2018-02-11 14:50:01 +00:00
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#ifndef GODOT_CPP_LIGHT_HPP
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#define GODOT_CPP_LIGHT_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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2018-05-13 12:39:32 +00:00
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#include "Light.hpp"
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2018-02-11 14:50:01 +00:00
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2018-05-13 12:39:32 +00:00
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#include "VisualInstance.hpp"
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2018-02-11 14:50:01 +00:00
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namespace godot {
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class Light : public VisualInstance {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "Light"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
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// enums
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enum BakeMode {
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BAKE_ALL = 2,
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BAKE_INDIRECT = 1,
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BAKE_DISABLED = 0,
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};
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enum Param {
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PARAM_SHADOW_SPLIT_1_OFFSET = 9,
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PARAM_SHADOW_SPLIT_2_OFFSET = 10,
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PARAM_CONTACT_SHADOW_SIZE = 7,
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PARAM_SHADOW_BIAS_SPLIT_SCALE = 14,
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PARAM_INDIRECT_ENERGY = 1,
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PARAM_ATTENUATION = 4,
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PARAM_ENERGY = 0,
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PARAM_SHADOW_BIAS = 13,
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PARAM_SHADOW_SPLIT_3_OFFSET = 11,
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PARAM_MAX = 15,
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PARAM_SHADOW_MAX_DISTANCE = 8,
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PARAM_SPOT_ANGLE = 5,
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PARAM_RANGE = 3,
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PARAM_SPECULAR = 2,
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PARAM_SHADOW_NORMAL_BIAS = 12,
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PARAM_SPOT_ATTENUATION = 6,
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};
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// constants
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// methods
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void set_editor_only(const bool editor_only);
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bool is_editor_only() const;
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void set_param(const int64_t param, const double value);
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double get_param(const int64_t param) const;
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void set_shadow(const bool enabled);
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bool has_shadow() const;
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void set_negative(const bool enabled);
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bool is_negative() const;
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void set_cull_mask(const int64_t cull_mask);
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int64_t get_cull_mask() const;
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void set_color(const Color color);
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Color get_color() const;
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void set_shadow_reverse_cull_face(const bool enable);
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bool get_shadow_reverse_cull_face() const;
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void set_shadow_color(const Color shadow_color);
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Color get_shadow_color() const;
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void set_bake_mode(const int64_t bake_mode);
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Light::BakeMode get_bake_mode() const;
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};
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}
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#endif
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