* Copyright (c) 2024 Huawei Device Co., Ltd.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SCENE_SRC_NODE_LIGHT_NODE_H
#define SCENE_SRC_NODE_LIGHT_NODE_H
#include <scene/ext/intf_create_entity.h>
#include <scene/interface/intf_light.h>
#include "node.h"
SCENE_BEGIN_NAMESPACE()
class LightNode : public META_NS::IntroduceInterfaces<Node, ILight, ICreateEntity> {
META_OBJECT(LightNode, ClassId::LightNode, IntroduceInterfaces)
public:
META_BEGIN_STATIC_DATA()
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, BASE_NS::Color, Color)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, Intensity)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, NearPlane)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, bool, ShadowEnabled)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, ShadowStrength)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, ShadowDepthBias)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, ShadowNormalBias)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, SpotInnerAngle)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, SpotOuterAngle)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, float, Range)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, LightType, Type)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, BASE_NS::Math::Vec4, AdditionalFactor)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, uint64_t, LightLayerMask)
META_STATIC_FORWARDED_PROPERTY_DATA(ILight, uint64_t, ShadowLayerMask)
META_END_STATIC_DATA()
SCENE_USE_COMPONENT_PROPERTY(BASE_NS::Color, Color, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(float, Intensity, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(float, NearPlane, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(bool, ShadowEnabled, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(float, ShadowStrength, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(float, ShadowDepthBias, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(float, ShadowNormalBias, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(float, SpotInnerAngle, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(float, SpotOuterAngle, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(float, Range, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(LightType, Type, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(BASE_NS::Math::Vec4, AdditionalFactor, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(uint64_t, LightLayerMask, "LightComponent")
SCENE_USE_COMPONENT_PROPERTY(uint64_t, ShadowLayerMask, "LightComponent")
bool SetEcsObject(const IEcsObject::Ptr&) override;
public:
CORE_NS::Entity CreateEntity(const IInternalScene::Ptr& scene) override;
};
SCENE_END_NAMESPACE()
#endif