2017-03-05 15:47:28 +01:00
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/*************************************************************************/
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/* reflection_probe.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 14:16:55 +02:00
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/* https://godotengine.org */
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2017-03-05 15:47:28 +01:00
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/*************************************************************************/
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2021-01-01 20:13:46 +01:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-05 00:50:27 +01:00
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2016-11-19 17:23:37 +01:00
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#ifndef REFLECTIONPROBE_H
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#define REFLECTIONPROBE_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/sky.h"
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#include "scene/resources/texture.h"
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#include "servers/visual_server.h"
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class ReflectionProbe : public VisualInstance {
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GDCLASS(ReflectionProbe, VisualInstance);
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public:
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enum UpdateMode {
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UPDATE_ONCE,
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UPDATE_ALWAYS,
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};
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private:
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RID probe;
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float intensity;
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float max_distance;
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Vector3 extents;
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Vector3 origin_offset;
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bool box_projection;
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bool enable_shadows;
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bool interior;
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Color interior_ambient;
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float interior_ambient_energy;
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float interior_ambient_probe_contribution;
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uint32_t cull_mask;
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UpdateMode update_mode;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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void set_intensity(float p_intensity);
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float get_intensity() const;
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void set_interior_ambient(Color p_ambient);
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Color get_interior_ambient() const;
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void set_interior_ambient_energy(float p_energy);
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float get_interior_ambient_energy() const;
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void set_interior_ambient_probe_contribution(float p_contribution);
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float get_interior_ambient_probe_contribution() const;
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void set_max_distance(float p_distance);
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float get_max_distance() const;
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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void set_origin_offset(const Vector3 &p_extents);
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Vector3 get_origin_offset() const;
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void set_as_interior(bool p_enable);
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bool is_set_as_interior() const;
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void set_enable_box_projection(bool p_enable);
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bool is_box_projection_enabled() const;
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void set_enable_shadows(bool p_enable);
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bool are_shadows_enabled() const;
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void set_cull_mask(uint32_t p_layers);
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uint32_t get_cull_mask() const;
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void set_update_mode(UpdateMode p_mode);
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UpdateMode get_update_mode() const;
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2017-11-17 03:09:00 +01:00
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virtual AABB get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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ReflectionProbe();
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~ReflectionProbe();
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};
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VARIANT_ENUM_CAST(ReflectionProbe::UpdateMode);
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#endif // REFLECTIONPROBE_H
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