virtualx-engine/modules/gltf/extensions/gltf_light.cpp

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/*************************************************************************/
/* gltf_light.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "gltf_light.h"
void GLTFLight::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity);
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ClassDB::bind_method(D_METHOD("get_light_type"), &GLTFLight::get_light_type);
ClassDB::bind_method(D_METHOD("set_light_type", "light_type"), &GLTFLight::set_light_type);
ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range);
ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range);
ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle);
ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle);
ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle);
ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "light_type"), "set_light_type", "get_light_type"); // String
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float
}
Color GLTFLight::get_color() {
return color;
}
void GLTFLight::set_color(Color p_color) {
color = p_color;
}
float GLTFLight::get_intensity() {
return intensity;
}
void GLTFLight::set_intensity(float p_intensity) {
intensity = p_intensity;
}
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String GLTFLight::get_light_type() {
return light_type;
}
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void GLTFLight::set_light_type(String p_light_type) {
light_type = p_light_type;
}
float GLTFLight::get_range() {
return range;
}
void GLTFLight::set_range(float p_range) {
range = p_range;
}
float GLTFLight::get_inner_cone_angle() {
return inner_cone_angle;
}
void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) {
inner_cone_angle = p_inner_cone_angle;
}
float GLTFLight::get_outer_cone_angle() {
return outer_cone_angle;
}
void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
outer_cone_angle = p_outer_cone_angle;
}