/*************************************************************************/ /* voxel_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 "voxel_light.h" _FORCE_INLINE_ int VoxelLight::get_world_position_x() const { return _world_position_x; } _FORCE_INLINE_ int VoxelLight::get_world_position_y() const { return _world_position_y; } _FORCE_INLINE_ int VoxelLight::get_world_position_z() const { return _world_position_z; } Vector3 VoxelLight::get_world_position() { return Vector3(_world_position_x, _world_position_y, _world_position_z); } void VoxelLight::set_world_position(const int x, const int y, const int z) { _world_position_x = x; _world_position_y = y; _world_position_z = z; } real_t VoxelLight::get_range() const { return _range; } void VoxelLight::set_range(const real_t value) { _range = value; } real_t VoxelLight::get_attenuation() const { return _attenuation; } void VoxelLight::set_attenuation(const real_t value) { _attenuation = value; } Color VoxelLight::get_color() const { return _color; } void VoxelLight::set_color(const Color value) { _color = value; } real_t VoxelLight::get_energy() const { return _energy; } void VoxelLight::set_energy(const real_t value) { _energy = value; } real_t VoxelLight::get_indirect_energy() const { return _indirect_energy; } void VoxelLight::set_indirect_energy(const real_t value) { _indirect_energy = value; } bool VoxelLight::get_negative() const { return _negative; } void VoxelLight::set_negative(const bool value) { _negative = value; } real_t VoxelLight::get_specular() const { return _specular; } void VoxelLight::set_specular(const real_t value) { _specular = value; } #ifndef DISABLE_DEPRECATED bool VoxelLight::_set(const StringName &p_name, const Variant &p_value) { // Convert to range if (p_name == "light_size") { set_range(p_value); } return false; } #endif VoxelLight::VoxelLight() { _range = 0; _attenuation = 0; _energy = 0; _indirect_energy = 0; _negative = false; _specular = 0; } VoxelLight::~VoxelLight() { } void VoxelLight::_bind_methods() { ClassDB::bind_method(D_METHOD("get_world_position_x"), &VoxelLight::get_world_position_x); ClassDB::bind_method(D_METHOD("get_world_position_y"), &VoxelLight::get_world_position_y); ClassDB::bind_method(D_METHOD("get_world_position_z"), &VoxelLight::get_world_position_z); ClassDB::bind_method(D_METHOD("set_world_position", "x", "y", "z"), &VoxelLight::set_world_position); ClassDB::bind_method(D_METHOD("get_range"), &VoxelLight::get_range); ClassDB::bind_method(D_METHOD("set_range", "value"), &VoxelLight::set_range); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_range"), "set_range", "get_range"); ClassDB::bind_method(D_METHOD("get_attenuation"), &VoxelLight::get_attenuation); ClassDB::bind_method(D_METHOD("set_attenuation", "value"), &VoxelLight::set_attenuation); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_attenuation"), "set_attenuation", "get_attenuation"); ClassDB::bind_method(D_METHOD("get_color"), &VoxelLight::get_color); ClassDB::bind_method(D_METHOD("set_color", "value"), &VoxelLight::set_color); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_color", "get_color"); ClassDB::bind_method(D_METHOD("get_energy"), &VoxelLight::get_energy); ClassDB::bind_method(D_METHOD("set_energy", "value"), &VoxelLight::set_energy); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_energy"), "set_energy", "get_energy"); ClassDB::bind_method(D_METHOD("get_indirect_energy"), &VoxelLight::get_indirect_energy); ClassDB::bind_method(D_METHOD("set_indirect_energy", "value"), &VoxelLight::set_indirect_energy); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_indirect_energy"), "set_indirect_energy", "get_indirect_energy"); ClassDB::bind_method(D_METHOD("get_negative"), &VoxelLight::get_negative); ClassDB::bind_method(D_METHOD("set_negative", "value"), &VoxelLight::set_negative); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "get_negative"); ClassDB::bind_method(D_METHOD("get_specular"), &VoxelLight::get_specular); ClassDB::bind_method(D_METHOD("set_specular", "value"), &VoxelLight::set_specular); ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_specular"), "set_specular", "get_specular"); }