Files
mtgodot-poc/build-debug/extension/godot-cpp/gen/include/godot_cpp/classes/light3d.hpp
T
shenandshen c93894313a fix: 装备属性面板避让逻辑 + 多项功能更新
- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧
- inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域
- 包含其他累积的功能开发和测试文件
2026-09-21 16:38:59 -07:00

128 lines
4.8 KiB
C++

/**************************************************************************/
/* 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 <godot_cpp/classes/ref.hpp>
#include <godot_cpp/classes/visual_instance3d.hpp>
#include <godot_cpp/variant/color.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <type_traits>
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<Texture2D> &p_projector);
Ref<Texture2D> get_projector() const;
void set_temperature(float p_temperature);
float get_temperature() const;
Color get_correlated_color() const;
protected:
template <typename T, typename B>
static void register_virtuals() {
VisualInstance3D::register_virtuals<T, B>();
}
public:
};
} // namespace godot
VARIANT_ENUM_CAST(Light3D::Param);
VARIANT_ENUM_CAST(Light3D::BakeMode);