pandemonium_engine/modules/props/props/prop_data_light.cpp

183 lines
7.3 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"
real_t PropDataLight::get_light_range() const {
return _light_range;
}
void PropDataLight::set_light_range(const real_t value) {
_light_range = value;
}
real_t PropDataLight::get_light_attenuation() const {
return _light_attenuation;
}
void PropDataLight::set_light_attenuation(const real_t value) {
_light_attenuation = value;
}
Color PropDataLight::get_light_color() const {
return _light_color;
}
void PropDataLight::set_light_color(const Color value) {
_light_color = value;
}
real_t PropDataLight::get_light_energy() const {
return _light_energy;
}
void PropDataLight::set_light_energy(const real_t value) {
_light_energy = value;
}
real_t PropDataLight::get_light_indirect_energy() const {
return _light_indirect_energy;
}
void PropDataLight::set_light_indirect_energy(const real_t value) {
_light_indirect_energy = value;
}
bool PropDataLight::get_light_negative() const {
return _light_negative;
}
void PropDataLight::set_light_negative(const bool value) {
_light_negative = value;
}
real_t PropDataLight::get_light_specular() const {
return _light_specular;
}
void PropDataLight::set_light_specular(const real_t value) {
_light_specular = 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_range(i->get_param(Light::PARAM_RANGE));
l->set_light_attenuation(i->get_param(Light::PARAM_ATTENUATION));
l->set_light_color(i->get_color());
l->set_light_energy(i->get_param(Light::PARAM_ENERGY));
l->set_light_indirect_energy(i->get_param(Light::PARAM_INDIRECT_ENERGY));
l->set_light_negative(i->is_negative());
l->set_light_specular(i->get_param(Light::PARAM_SPECULAR));
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_param(Light::PARAM_RANGE, get_light_range());
i->set_param(Light::PARAM_ATTENUATION, get_light_attenuation());
i->set_color(get_light_color());
i->set_param(Light::PARAM_ENERGY, get_light_energy());
i->set_param(Light::PARAM_INDIRECT_ENERGY, get_light_indirect_energy());
i->set_negative(get_light_negative());
i->set_param(Light::PARAM_SPECULAR, get_light_specular());
i->set_transform(get_transform());
return i;
}
PropDataLight::PropDataLight() {
_light_range = 0;
_light_attenuation = 0;
_light_energy = 0;
_light_indirect_energy = 0;
_light_negative = false;
_light_specular = 0;
}
PropDataLight::~PropDataLight() {
}
#ifndef DISABLE_DEPRECATED
bool PropDataLight::_set(const StringName &p_name, const Variant &p_value) {
// Convert to range
if (p_name == "light_size") {
set_light_range(p_value);
}
return false;
}
#endif
void PropDataLight::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_light_range"), &PropDataLight::get_light_range);
ClassDB::bind_method(D_METHOD("set_light_range", "value"), &PropDataLight::set_light_range);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_range"), "set_light_range", "get_light_range");
ClassDB::bind_method(D_METHOD("get_light_attenuation"), &PropDataLight::get_light_attenuation);
ClassDB::bind_method(D_METHOD("set_light_attenuation", "value"), &PropDataLight::set_light_attenuation);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_attenuation"), "set_light_attenuation", "get_light_attenuation");
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_energy"), &PropDataLight::get_light_energy);
ClassDB::bind_method(D_METHOD("set_light_energy", "value"), &PropDataLight::set_light_energy);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_energy"), "set_light_energy", "get_light_energy");
ClassDB::bind_method(D_METHOD("get_light_indirect_energy"), &PropDataLight::get_light_indirect_energy);
ClassDB::bind_method(D_METHOD("set_light_indirect_energy", "value"), &PropDataLight::set_light_indirect_energy);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_indirect_energy"), "set_light_indirect_energy", "get_light_indirect_energy");
ClassDB::bind_method(D_METHOD("get_light_negative"), &PropDataLight::get_light_negative);
ClassDB::bind_method(D_METHOD("set_light_negative", "value"), &PropDataLight::set_light_negative);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_light_negative", "get_light_negative");
ClassDB::bind_method(D_METHOD("get_light_specular"), &PropDataLight::get_light_specular);
ClassDB::bind_method(D_METHOD("set_light_specular", "value"), &PropDataLight::set_light_specular);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "light_specular"), "set_light_specular", "get_light_specular");
}