/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qabstractlight.h" #include "qabstractlight_p.h" QT_BEGIN_NAMESPACE namespace Qt3D { /*! * \qmltype QAbstractLight * \instantiates QAbstractLight * \brief Encapsulate a QAbstractLight object in a Qt3D scene. * \since 5.3 */ /*! \class Qt3D::QAbstractLightPrivate \internal */ QAbstractLightPrivate::QAbstractLightPrivate() : QShaderDataPrivate() , m_color(QColor(255, 255, 255)) , m_intensity(1.0f) {} void QAbstractLight::copy(const QNode *ref) { const QAbstractLight *light = static_cast(ref); d_func()->m_color = light->d_func()->m_color; d_func()->m_intensity = light->d_func()->m_intensity; // This needs to be last otherwise, properties value won't be copied // as we use shader introspection in QShaderData::copy QShaderData::copy(ref); } /*! \class Qt3D::QAbstractLight */ /*! * Constructs a new QAbstractLight with the given \a parent. */ QAbstractLight::QAbstractLight(Qt3D::QNode *parent) : QShaderData(*new QAbstractLightPrivate, parent) { } /*! \internal */ QAbstractLight::QAbstractLight(QAbstractLightPrivate &dd, QNode *parent) : QShaderData(dd, parent) { } /*! * \property Qt3D::QAbstractLight::color * * Holds the current QAbstractLight color. */ QColor QAbstractLight::color() const { Q_D(const QAbstractLight); return d->m_color; } void QAbstractLight::setColor(const QColor &color) { Q_D(QAbstractLight); if (d->m_color != color) { d->m_color = color; emit colorChanged(); } } /*! \property Qt3D::QAbstractLight::intensity Holds the current QAbstractLight intensity. */ float QAbstractLight::intensity() const { Q_D(const QAbstractLight); return d->m_intensity; } void QAbstractLight::setIntensity(float intensity) { Q_D(QAbstractLight); if (d->m_intensity != intensity) { d->m_intensity = intensity; emit intensityChanged(); } } /*! \property Qt3D::QAbstractLight::position Holds the current QAbstractLight position. */ void QAbstractLight::setPosition(const QVector3D &position) { Q_D(QAbstractLight); if (d->m_position != position) { d->m_position = position; emit positionChanged(); } } QVector3D QAbstractLight::position() const { Q_D(const QAbstractLight); return d->m_position; } QShaderData::TransformType QAbstractLight::positionTransformed() const { return QShaderData::ModelToEye; } } // Qt3D QT_END_NAMESPACE