/**************************************************************************/ /* light3d.hpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include namespace godot { class Texture2D; class Light3D : public VisualInstance3D { GDEXTENSION_CLASS(Light3D, VisualInstance3D) public: enum Param { PARAM_ENERGY = 0, PARAM_INDIRECT_ENERGY = 1, PARAM_VOLUMETRIC_FOG_ENERGY = 2, PARAM_SPECULAR = 3, PARAM_RANGE = 4, PARAM_SIZE = 5, PARAM_ATTENUATION = 6, PARAM_SPOT_ANGLE = 7, PARAM_SPOT_ATTENUATION = 8, PARAM_SHADOW_MAX_DISTANCE = 9, PARAM_SHADOW_SPLIT_1_OFFSET = 10, PARAM_SHADOW_SPLIT_2_OFFSET = 11, PARAM_SHADOW_SPLIT_3_OFFSET = 12, PARAM_SHADOW_FADE_START = 13, PARAM_SHADOW_NORMAL_BIAS = 14, PARAM_SHADOW_BIAS = 15, PARAM_SHADOW_PANCAKE_SIZE = 16, PARAM_SHADOW_OPACITY = 17, PARAM_SHADOW_BLUR = 18, PARAM_TRANSMITTANCE_BIAS = 19, PARAM_INTENSITY = 20, PARAM_MAX = 21, }; enum BakeMode { BAKE_DISABLED = 0, BAKE_STATIC = 1, BAKE_DYNAMIC = 2, }; void set_editor_only(bool p_editor_only); bool is_editor_only() const; void set_param(Light3D::Param p_param, float p_value); float get_param(Light3D::Param p_param) const; void set_shadow(bool p_enabled); bool has_shadow() const; void set_negative(bool p_enabled); bool is_negative() const; void set_cull_mask(uint32_t p_cull_mask); uint32_t get_cull_mask() const; void set_enable_distance_fade(bool p_enable); bool is_distance_fade_enabled() const; void set_distance_fade_begin(float p_distance); float get_distance_fade_begin() const; void set_distance_fade_shadow(float p_distance); float get_distance_fade_shadow() const; void set_distance_fade_length(float p_distance); float get_distance_fade_length() const; void set_color(const Color &p_color); Color get_color() const; void set_shadow_reverse_cull_face(bool p_enable); bool get_shadow_reverse_cull_face() const; void set_shadow_caster_mask(uint32_t p_caster_mask); uint32_t get_shadow_caster_mask() const; void set_bake_mode(Light3D::BakeMode p_bake_mode); Light3D::BakeMode get_bake_mode() const; void set_projector(const Ref &p_projector); Ref get_projector() const; void set_temperature(float p_temperature); float get_temperature() const; Color get_correlated_color() const; protected: template static void register_virtuals() { VisualInstance3D::register_virtuals(); } public: }; } // namespace godot VARIANT_ENUM_CAST(Light3D::Param); VARIANT_ENUM_CAST(Light3D::BakeMode);