/* Copyright (c) 2019-2022 Péter Magyar 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" _FORCE_INLINE_ int TerrainLight::get_world_position_x() const { return _world_position_x; } _FORCE_INLINE_ int TerrainLight::get_world_position_y() const { return _world_position_y; } _FORCE_INLINE_ int TerrainLight::get_world_position_z() const { return _world_position_z; } Vector3 TerrainLight::get_world_position() { return Vector3(_world_position_x, _world_position_y, _world_position_z); } void TerrainLight::set_world_position(const int x, const int y, const int z) { _world_position_x = x; _world_position_y = y; _world_position_z = z; } _FORCE_INLINE_ Color TerrainLight::get_color() const { return _color; } void TerrainLight::set_color(const Color &color) { _color = color; } _FORCE_INLINE_ float TerrainLight::get_size() const { return _size; } void TerrainLight::set_size(const float size) { _size = size; } TerrainLight::TerrainLight() { _size = 0; } TerrainLight::~TerrainLight() { } void TerrainLight::_bind_methods() { ClassDB::bind_method(D_METHOD("get_world_position_x"), &TerrainLight::get_world_position_x); ClassDB::bind_method(D_METHOD("get_world_position_y"), &TerrainLight::get_world_position_y); ClassDB::bind_method(D_METHOD("get_world_position_z"), &TerrainLight::get_world_position_z); ClassDB::bind_method(D_METHOD("set_world_position", "x", "y", "z"), &TerrainLight::set_world_position); ClassDB::bind_method(D_METHOD("get_color"), &TerrainLight::get_color); ClassDB::bind_method(D_METHOD("set_color"), &TerrainLight::set_color); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); ClassDB::bind_method(D_METHOD("get_size"), &TerrainLight::get_size); ClassDB::bind_method(D_METHOD("set_size"), &TerrainLight::set_size); ADD_PROPERTY(PropertyInfo(Variant::INT, "size"), "set_size", "get_size"); }