godot/modules/gltf/extensions/gltf_light.h

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/**************************************************************************/
/* gltf_light.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef GLTF_LIGHT_H
#define GLTF_LIGHT_H
#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
class GLTFLight : public Resource {
GDCLASS(GLTFLight, Resource)
friend class GLTFDocument;
protected:
static void _bind_methods();
private:
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Color color = Color(1.0f, 1.0f, 1.0f);
float intensity = 1.0f;
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String light_type;
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float range = INFINITY;
float inner_cone_angle = 0.0f;
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float outer_cone_angle = Math_TAU / 8.0f;
Dictionary additional_data;
public:
Color get_color();
void set_color(Color p_color);
float get_intensity();
void set_intensity(float p_intensity);
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String get_light_type();
void set_light_type(String p_light_type);
float get_range();
void set_range(float p_range);
float get_inner_cone_angle();
void set_inner_cone_angle(float p_inner_cone_angle);
float get_outer_cone_angle();
void set_outer_cone_angle(float p_outer_cone_angle);
static Ref<GLTFLight> from_node(const Light3D *p_light);
Light3D *to_node() const;
static Ref<GLTFLight> from_dictionary(const Dictionary p_dictionary);
Dictionary to_dictionary() const;
Variant get_additional_data(const StringName &p_extension_name);
void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
};
#endif // GLTF_LIGHT_H