godot/scene/resources/3d/world_3d.h

94 lines
3.7 KiB
C++

/**************************************************************************/
/* 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> environment;
Ref<Environment> fallback_environment;
Ref<CameraAttributes> camera_attributes;
Ref<Compositor> compositor;
HashSet<Camera3D *> 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<Environment> &p_environment);
Ref<Environment> get_environment() const;
void set_fallback_environment(const Ref<Environment> &p_environment);
Ref<Environment> get_fallback_environment() const;
void set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes);
Ref<CameraAttributes> get_camera_attributes() const;
void set_compositor(const Ref<Compositor> &p_compositor);
Ref<Compositor> get_compositor() const;
_FORCE_INLINE_ const HashSet<Camera3D *> &get_cameras() const { return cameras; }
PhysicsDirectSpaceState3D *get_direct_space_state();
World3D();
~World3D();
};
#endif // WORLD_3D_H