;
int _world_position_y;
int _world_position_z;
real_t _range;
real_t _attenuation;
Color _color;
real_t _energy;
real_t _indirect_energy;
bool _negative;
real_t _specular;
};
#endif