mirror of
https://github.com/Relintai/pandemonium_engine.git
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100 lines
4.0 KiB
C++
100 lines
4.0 KiB
C++
/*************************************************************************/
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/* prop_data_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 "prop_data_light.h"
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#include "prop_data.h"
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#include "scene/3d/light.h"
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Color PropDataLight::get_light_color() const {
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return _light_color;
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}
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void PropDataLight::set_light_color(const Color value) {
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_light_color = value;
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}
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int PropDataLight::get_light_size() const {
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return _light_size;
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}
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void PropDataLight::set_light_size(const int value) {
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_light_size = value;
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}
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bool PropDataLight::_processor_handles(Node *node) {
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OmniLight *i = Object::cast_to<OmniLight>(node);
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return i;
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}
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void PropDataLight::_processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
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OmniLight *i = Object::cast_to<OmniLight>(node);
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ERR_FAIL_COND(!i);
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if (i->is_editor_only()) {
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return;
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}
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Ref<PropDataLight> l;
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l.instance();
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l->set_light_color(i->get_color());
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l->set_light_size(i->get_param(Light::PARAM_RANGE));
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l->set_transform(transform * i->get_transform());
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prop_data->add_prop(l);
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}
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Node *PropDataLight::_processor_get_node_for(const Transform &transform) {
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OmniLight *i = memnew(OmniLight);
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i->set_color(get_light_color());
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i->set_param(Light::PARAM_RANGE, get_light_size());
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i->set_transform(get_transform());
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return i;
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}
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PropDataLight::PropDataLight() {
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_light_size = 0;
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}
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PropDataLight::~PropDataLight() {
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}
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void PropDataLight::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_light_color"), &PropDataLight::get_light_color);
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ClassDB::bind_method(D_METHOD("set_light_color", "value"), &PropDataLight::set_light_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color"), "set_light_color", "get_light_color");
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ClassDB::bind_method(D_METHOD("get_light_size"), &PropDataLight::get_light_size);
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ClassDB::bind_method(D_METHOD("set_light_size", "value"), &PropDataLight::set_light_size);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light_size"), "set_light_size", "get_light_size");
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}
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