/**************************************************************************/ /* world_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef WORLD_3D_H #define WORLD_3D_H #include "core/io/resource.h" #include "scene/resources/compositor.h" #include "scene/resources/environment.h" #include "servers/physics_server_3d.h" #include "servers/rendering_server.h" class CameraAttributes; class Camera3D; class VisibleOnScreenNotifier3D; struct SpatialIndexer; class World3D : public Resource { GDCLASS(World3D, Resource); private: RID scenario; mutable RID space; mutable RID navigation_map; Ref environment; Ref fallback_environment; Ref camera_attributes; Ref compositor; HashSet cameras; protected: static void _bind_methods(); friend class Camera3D; void _register_camera(Camera3D *p_camera); void _remove_camera(Camera3D *p_camera); public: RID get_space() const; RID get_navigation_map() const; RID get_scenario() const; void set_environment(const Ref &p_environment); Ref get_environment() const; void set_fallback_environment(const Ref &p_environment); Ref get_fallback_environment() const; void set_camera_attributes(const Ref &p_camera_attributes); Ref get_camera_attributes() const; void set_compositor(const Ref &p_compositor); Ref get_compositor() const; _FORCE_INLINE_ const HashSet &get_cameras() const { return cameras; } PhysicsDirectSpaceState3D *get_direct_space_state(); World3D(); ~World3D(); }; #endif // WORLD_3D_H