#ifndef VERTEX_LIGHT_3D_ENVIRONMENT_H #define VERTEX_LIGHT_3D_ENVIRONMENT_H /*************************************************************************/ /* vertex_light_3d_environment.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 "scene/main/spatial.h" #include "core/containers/hash_map.h" #include "core/containers/vector.h" #include "core/math/color.h" #include "core/math/vector2i.h" class VertexLight3DEnvironment : public Spatial { GDCLASS(VertexLight3DEnvironment, Spatial); public: bool get_is_enabled(); void set_enabled(const bool p_enabled); Color get_color(); void set_color(const Color &p_color); VertexLight3DEnvironment(); ~VertexLight3DEnvironment(); protected: void _notification(int p_what); void _update_light_visibility(); static void _bind_methods(); bool _enabled; Color _color; }; #endif