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/*
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Copyright (c) 2019-2022 Péter Magyar
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2021-11-22 22:00:45 +01:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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2022-02-22 10:33:06 +01:00
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#ifndef TERRAIN_LIGHT_H
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#define TERRAIN_LIGHT_H
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/object/ref_counted.h"
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#ifndef Reference
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#define Reference RefCounted
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#endif
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#include "core/templates/vector.h"
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#include "core/math/color.h"
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#else
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#include "core/reference.h"
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#include "core/vector.h"
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#include "core/color.h"
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#endif
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class TerrainLight : public Reference {
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GDCLASS(TerrainLight, Reference);
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public:
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int get_world_position_x() const;
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int get_world_position_y() const;
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int get_world_position_z() const;
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Vector3 get_world_position();
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void set_world_position(const int x, const int y, const int z);
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Color get_color() const;
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void set_color(const Color &color);
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float get_size() const;
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void set_size(const float strength);
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TerrainLight();
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~TerrainLight();
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private:
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static void _bind_methods();
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private:
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int _chunk_position_x;
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int _chunk_position_y;
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int _chunk_position_z;
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int _world_position_x;
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int _world_position_y;
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int _world_position_z;
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Color _color;
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int _size;
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};
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#endif
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