#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); 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 get_faces(uint32_t p_usage_flags) const; ReflectionProbe(); ~ReflectionProbe(); }; VARIANT_ENUM_CAST( ReflectionProbe::UpdateMode ); #endif // REFLECTIONPROBE_H