// Copyright Epic Games, Inc. All Rights Reserved. #include "InterchangeLightNode.h" FStringView UInterchangeBaseLightNode::StaticAssetTypeName() { return TEXT("Light"); } FString UInterchangeBaseLightNode::GetTypeName() const { return TEXT("BaseLightNode"); } bool UInterchangeBaseLightNode::GetCustomLightColor(FLinearColor& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(LightColor, FLinearColor) } bool UInterchangeBaseLightNode::SetCustomLightColor(const FLinearColor& AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(LightColor, FLinearColor) } bool UInterchangeBaseLightNode::GetCustomIntensity(float& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(LightIntensity, float) } bool UInterchangeBaseLightNode::SetCustomIntensity(float AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(LightIntensity, float) } bool UInterchangeBaseLightNode::GetCustomTemperature(float& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(Temperature, float) } bool UInterchangeBaseLightNode::SetCustomTemperature(float AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(Temperature, float) } bool UInterchangeBaseLightNode::GetCustomUseTemperature(bool& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(UseTemperature, bool) } bool UInterchangeBaseLightNode::SetCustomUseTemperature(bool AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(UseTemperature, bool) } FString UInterchangeLightNode::GetTypeName() const { return TEXT("LightNode"); } bool UInterchangeLightNode::GetCustomIntensityUnits(EInterchangeLightUnits& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(IntensityUnits, EInterchangeLightUnits) } bool UInterchangeLightNode::SetCustomIntensityUnits(const EInterchangeLightUnits & AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(IntensityUnits, EInterchangeLightUnits ) } bool UInterchangeLightNode::GetCustomAttenuationRadius(float& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(AttenuationRadius, float) } bool UInterchangeLightNode::SetCustomAttenuationRadius(float AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(AttenuationRadius, float) } bool UInterchangeLightNode::GetCustomIESTexture(FString& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(IESTexture, FString) } bool UInterchangeLightNode::SetCustomIESTexture(const FString& AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(IESTexture, FString) } bool UInterchangeLightNode::GetCustomUseIESBrightness(bool& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(UseIESBrightness, bool); } bool UInterchangeLightNode::SetCustomUseIESBrightness(const bool& AttributeValue, bool bAddApplyDelegate) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(UseIESBrightness, bool); } bool UInterchangeLightNode::GetCustomIESBrightnessScale(float& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(IESBrightnessScale, float); } bool UInterchangeLightNode::SetCustomIESBrightnessScale(const float& AttributeValue, bool bAddApplyDelegate) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(IESBrightnessScale, float); } bool UInterchangeLightNode::GetCustomRotation(FRotator& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(Rotation, FRotator); } bool UInterchangeLightNode::SetCustomRotation(const FRotator& AttributeValue, bool bAddApplyDelegate) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(Rotation, FRotator); } FString UInterchangePointLightNode::GetTypeName() const { return TEXT("PointLightNode"); } bool UInterchangePointLightNode::GetCustomUseInverseSquaredFalloff(bool& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(UseInverseSquaredFalloff, bool) } bool UInterchangePointLightNode::SetCustomUseInverseSquaredFalloff(bool AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(UseInverseSquaredFalloff, bool) } bool UInterchangePointLightNode::GetCustomLightFalloffExponent(float& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(LightFalloffExponent, float) } bool UInterchangePointLightNode::SetCustomLightFalloffExponent(float AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(LightFalloffExponent, float) } FString UInterchangeSpotLightNode::GetTypeName() const { return TEXT("SpotLightNode"); } bool UInterchangeSpotLightNode::GetCustomInnerConeAngle(float& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(InnerConeAngle, float) } bool UInterchangeSpotLightNode::SetCustomInnerConeAngle(float AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(InnerConeAngle, float) } bool UInterchangeSpotLightNode::GetCustomOuterConeAngle(float& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(OuterConeAngle, float) } bool UInterchangeSpotLightNode::SetCustomOuterConeAngle(float AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(OuterConeAngle, float) } FString UInterchangeRectLightNode::GetTypeName() const { return TEXT("RectLightNode"); } bool UInterchangeRectLightNode::GetCustomSourceWidth(float& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(SourceWidth, float) } bool UInterchangeRectLightNode::SetCustomSourceWidth(float AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(SourceWidth, float) } bool UInterchangeRectLightNode::GetCustomSourceHeight(float& AttributeValue) const { IMPLEMENT_NODE_ATTRIBUTE_GETTER(SourceHeight, float) } bool UInterchangeRectLightNode::SetCustomSourceHeight(float AttributeValue) { IMPLEMENT_NODE_ATTRIBUTE_SETTER_NODELEGATE(SourceHeight, float) } FString UInterchangeDirectionalLightNode::GetTypeName() const { return TEXT("DirectionalLightNode"); }