86 lines
3.5 KiB
C++
86 lines
3.5 KiB
C++
/**************************************************************************/
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/* gltf_light.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef GLTF_LIGHT_H
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#define GLTF_LIGHT_H
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#include "core/io/resource.h"
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class Light3D;
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// https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual
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class GLTFLight : public Resource {
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GDCLASS(GLTFLight, Resource)
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friend class GLTFDocument;
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protected:
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static void _bind_methods();
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private:
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Color color = Color(1.0f, 1.0f, 1.0f);
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float intensity = 1.0f;
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String light_type;
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float range = INFINITY;
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float inner_cone_angle = 0.0f;
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float outer_cone_angle = Math_TAU / 8.0f;
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Dictionary additional_data;
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public:
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Color get_color();
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void set_color(Color p_color);
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float get_intensity();
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void set_intensity(float p_intensity);
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String get_light_type();
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void set_light_type(String p_light_type);
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float get_range();
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void set_range(float p_range);
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float get_inner_cone_angle();
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void set_inner_cone_angle(float p_inner_cone_angle);
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float get_outer_cone_angle();
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void set_outer_cone_angle(float p_outer_cone_angle);
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static Ref<GLTFLight> from_node(const Light3D *p_light);
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Light3D *to_node() const;
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static Ref<GLTFLight> from_dictionary(const Dictionary p_dictionary);
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Dictionary to_dictionary() const;
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Variant get_additional_data(const StringName &p_extension_name);
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void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
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};
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#endif // GLTF_LIGHT_H
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