pandemonium_engine/modules/props/props/prop_data_light.cpp

100 lines
4.0 KiB
C++

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