pandemonium_engine/modules/props/props/prop_data_light.h

89 lines
3.5 KiB
C++

#ifndef PROP_DATA_LIGHT_H
#define PROP_DATA_LIGHT_H
/*************************************************************************/
/* prop_data_light.h */
/*************************************************************************/
/* 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 "core/math/color.h"
#include "prop_data_entry.h"
class PropDataLight : public PropDataEntry {
GDCLASS(PropDataLight, PropDataEntry);
public:
real_t get_light_range() const;
void set_light_range(const real_t value);
real_t get_light_attenuation() const;
void set_light_attenuation(const real_t value);
Color get_light_color() const;
void set_light_color(const Color value);
real_t get_light_energy() const;
void set_light_energy(const real_t value);
real_t get_light_indirect_energy() const;
void set_light_indirect_energy(const real_t value);
bool get_light_negative() const;
void set_light_negative(const bool value);
real_t get_light_specular() const;
void set_light_specular(const real_t value);
bool _processor_handles(Node *node);
void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);
Node *_processor_get_node_for(const Transform &transform);
PropDataLight();
~PropDataLight();
protected:
#ifndef DISABLE_DEPRECATED
bool _set(const StringName &p_name, const Variant &p_value);
#endif
static void _bind_methods();
private:
real_t _light_range;
real_t _light_attenuation;
Color _light_color;
real_t _light_energy;
real_t _light_indirect_energy;
bool _light_negative;
real_t _light_specular;
};
#endif