godot/scene/resources/world.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

86 lines
3.3 KiB
C++

/*************************************************************************/
/* world.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_H
#define WORLD_H
#include "resource.h"
#include "servers/physics_server.h"
#include "servers/visual_server.h"
#include "servers/spatial_sound_server.h"
#include "scene/resources/environment.h"
class SpatialIndexer;
class Camera;
class VisibilityNotifier;
class World : public Resource {
OBJ_TYPE(World, Resource);
RES_BASE_EXTENSION("wrd");
private:
RID space;
RID scenario;
RID sound_space;
SpatialIndexer* indexer;
Ref<Environment> environment;
protected:
static void _bind_methods();
friend class Camera;
friend class VisibilityNotifier;
void _register_camera(Camera* p_camera);
void _update_camera(Camera* p_camera);
void _remove_camera(Camera* p_camera);
void _register_notifier(VisibilityNotifier* p_notifier,const AABB& p_rect);
void _update_notifier(VisibilityNotifier *p_notifier,const AABB& p_rect);
void _remove_notifier(VisibilityNotifier* p_notifier);
friend class Viewport;
void _update(uint64_t p_frame);
public:
RID get_space() const;
RID get_scenario() const;
RID get_sound_space() const;
void set_environment(const Ref<Environment>& p_environment);
Ref<Environment> get_environment() const;
PhysicsDirectSpaceState *get_direct_space_state();
World();
~World();
};
#endif // WORLD_H