#ifndef PROP_DATA_LIGHT_H #define PROP_DATA_LIGHT_H /*************************************************************************/ /* prop_data_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. */ /*************************************************************************/ #include "core/math/color.h" #include "prop_data_entry.h" class PropDataLight : public PropDataEntry { GDCLASS(PropDataLight, PropDataEntry); public: real_t get_light_range() const; void set_light_range(const real_t value); real_t get_light_attenuation() const; void set_light_attenuation(const real_t value); Color get_light_color() const; void set_light_color(const Color value); real_t get_light_energy() const; void set_light_energy(const real_t value); real_t get_light_indirect_energy() const; void set_light_indirect_energy(const real_t value); bool get_light_negative() const; void set_light_negative(const bool value); real_t get_light_specular() const; void set_light_specular(const real_t value); bool _processor_handles(Node *node); void _processor_process(Ref prop_data, Node *node, const Transform &transform); Node *_processor_get_node_for(const Transform &transform); PropDataLight(); ~PropDataLight(); protected: #ifndef DISABLE_DEPRECATED bool _set(const StringName &p_name, const Variant &p_value); #endif static void _bind_methods(); private: real_t _light_range; real_t _light_attenuation; Color _light_color; real_t _light_energy; real_t _light_indirect_energy; bool _light_negative; real_t _light_specular; }; #endif