pandemonium_engine/modules/voxelman/data/voxel_light.cpp

158 lines
6.3 KiB
C++

/*************************************************************************/
/* voxel_light.cpp */
/*************************************************************************/
/* 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 "voxel_light.h"
_FORCE_INLINE_ int VoxelLight::get_world_position_x() const {
return _world_position_x;
}
_FORCE_INLINE_ int VoxelLight::get_world_position_y() const {
return _world_position_y;
}
_FORCE_INLINE_ int VoxelLight::get_world_position_z() const {
return _world_position_z;
}
Vector3 VoxelLight::get_world_position() {
return Vector3(_world_position_x, _world_position_y, _world_position_z);
}
void VoxelLight::set_world_position(const int x, const int y, const int z) {
_world_position_x = x;
_world_position_y = y;
_world_position_z = z;
}
real_t VoxelLight::get_range() const {
return _range;
}
void VoxelLight::set_range(const real_t value) {
_range = value;
}
real_t VoxelLight::get_attenuation() const {
return _attenuation;
}
void VoxelLight::set_attenuation(const real_t value) {
_attenuation = value;
}
Color VoxelLight::get_color() const {
return _color;
}
void VoxelLight::set_color(const Color value) {
_color = value;
}
real_t VoxelLight::get_energy() const {
return _energy;
}
void VoxelLight::set_energy(const real_t value) {
_energy = value;
}
real_t VoxelLight::get_indirect_energy() const {
return _indirect_energy;
}
void VoxelLight::set_indirect_energy(const real_t value) {
_indirect_energy = value;
}
bool VoxelLight::get_negative() const {
return _negative;
}
void VoxelLight::set_negative(const bool value) {
_negative = value;
}
real_t VoxelLight::get_specular() const {
return _specular;
}
void VoxelLight::set_specular(const real_t value) {
_specular = value;
}
#ifndef DISABLE_DEPRECATED
bool VoxelLight::_set(const StringName &p_name, const Variant &p_value) {
// Convert to range
if (p_name == "light_size") {
set_range(p_value);
}
return false;
}
#endif
VoxelLight::VoxelLight() {
_range = 0;
_attenuation = 0;
_energy = 0;
_indirect_energy = 0;
_negative = false;
_specular = 0;
}
VoxelLight::~VoxelLight() {
}
void VoxelLight::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_world_position_x"), &VoxelLight::get_world_position_x);
ClassDB::bind_method(D_METHOD("get_world_position_y"), &VoxelLight::get_world_position_y);
ClassDB::bind_method(D_METHOD("get_world_position_z"), &VoxelLight::get_world_position_z);
ClassDB::bind_method(D_METHOD("set_world_position", "x", "y", "z"), &VoxelLight::set_world_position);
ClassDB::bind_method(D_METHOD("get_range"), &VoxelLight::get_range);
ClassDB::bind_method(D_METHOD("set_range", "value"), &VoxelLight::set_range);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_range"), "set_range", "get_range");
ClassDB::bind_method(D_METHOD("get_attenuation"), &VoxelLight::get_attenuation);
ClassDB::bind_method(D_METHOD("set_attenuation", "value"), &VoxelLight::set_attenuation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_attenuation"), "set_attenuation", "get_attenuation");
ClassDB::bind_method(D_METHOD("get_color"), &VoxelLight::get_color);
ClassDB::bind_method(D_METHOD("set_color", "value"), &VoxelLight::set_color);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_color", "get_color");
ClassDB::bind_method(D_METHOD("get_energy"), &VoxelLight::get_energy);
ClassDB::bind_method(D_METHOD("set_energy", "value"), &VoxelLight::set_energy);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_energy"), "set_energy", "get_energy");
ClassDB::bind_method(D_METHOD("get_indirect_energy"), &VoxelLight::get_indirect_energy);
ClassDB::bind_method(D_METHOD("set_indirect_energy", "value"), &VoxelLight::set_indirect_energy);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_indirect_energy"), "set_indirect_energy", "get_indirect_energy");
ClassDB::bind_method(D_METHOD("get_negative"), &VoxelLight::get_negative);
ClassDB::bind_method(D_METHOD("set_negative", "value"), &VoxelLight::set_negative);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "get_negative");
ClassDB::bind_method(D_METHOD("get_specular"), &VoxelLight::get_specular);
ClassDB::bind_method(D_METHOD("set_specular", "value"), &VoxelLight::set_specular);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_specular"), "set_specular", "get_specular");
}