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46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
#ifndef TERRAIN_LIGHT_NODE_H
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#define TERRAIN_LIGHT_NODE_H
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/*
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Copyright (c) 2020-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "scene/3d/spatial.h"
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#include "core/math/vector3.h"
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class TerrainLightNode : public Spatial {
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GDCLASS(TerrainLightNode, Spatial);
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OBJ_CATEGORY("Props");
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public:
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//make it turn into a normal light if voxelman isn't present?
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TerrainLightNode();
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~TerrainLightNode();
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protected:
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static void _bind_methods();
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private:
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};
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#endif
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