/*************************************************************************/ /* terrain_light.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "terrain_light.h" bool TerrainLight::get_has_owner_chunk() const { return _has_owner_chunk; } void TerrainLight::set_has_owner_chunk(const bool p_value) { _has_owner_chunk = p_value; } Vector2i TerrainLight::get_owner_chunk_position() const { return _owner_chunk_position; } void TerrainLight::set_owner_chunk_position(const Vector2i &p_owner_chunk_position) { _owner_chunk_position = p_owner_chunk_position; } Vector3i TerrainLight::get_world_data_position() const { return _world_data_position; } void TerrainLight::set_world_data_position(const Vector3i &p_world_data_position) { if (_world_data_position == p_world_data_position) { return; } _world_data_position = p_world_data_position; emit_signal("light_moved", Ref(this)); } real_t TerrainLight::get_range() const { return _range; } void TerrainLight::set_range(const real_t value) { _range = value; } real_t TerrainLight::get_attenuation() const { return _attenuation; } void TerrainLight::set_attenuation(const real_t value) { _attenuation = value; } Color TerrainLight::get_color() const { return _color; } void TerrainLight::set_color(const Color value) { _color = value; } real_t TerrainLight::get_energy() const { return _energy; } void TerrainLight::set_energy(const real_t value) { _energy = value; } real_t TerrainLight::get_indirect_energy() const { return _indirect_energy; } void TerrainLight::set_indirect_energy(const real_t value) { _indirect_energy = value; } bool TerrainLight::get_negative() const { return _negative; } void TerrainLight::set_negative(const bool value) { _negative = value; } real_t TerrainLight::get_specular() const { return _specular; } void TerrainLight::set_specular(const real_t value) { _specular = value; } TerrainLight::TerrainLight() { _range = 0; _attenuation = 0; _energy = 0; _indirect_energy = 0; _negative = false; _specular = 0; } TerrainLight::~TerrainLight() { } void TerrainLight::_bind_methods() { ADD_SIGNAL(MethodInfo("light_moved", PropertyInfo(Variant::OBJECT, "light", PROPERTY_HINT_RESOURCE_TYPE, "TerrainLight"))); ClassDB::bind_method(D_METHOD("get_has_owner_chunk"), &TerrainLight::get_has_owner_chunk); ClassDB::bind_method(D_METHOD("set_has_owner_chunk", "value"), &TerrainLight::set_has_owner_chunk); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "has_owner_chunk"), "set_has_owner_chunk", "get_has_owner_chunk"); ClassDB::bind_method(D_METHOD("get_owner_chunk_position"), &TerrainLight::get_owner_chunk_position); ClassDB::bind_method(D_METHOD("set_owner_chunk_position", "world_data_position"), &TerrainLight::set_owner_chunk_position); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "owner_chunk_position"), "set_owner_chunk_position", "get_owner_chunk_position"); ClassDB::bind_method(D_METHOD("get_world_data_position"), &TerrainLight::get_world_data_position); ClassDB::bind_method(D_METHOD("set_world_data_position", "world_data_position"), &TerrainLight::set_world_data_position); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3I, "world_data_position"), "set_world_data_position", "get_world_data_position"); ClassDB::bind_method(D_METHOD("get_range"), &TerrainLight::get_range); ClassDB::bind_method(D_METHOD("set_range", "value"), &TerrainLight::set_range); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_range"), "set_range", "get_range"); ClassDB::bind_method(D_METHOD("get_attenuation"), &TerrainLight::get_attenuation); ClassDB::bind_method(D_METHOD("set_attenuation", "value"), &TerrainLight::set_attenuation); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_attenuation"), "set_attenuation", "get_attenuation"); ClassDB::bind_method(D_METHOD("get_color"), &TerrainLight::get_color); ClassDB::bind_method(D_METHOD("set_color", "value"), &TerrainLight::set_color); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_color", "get_color"); ClassDB::bind_method(D_METHOD("get_energy"), &TerrainLight::get_energy); ClassDB::bind_method(D_METHOD("set_energy", "value"), &TerrainLight::set_energy); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_energy"), "set_energy", "get_energy"); ClassDB::bind_method(D_METHOD("get_indirect_energy"), &TerrainLight::get_indirect_energy); ClassDB::bind_method(D_METHOD("set_indirect_energy", "value"), &TerrainLight::set_indirect_energy); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_indirect_energy"), "set_indirect_energy", "get_indirect_energy"); ClassDB::bind_method(D_METHOD("get_negative"), &TerrainLight::get_negative); ClassDB::bind_method(D_METHOD("set_negative", "value"), &TerrainLight::set_negative); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "get_negative"); ClassDB::bind_method(D_METHOD("get_specular"), &TerrainLight::get_specular); ClassDB::bind_method(D_METHOD("set_specular", "value"), &TerrainLight::set_specular); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_specular"), "set_specular", "get_specular"); }