b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
101 lines
4.6 KiB
C++
101 lines
4.6 KiB
C++
/*************************************************************************/
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/* gltf_light.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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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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#include "gltf_light.h"
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void GLTFLight::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
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ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
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ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity);
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ClassDB::bind_method(D_METHOD("get_type"), &GLTFLight::get_type);
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ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFLight::set_type);
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ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range);
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ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range);
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ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle);
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ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle);
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ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle);
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ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "type"), "set_type", "get_type"); // String
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float
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}
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Color GLTFLight::get_color() {
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return color;
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}
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void GLTFLight::set_color(Color p_color) {
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color = p_color;
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}
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float GLTFLight::get_intensity() {
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return intensity;
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}
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void GLTFLight::set_intensity(float p_intensity) {
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intensity = p_intensity;
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}
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String GLTFLight::get_type() {
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return type;
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}
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void GLTFLight::set_type(String p_type) {
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type = p_type;
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}
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float GLTFLight::get_range() {
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return range;
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}
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void GLTFLight::set_range(float p_range) {
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range = p_range;
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}
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float GLTFLight::get_inner_cone_angle() {
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return inner_cone_angle;
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}
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void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) {
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inner_cone_angle = p_inner_cone_angle;
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}
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float GLTFLight::get_outer_cone_angle() {
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return outer_cone_angle;
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}
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void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
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outer_cone_angle = p_outer_cone_angle;
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}
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