/**************************************************************************/ /* 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" class Light3D; // 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: Color color = Color(1.0f, 1.0f, 1.0f); float intensity = 1.0f; String light_type; float range = INFINITY; float inner_cone_angle = 0.0f; 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); 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 from_node(const Light3D *p_light); Light3D *to_node() const; static Ref 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