#ifndef TERRAIN_LIGHT_H #define TERRAIN_LIGHT_H /*************************************************************************/ /* terrain_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/containers/vector.h" #include "core/math/color.h" #include "core/object/resource.h" #include "modules/modules_enabled.gen.h" class TerrainLight : public Resource { GDCLASS(TerrainLight, Resource); public: enum OwnerType { OWNER_TYPE_NONE = 0, #ifdef MODULE_PROPS_ENABLED OWNER_TYPE_PROP, #endif #ifdef MODULE_VERTEX_LIGHTS_3D_ENABLED OWNER_TYPE_VERTEX_LIGHT_3D, #endif }; OwnerType get_owner_type() const; void set_owner_type(const OwnerType p_value); bool get_has_owner_chunk() const; void set_has_owner_chunk(const bool p_value); Vector2i get_owner_chunk_position() const; void set_owner_chunk_position(const Vector2i &p_owner_chunk_position); Vector3i get_world_data_position() const; void set_world_data_position(const Vector3i &p_world_data_position); real_t get_range() const; void set_range(const real_t value); real_t get_attenuation() const; void set_attenuation(const real_t value); Color get_color() const; void set_color(const Color value); real_t get_energy() const; void set_energy(const real_t value); real_t get_indirect_energy() const; void set_indirect_energy(const real_t value); bool get_negative() const; void set_negative(const bool value); real_t get_specular() const; void set_specular(const real_t value); Dictionary to_dict(); void from_dict(const Dictionary &p_data); TerrainLight(); ~TerrainLight(); private: static void _bind_methods(); private: OwnerType _owner_type; bool _has_owner_chunk; Vector2i _owner_chunk_position; Vector3i _world_data_position; real_t _range; real_t _attenuation; Color _color; real_t _energy; real_t _indirect_energy; bool _negative; real_t _specular; }; VARIANT_ENUM_CAST(TerrainLight::OwnerType); #endif