godot/scene/3d/reflection_probe.h

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2016-11-19 17:23:37 +01:00
#ifndef REFLECTIONPROBE_H
#define REFLECTIONPROBE_H
#include "scene/3d/visual_instance.h"
#include "scene/resources/texture.h"
#include "scene/resources/sky_box.h"
#include "servers/visual_server.h"
class ReflectionProbe : public VisualInstance {
GDCLASS(ReflectionProbe,VisualInstance);
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public:
enum UpdateMode {
UPDATE_ONCE,
UPDATE_ALWAYS,
};
private:
RID probe;
float intensity;
float max_distance;
Vector3 extents;
Vector3 origin_offset;
bool box_projection;
bool enable_shadows;
bool interior;
Color interior_ambient;
float interior_ambient_energy;
float interior_ambient_probe_contribution;
uint32_t cull_mask;
UpdateMode update_mode;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo& property) const;
public:
void set_intensity(float p_intensity);
float get_intensity() const;
void set_interior_ambient(Color p_ambient);
Color get_interior_ambient() const;
void set_interior_ambient_energy(float p_energy);
float get_interior_ambient_energy() const;
void set_interior_ambient_probe_contribution(float p_contribution);
float get_interior_ambient_probe_contribution() const;
void set_max_distance(float p_distance);
float get_max_distance() const;
void set_extents(const Vector3& p_extents);
Vector3 get_extents() const;
void set_origin_offset(const Vector3& p_extents);
Vector3 get_origin_offset() const;
void set_as_interior(bool p_enable);
bool is_set_as_interior() const;
void set_enable_box_projection(bool p_enable);
bool is_box_projection_enabled() const;
void set_enable_shadows(bool p_enable);
bool are_shadows_enabled() const;
void set_cull_mask(uint32_t p_layers);
uint32_t get_cull_mask() const;
void set_update_mode(UpdateMode p_mode);
UpdateMode get_update_mode() const;
virtual Rect3 get_aabb() const;
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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ReflectionProbe();
~ReflectionProbe();
};
VARIANT_ENUM_CAST( ReflectionProbe::UpdateMode );
#endif // REFLECTIONPROBE_H