mirror of
https://github.com/Relintai/pandemonium_engine.git
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158 lines
6.3 KiB
C++
158 lines
6.3 KiB
C++
/*************************************************************************/
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/* voxel_light.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "voxel_light.h"
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_FORCE_INLINE_ int VoxelLight::get_world_position_x() const {
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return _world_position_x;
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}
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_FORCE_INLINE_ int VoxelLight::get_world_position_y() const {
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return _world_position_y;
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}
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_FORCE_INLINE_ int VoxelLight::get_world_position_z() const {
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return _world_position_z;
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}
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Vector3 VoxelLight::get_world_position() {
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return Vector3(_world_position_x, _world_position_y, _world_position_z);
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}
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void VoxelLight::set_world_position(const int x, const int y, const int z) {
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_world_position_x = x;
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_world_position_y = y;
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_world_position_z = z;
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}
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real_t VoxelLight::get_range() const {
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return _range;
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}
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void VoxelLight::set_range(const real_t value) {
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_range = value;
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}
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real_t VoxelLight::get_attenuation() const {
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return _attenuation;
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}
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void VoxelLight::set_attenuation(const real_t value) {
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_attenuation = value;
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}
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Color VoxelLight::get_color() const {
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return _color;
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}
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void VoxelLight::set_color(const Color value) {
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_color = value;
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}
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real_t VoxelLight::get_energy() const {
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return _energy;
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}
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void VoxelLight::set_energy(const real_t value) {
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_energy = value;
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}
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real_t VoxelLight::get_indirect_energy() const {
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return _indirect_energy;
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}
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void VoxelLight::set_indirect_energy(const real_t value) {
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_indirect_energy = value;
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}
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bool VoxelLight::get_negative() const {
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return _negative;
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}
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void VoxelLight::set_negative(const bool value) {
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_negative = value;
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}
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real_t VoxelLight::get_specular() const {
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return _specular;
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}
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void VoxelLight::set_specular(const real_t value) {
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_specular = value;
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}
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#ifndef DISABLE_DEPRECATED
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bool VoxelLight::_set(const StringName &p_name, const Variant &p_value) {
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// Convert to range
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if (p_name == "light_size") {
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set_range(p_value);
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}
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return false;
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}
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#endif
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VoxelLight::VoxelLight() {
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_range = 0;
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_attenuation = 0;
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_energy = 0;
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_indirect_energy = 0;
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_negative = false;
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_specular = 0;
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}
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VoxelLight::~VoxelLight() {
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}
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void VoxelLight::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_world_position_x"), &VoxelLight::get_world_position_x);
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ClassDB::bind_method(D_METHOD("get_world_position_y"), &VoxelLight::get_world_position_y);
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ClassDB::bind_method(D_METHOD("get_world_position_z"), &VoxelLight::get_world_position_z);
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ClassDB::bind_method(D_METHOD("set_world_position", "x", "y", "z"), &VoxelLight::set_world_position);
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ClassDB::bind_method(D_METHOD("get_range"), &VoxelLight::get_range);
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ClassDB::bind_method(D_METHOD("set_range", "value"), &VoxelLight::set_range);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_range"), "set_range", "get_range");
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ClassDB::bind_method(D_METHOD("get_attenuation"), &VoxelLight::get_attenuation);
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ClassDB::bind_method(D_METHOD("set_attenuation", "value"), &VoxelLight::set_attenuation);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_attenuation"), "set_attenuation", "get_attenuation");
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ClassDB::bind_method(D_METHOD("get_color"), &VoxelLight::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "value"), &VoxelLight::set_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_color", "get_color");
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ClassDB::bind_method(D_METHOD("get_energy"), &VoxelLight::get_energy);
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ClassDB::bind_method(D_METHOD("set_energy", "value"), &VoxelLight::set_energy);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_energy"), "set_energy", "get_energy");
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ClassDB::bind_method(D_METHOD("get_indirect_energy"), &VoxelLight::get_indirect_energy);
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ClassDB::bind_method(D_METHOD("set_indirect_energy", "value"), &VoxelLight::set_indirect_energy);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_indirect_energy"), "set_indirect_energy", "get_indirect_energy");
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ClassDB::bind_method(D_METHOD("get_negative"), &VoxelLight::get_negative);
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ClassDB::bind_method(D_METHOD("set_negative", "value"), &VoxelLight::set_negative);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "get_negative");
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ClassDB::bind_method(D_METHOD("get_specular"), &VoxelLight::get_specular);
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ClassDB::bind_method(D_METHOD("set_specular", "value"), &VoxelLight::set_specular);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_specular"), "set_specular", "get_specular");
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}
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