pandemonium_engine/modules/voxelman/data/voxel_light.h

79 lines
2.0 KiB
C++

#ifndef VOXEL_LIGHT_H
#define VOXEL_LIGHT_H
/*
Copyright (c) 2019-2020 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 "core/version.h"
#if VERSION_MAJOR > 3
#include "core/object/ref_counted.h"
#ifndef Reference
#define Reference RefCounted
#endif
#include "core/templates/vector.h"
#include "core/math/color.h"
#else
#include "core/reference.h"
#include "core/vector.h"
#include "core/color.h"
#endif
class VoxelLight : public Reference {
GDCLASS(VoxelLight, Reference);
public:
int get_world_position_x() const;
int get_world_position_y() const;
int get_world_position_z() const;
Vector3 get_world_position();
void set_world_position(const int x, const int y, const int z);
Color get_color() const;
void set_color(const Color &color);
float get_size() const;
void set_size(const float strength);
VoxelLight();
~VoxelLight();
private:
static void _bind_methods();
private:
int _chunk_position_x;
int _chunk_position_y;
int _chunk_position_z;
int _world_position_x;
int _world_position_y;
int _world_position_z;
Color _color;
int _size;
};
#endif