162 lines
8.1 KiB
C++
162 lines
8.1 KiB
C++
/*************************************************************************/
|
|
/* world_3d.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#include "world_3d.h"
|
|
|
|
#include "core/config/project_settings.h"
|
|
#include "scene/3d/camera_3d.h"
|
|
#include "scene/3d/visible_on_screen_notifier_3d.h"
|
|
#include "scene/scene_string_names.h"
|
|
#include "servers/navigation_server_3d.h"
|
|
|
|
void World3D::_register_camera(Camera3D *p_camera) {
|
|
#ifndef _3D_DISABLED
|
|
cameras.insert(p_camera);
|
|
#endif
|
|
}
|
|
|
|
void World3D::_remove_camera(Camera3D *p_camera) {
|
|
#ifndef _3D_DISABLED
|
|
cameras.erase(p_camera);
|
|
#endif
|
|
}
|
|
|
|
RID World3D::get_space() const {
|
|
return space;
|
|
}
|
|
|
|
RID World3D::get_navigation_map() const {
|
|
return navigation_map;
|
|
}
|
|
|
|
RID World3D::get_scenario() const {
|
|
return scenario;
|
|
}
|
|
|
|
void World3D::set_environment(const Ref<Environment> &p_environment) {
|
|
if (environment == p_environment) {
|
|
return;
|
|
}
|
|
|
|
environment = p_environment;
|
|
if (environment.is_valid()) {
|
|
RS::get_singleton()->scenario_set_environment(scenario, environment->get_rid());
|
|
} else {
|
|
RS::get_singleton()->scenario_set_environment(scenario, RID());
|
|
}
|
|
|
|
emit_changed();
|
|
}
|
|
|
|
Ref<Environment> World3D::get_environment() const {
|
|
return environment;
|
|
}
|
|
|
|
void World3D::set_fallback_environment(const Ref<Environment> &p_environment) {
|
|
if (fallback_environment == p_environment) {
|
|
return;
|
|
}
|
|
|
|
fallback_environment = p_environment;
|
|
if (fallback_environment.is_valid()) {
|
|
RS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
|
|
} else {
|
|
RS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
|
|
}
|
|
|
|
emit_changed();
|
|
}
|
|
|
|
Ref<Environment> World3D::get_fallback_environment() const {
|
|
return fallback_environment;
|
|
}
|
|
|
|
void World3D::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
|
|
camera_effects = p_camera_effects;
|
|
if (camera_effects.is_valid()) {
|
|
RS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid());
|
|
} else {
|
|
RS::get_singleton()->scenario_set_camera_effects(scenario, RID());
|
|
}
|
|
}
|
|
|
|
Ref<CameraEffects> World3D::get_camera_effects() const {
|
|
return camera_effects;
|
|
}
|
|
|
|
PhysicsDirectSpaceState3D *World3D::get_direct_space_state() {
|
|
return PhysicsServer3D::get_singleton()->space_get_direct_state(space);
|
|
}
|
|
|
|
void World3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_space"), &World3D::get_space);
|
|
ClassDB::bind_method(D_METHOD("get_navigation_map"), &World3D::get_navigation_map);
|
|
ClassDB::bind_method(D_METHOD("get_scenario"), &World3D::get_scenario);
|
|
ClassDB::bind_method(D_METHOD("set_environment", "env"), &World3D::set_environment);
|
|
ClassDB::bind_method(D_METHOD("get_environment"), &World3D::get_environment);
|
|
ClassDB::bind_method(D_METHOD("set_fallback_environment", "env"), &World3D::set_fallback_environment);
|
|
ClassDB::bind_method(D_METHOD("get_fallback_environment"), &World3D::get_fallback_environment);
|
|
ClassDB::bind_method(D_METHOD("set_camera_effects", "effects"), &World3D::set_camera_effects);
|
|
ClassDB::bind_method(D_METHOD("get_camera_effects"), &World3D::get_camera_effects);
|
|
ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World3D::get_direct_space_state);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects");
|
|
ADD_PROPERTY(PropertyInfo(Variant::RID, "space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_space");
|
|
ADD_PROPERTY(PropertyInfo(Variant::RID, "navigation_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_navigation_map");
|
|
ADD_PROPERTY(PropertyInfo(Variant::RID, "scenario", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_scenario");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState3D", PROPERTY_USAGE_NONE), "", "get_direct_space_state");
|
|
}
|
|
|
|
World3D::World3D() {
|
|
space = PhysicsServer3D::get_singleton()->space_create();
|
|
scenario = RenderingServer::get_singleton()->scenario_create();
|
|
|
|
PhysicsServer3D::get_singleton()->space_set_active(space, true);
|
|
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF_BASIC("physics/3d/default_gravity", 9.8));
|
|
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF_BASIC("physics/3d/default_gravity_vector", Vector3(0, -1, 0)));
|
|
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1));
|
|
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"));
|
|
PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1));
|
|
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"));
|
|
|
|
navigation_map = NavigationServer3D::get_singleton()->map_create();
|
|
NavigationServer3D::get_singleton()->map_set_active(navigation_map, true);
|
|
NavigationServer3D::get_singleton()->map_set_cell_size(navigation_map, GLOBAL_DEF("navigation/3d/default_cell_size", 0.25));
|
|
NavigationServer3D::get_singleton()->map_set_edge_connection_margin(navigation_map, GLOBAL_DEF("navigation/3d/default_edge_connection_margin", 0.25));
|
|
NavigationServer3D::get_singleton()->map_set_link_connection_radius(navigation_map, GLOBAL_DEF("navigation/3d/default_link_connection_radius", 1.0));
|
|
}
|
|
|
|
World3D::~World3D() {
|
|
PhysicsServer3D::get_singleton()->free(space);
|
|
RenderingServer::get_singleton()->free(scenario);
|
|
NavigationServer3D::get_singleton()->free(navigation_map);
|
|
}
|