mirror of
https://github.com/Relintai/terraman_2d.git
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78 lines
2.8 KiB
C++
78 lines
2.8 KiB
C++
/*
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Copyright (c) 2019-2022 Péter Magyar
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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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#include "terrain_light.h"
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_FORCE_INLINE_ int TerrainLight::get_world_position_x() const {
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return _world_position_x;
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}
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_FORCE_INLINE_ int TerrainLight::get_world_position_y() const {
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return _world_position_y;
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}
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_FORCE_INLINE_ int TerrainLight::get_world_position_z() const {
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return _world_position_z;
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}
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Vector3 TerrainLight::get_world_position() {
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return Vector3(_world_position_x, _world_position_y, _world_position_z);
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}
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void TerrainLight::set_world_position(const int x, const int y, const int z) {
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_world_position_x = x;
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_world_position_y = y;
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_world_position_z = z;
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}
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_FORCE_INLINE_ Color TerrainLight::get_color() const {
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return _color;
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}
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void TerrainLight::set_color(const Color &color) {
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_color = color;
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}
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_FORCE_INLINE_ float TerrainLight::get_size() const {
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return _size;
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}
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void TerrainLight::set_size(const float size) {
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_size = size;
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}
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TerrainLight::TerrainLight() {
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_size = 0;
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}
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TerrainLight::~TerrainLight() {
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}
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void TerrainLight::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_world_position_x"), &TerrainLight::get_world_position_x);
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ClassDB::bind_method(D_METHOD("get_world_position_y"), &TerrainLight::get_world_position_y);
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ClassDB::bind_method(D_METHOD("get_world_position_z"), &TerrainLight::get_world_position_z);
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ClassDB::bind_method(D_METHOD("set_world_position", "x", "y", "z"), &TerrainLight::set_world_position);
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ClassDB::bind_method(D_METHOD("get_color"), &TerrainLight::get_color);
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ClassDB::bind_method(D_METHOD("set_color"), &TerrainLight::set_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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ClassDB::bind_method(D_METHOD("get_size"), &TerrainLight::get_size);
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ClassDB::bind_method(D_METHOD("set_size"), &TerrainLight::set_size);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "size"), "set_size", "get_size");
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}
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