/*************************************************************************/ /* terrain_environment_data.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_environment_data.h" #include "scene/resources/environment_3d.h" Ref TerrainEnvironmentData::get_environment() { return _environment; } void TerrainEnvironmentData::set_environment(const Ref &value) { _environment = value; } Color TerrainEnvironmentData::get_color(const int index) { ERR_FAIL_INDEX_V(index, LIGHT_COUNT, Color()); return _colors[index]; } void TerrainEnvironmentData::set_color(const int index, const Color &value) { ERR_FAIL_INDEX(index, LIGHT_COUNT); _colors[index] = value; } float TerrainEnvironmentData::get_energy(const int index) { ERR_FAIL_INDEX_V(index, LIGHT_COUNT, 0); return _energies[index]; } void TerrainEnvironmentData::set_energy(const int index, const float value) { ERR_FAIL_INDEX(index, LIGHT_COUNT); _energies[index] = value; } float TerrainEnvironmentData::get_indirect_energy(const int index) { ERR_FAIL_INDEX_V(index, LIGHT_COUNT, 0); return _indirect_energies[index]; } void TerrainEnvironmentData::set_indirect_energy(const int index, const float value) { ERR_FAIL_INDEX(index, LIGHT_COUNT); _indirect_energies[index] = value; } void TerrainEnvironmentData::setup(WorldEnvironment3D *world_environment, DirectionalLight *primary_light, DirectionalLight *secondary_light) { if (has_method("_setup")) { call("_setup", world_environment, primary_light, secondary_light); } } void TerrainEnvironmentData::setup_bind(Node *world_environment, Node *primary_light, Node *secondary_light) { setup(Object::cast_to(world_environment), Object::cast_to(primary_light), Object::cast_to(secondary_light)); } TerrainEnvironmentData::TerrainEnvironmentData() { _colors[0] = Color(1, 1, 1, 1); _colors[1] = Color(1, 1, 1, 1); _energies[0] = 1; _energies[1] = 1; _indirect_energies[0] = 1; _indirect_energies[1] = 1; } TerrainEnvironmentData::~TerrainEnvironmentData() { _environment.unref(); } void TerrainEnvironmentData::_bind_methods() { BIND_VMETHOD(MethodInfo("_setup", PropertyInfo(Variant::OBJECT, "world_environment", PROPERTY_HINT_RESOURCE_TYPE, "WorldEnvironment3D"), PropertyInfo(Variant::OBJECT, "primary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"), PropertyInfo(Variant::OBJECT, "secondary_light", PROPERTY_HINT_RESOURCE_TYPE, "DirectionalLight"))); ClassDB::bind_method(D_METHOD("get_environment"), &TerrainEnvironmentData::get_environment); ClassDB::bind_method(D_METHOD("set_environment", "value"), &TerrainEnvironmentData::set_environment); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment"); ClassDB::bind_method(D_METHOD("get_color", "index"), &TerrainEnvironmentData::get_color); ClassDB::bind_method(D_METHOD("set_color", "index", "value"), &TerrainEnvironmentData::set_color); ClassDB::bind_method(D_METHOD("get_energy", "index"), &TerrainEnvironmentData::get_energy); ClassDB::bind_method(D_METHOD("set_energy", "index", "value"), &TerrainEnvironmentData::set_energy); ClassDB::bind_method(D_METHOD("get_indirect_energy", "index"), &TerrainEnvironmentData::get_indirect_energy); ClassDB::bind_method(D_METHOD("set_indirect_energy", "index", "value"), &TerrainEnvironmentData::set_indirect_energy); ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "primary_light_color"), "set_color", "get_color", 0); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "primary_light_energy"), "set_energy", "get_energy", 0); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "primary_light_indirect_energy"), "set_indirect_energy", "get_indirect_energy", 0); ADD_PROPERTYI(PropertyInfo(Variant::COLOR, "secondary_light_color"), "set_color", "get_color", 1); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "secondary_light_energy"), "set_energy", "get_energy", 1); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "secondary_light_indirect_energy"), "set_indirect_energy", "get_indirect_energy", 1); ClassDB::bind_method(D_METHOD("setup", "world_environment", "primary_light", "secondary_light"), &TerrainEnvironmentData::setup_bind); BIND_CONSTANT(LIGHT_COUNT); }