mirror of
https://github.com/Relintai/pandemonium_engine.git
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183 lines
7.3 KiB
C++
183 lines
7.3 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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real_t PropDataLight::get_light_range() const {
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return _light_range;
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}
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void PropDataLight::set_light_range(const real_t value) {
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_light_range = value;
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}
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real_t PropDataLight::get_light_attenuation() const {
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return _light_attenuation;
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}
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void PropDataLight::set_light_attenuation(const real_t value) {
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_light_attenuation = value;
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}
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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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real_t PropDataLight::get_light_energy() const {
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return _light_energy;
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}
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void PropDataLight::set_light_energy(const real_t value) {
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_light_energy = value;
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}
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real_t PropDataLight::get_light_indirect_energy() const {
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return _light_indirect_energy;
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}
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void PropDataLight::set_light_indirect_energy(const real_t value) {
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_light_indirect_energy = value;
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}
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bool PropDataLight::get_light_negative() const {
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return _light_negative;
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}
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void PropDataLight::set_light_negative(const bool value) {
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_light_negative = value;
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}
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real_t PropDataLight::get_light_specular() const {
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return _light_specular;
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}
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void PropDataLight::set_light_specular(const real_t value) {
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_light_specular = 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_range(i->get_param(Light::PARAM_RANGE));
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l->set_light_attenuation(i->get_param(Light::PARAM_ATTENUATION));
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l->set_light_color(i->get_color());
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l->set_light_energy(i->get_param(Light::PARAM_ENERGY));
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l->set_light_indirect_energy(i->get_param(Light::PARAM_INDIRECT_ENERGY));
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l->set_light_negative(i->is_negative());
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l->set_light_specular(i->get_param(Light::PARAM_SPECULAR));
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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_param(Light::PARAM_RANGE, get_light_range());
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i->set_param(Light::PARAM_ATTENUATION, get_light_attenuation());
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i->set_color(get_light_color());
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i->set_param(Light::PARAM_ENERGY, get_light_energy());
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i->set_param(Light::PARAM_INDIRECT_ENERGY, get_light_indirect_energy());
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i->set_negative(get_light_negative());
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i->set_param(Light::PARAM_SPECULAR, get_light_specular());
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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_range = 0;
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_light_attenuation = 0;
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_light_energy = 0;
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_light_indirect_energy = 0;
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_light_negative = false;
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_light_specular = 0;
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}
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PropDataLight::~PropDataLight() {
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}
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#ifndef DISABLE_DEPRECATED
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bool PropDataLight::_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_light_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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void PropDataLight::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_light_range"), &PropDataLight::get_light_range);
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ClassDB::bind_method(D_METHOD("set_light_range", "value"), &PropDataLight::set_light_range);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_range"), "set_light_range", "get_light_range");
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ClassDB::bind_method(D_METHOD("get_light_attenuation"), &PropDataLight::get_light_attenuation);
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ClassDB::bind_method(D_METHOD("set_light_attenuation", "value"), &PropDataLight::set_light_attenuation);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_attenuation"), "set_light_attenuation", "get_light_attenuation");
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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_energy"), &PropDataLight::get_light_energy);
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ClassDB::bind_method(D_METHOD("set_light_energy", "value"), &PropDataLight::set_light_energy);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_energy"), "set_light_energy", "get_light_energy");
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ClassDB::bind_method(D_METHOD("get_light_indirect_energy"), &PropDataLight::get_light_indirect_energy);
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ClassDB::bind_method(D_METHOD("set_light_indirect_energy", "value"), &PropDataLight::set_light_indirect_energy);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_indirect_energy"), "set_light_indirect_energy", "get_light_indirect_energy");
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ClassDB::bind_method(D_METHOD("get_light_negative"), &PropDataLight::get_light_negative);
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ClassDB::bind_method(D_METHOD("set_light_negative", "value"), &PropDataLight::set_light_negative);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_light_negative", "get_light_negative");
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ClassDB::bind_method(D_METHOD("get_light_specular"), &PropDataLight::get_light_specular);
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ClassDB::bind_method(D_METHOD("set_light_specular", "value"), &PropDataLight::set_light_specular);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_specular"), "set_light_specular", "get_light_specular");
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}
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