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https://github.com/Relintai/pandemonium_engine.git
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102 lines
3.7 KiB
C++
102 lines
3.7 KiB
C++
#ifndef VOXEL_LIGHT_H
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#define VOXEL_LIGHT_H
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/*************************************************************************/
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/* voxel_light.h */
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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 "core/containers/vector.h"
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#include "core/math/color.h"
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#include "core/object/reference.h"
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class VoxelLight : public Reference {
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GDCLASS(VoxelLight, Reference);
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public:
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int get_world_position_x() const;
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int get_world_position_y() const;
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int get_world_position_z() const;
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Vector3 get_world_position();
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void set_world_position(const int x, const int y, const int z);
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Vector3 get_position();
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void set_position(const Vector3 &pos);
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real_t get_range() const;
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void set_range(const real_t value);
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real_t get_attenuation() const;
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void set_attenuation(const real_t value);
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Color get_color() const;
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void set_color(const Color value);
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real_t get_energy() const;
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void set_energy(const real_t value);
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real_t get_indirect_energy() const;
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void set_indirect_energy(const real_t value);
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bool get_negative() const;
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void set_negative(const bool value);
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real_t get_specular() const;
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void set_specular(const real_t value);
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VoxelLight();
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~VoxelLight();
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private:
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#ifndef DISABLE_DEPRECATED
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bool _set(const StringName &p_name, const Variant &p_value);
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#endif
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static void _bind_methods();
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private:
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int _chunk_position_x;
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int _chunk_position_y;
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int _chunk_position_z;
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int _world_position_x;
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int _world_position_y;
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int _world_position_z;
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real_t _range;
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real_t _attenuation;
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Color _color;
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real_t _energy;
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real_t _indirect_energy;
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bool _negative;
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real_t _specular;
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};
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#endif
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