#ifndef GODOT_CPP_LIGHT_HPP #define GODOT_CPP_LIGHT_HPP #include #include #include #include #include #include namespace godot { class Light : public VisualInstance { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "Light"; } 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); } // enums enum BakeMode { BAKE_ALL = 2, BAKE_INDIRECT = 1, BAKE_DISABLED = 0, }; enum Param { PARAM_SHADOW_SPLIT_1_OFFSET = 9, PARAM_SHADOW_SPLIT_2_OFFSET = 10, PARAM_CONTACT_SHADOW_SIZE = 7, PARAM_SHADOW_BIAS_SPLIT_SCALE = 14, PARAM_INDIRECT_ENERGY = 1, PARAM_ATTENUATION = 4, PARAM_ENERGY = 0, PARAM_SHADOW_BIAS = 13, PARAM_SHADOW_SPLIT_3_OFFSET = 11, PARAM_MAX = 15, PARAM_SHADOW_MAX_DISTANCE = 8, PARAM_SPOT_ANGLE = 5, PARAM_RANGE = 3, PARAM_SPECULAR = 2, PARAM_SHADOW_NORMAL_BIAS = 12, PARAM_SPOT_ATTENUATION = 6, }; // constants // methods void set_editor_only(const bool editor_only); bool is_editor_only() const; void set_param(const int64_t param, const double value); double get_param(const int64_t param) const; void set_shadow(const bool enabled); bool has_shadow() const; void set_negative(const bool enabled); bool is_negative() const; void set_cull_mask(const int64_t cull_mask); int64_t get_cull_mask() const; void set_color(const Color color); Color get_color() const; void set_shadow_reverse_cull_face(const bool enable); bool get_shadow_reverse_cull_face() const; void set_shadow_color(const Color shadow_color); Color get_shadow_color() const; void set_bake_mode(const int64_t bake_mode); Light::BakeMode get_bake_mode() const; }; } #endif