2023-01-05 13:25:55 +01:00
										 
									 
								 
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								/**************************************************************************/
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								/*  gltf_light.cpp                                                        */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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								#include "gltf_light.h"
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											2022-11-29 00:50:26 -06:00
										 
									 
								 
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								#include "scene/3d/light_3d.h"
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								void GLTFLight::_bind_methods() {
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									ClassDB::bind_static_method("GLTFLight", D_METHOD("from_node", "light_node"), &GLTFLight::from_node);
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									ClassDB::bind_method(D_METHOD("to_node"), &GLTFLight::to_node);
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									ClassDB::bind_static_method("GLTFLight", D_METHOD("from_dictionary", "dictionary"), &GLTFLight::from_dictionary);
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									ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFLight::to_dictionary);
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									ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
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									ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
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									ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
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									ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity);
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									ClassDB::bind_method(D_METHOD("get_light_type"), &GLTFLight::get_light_type);
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									ClassDB::bind_method(D_METHOD("set_light_type", "light_type"), &GLTFLight::set_light_type);
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									ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range);
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									ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range);
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									ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle);
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									ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle);
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									ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle);
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									ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle);
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									ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color
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									ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float
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									ADD_PROPERTY(PropertyInfo(Variant::STRING, "light_type"), "set_light_type", "get_light_type"); // String
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									ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float
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									ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float
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									ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float
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								}
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								Color GLTFLight::get_color() {
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									return color;
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								}
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								void GLTFLight::set_color(Color p_color) {
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									color = p_color;
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								}
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								float GLTFLight::get_intensity() {
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									return intensity;
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								}
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								void GLTFLight::set_intensity(float p_intensity) {
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									intensity = p_intensity;
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								}
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								String GLTFLight::get_light_type() {
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									return light_type;
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								}
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								void GLTFLight::set_light_type(String p_light_type) {
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									light_type = p_light_type;
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								}
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								float GLTFLight::get_range() {
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									return range;
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								}
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								void GLTFLight::set_range(float p_range) {
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									range = p_range;
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								}
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								float GLTFLight::get_inner_cone_angle() {
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									return inner_cone_angle;
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								}
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								void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) {
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									inner_cone_angle = p_inner_cone_angle;
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								}
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								float GLTFLight::get_outer_cone_angle() {
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									return outer_cone_angle;
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								}
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								void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
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									outer_cone_angle = p_outer_cone_angle;
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								}
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								Ref<GLTFLight> GLTFLight::from_node(const Light3D *p_light) {
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									Ref<GLTFLight> l;
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									l.instantiate();
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									ERR_FAIL_COND_V_MSG(!p_light, l, "Tried to create a GLTFLight from a Light3D node, but the given node was null.");
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									l->color = p_light->get_color();
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									if (cast_to<DirectionalLight3D>(p_light)) {
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										l->light_type = "directional";
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										const DirectionalLight3D *light = cast_to<const DirectionalLight3D>(p_light);
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										l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
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										l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
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									} else if (cast_to<const OmniLight3D>(p_light)) {
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										l->light_type = "point";
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										const OmniLight3D *light = cast_to<const OmniLight3D>(p_light);
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										l->range = light->get_param(OmniLight3D::PARAM_RANGE);
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										l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY);
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									} else if (cast_to<const SpotLight3D>(p_light)) {
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										l->light_type = "spot";
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										const SpotLight3D *light = cast_to<const SpotLight3D>(p_light);
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										l->range = light->get_param(SpotLight3D::PARAM_RANGE);
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										l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
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										l->outer_cone_angle = Math::deg_to_rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
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										// This equation is the inverse of the import equation (which has a desmos link).
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										float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										angle_ratio = MAX(0, angle_ratio);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									return l;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								Light3D *GLTFLight::to_node() const {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (light_type == "directional") {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										DirectionalLight3D *light = memnew(DirectionalLight3D);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->set_param(Light3D::PARAM_ENERGY, intensity);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->set_color(color);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return light;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (light_type == "point") {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										OmniLight3D *light = memnew(OmniLight3D);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
							 | 
						
					
						
							
								
									
										
										
										
											2022-09-29 12:53:28 +03:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										light->set_param(OmniLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
							 | 
						
					
						
							
								
									
										
										
										
											2022-07-26 00:51:53 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										light->set_color(color);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return light;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (light_type == "spot") {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										SpotLight3D *light = memnew(SpotLight3D);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
							 | 
						
					
						
							
								
									
										
										
										
											2022-09-29 12:53:28 +03:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										light->set_param(SpotLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
							 | 
						
					
						
							
								
									
										
										
										
											2022-07-26 00:51:53 -05:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->set_color(color);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										// The points in desmos are not exact, except for (1, infinity).
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										float angle_ratio = inner_cone_angle / outer_cone_angle;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										return light;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									return memnew(Light3D);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								Ref<GLTFLight> GLTFLight::from_dictionary(const Dictionary p_dictionary) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFLight>(), "Failed to parse GLTF light, missing required field 'type'.");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									Ref<GLTFLight> light;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									light.instantiate();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									const String &type = p_dictionary["type"];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									light->light_type = type;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (p_dictionary.has("color")) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										const Array &arr = p_dictionary["color"];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (arr.size() == 3) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											light->color = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										} else {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											ERR_PRINT("Error parsing GLTF light: The color must have exactly 3 numbers.");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (p_dictionary.has("intensity")) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->intensity = p_dictionary["intensity"];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (p_dictionary.has("range")) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->range = p_dictionary["range"];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (type == "spot") {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										const Dictionary &spot = p_dictionary["spot"];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->inner_cone_angle = spot["innerConeAngle"];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										light->outer_cone_angle = spot["outerConeAngle"];
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										if (light->inner_cone_angle >= light->outer_cone_angle) {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
											ERR_PRINT("Error parsing GLTF light: The inner angle must be smaller than the outer angle.");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									} else if (type != "point" && type != "directional") {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										ERR_PRINT("Error parsing GLTF light: Light type '" + type + "' is unknown.");
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									return light;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								Dictionary GLTFLight::to_dictionary() const {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									Dictionary d;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									Array color_array;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									color_array.resize(3);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									color_array[0] = color.r;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									color_array[1] = color.g;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									color_array[2] = color.b;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									d["color"] = color_array;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									d["type"] = light_type;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (light_type == "spot") {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										Dictionary spot_dict;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										spot_dict["innerConeAngle"] = inner_cone_angle;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										spot_dict["outerConeAngle"] = outer_cone_angle;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
										d["spot"] = spot_dict;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									d["intensity"] = intensity;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									d["range"] = range;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									return d;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |