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385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
89 lines
3.5 KiB
C++
89 lines
3.5 KiB
C++
/*************************************************************************/
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/* world_3d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef WORLD_3D_H
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#define WORLD_3D_H
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#include "core/io/resource.h"
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#include "scene/resources/environment.h"
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#include "servers/physics_server_3d.h"
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#include "servers/rendering_server.h"
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class CameraAttributes;
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class Camera3D;
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class VisibleOnScreenNotifier3D;
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struct SpatialIndexer;
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class World3D : public Resource {
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GDCLASS(World3D, Resource);
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private:
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RID space;
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RID navigation_map;
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RID scenario;
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Ref<Environment> environment;
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Ref<Environment> fallback_environment;
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Ref<CameraAttributes> camera_attributes;
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HashSet<Camera3D *> cameras;
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protected:
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static void _bind_methods();
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friend class Camera3D;
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void _register_camera(Camera3D *p_camera);
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void _remove_camera(Camera3D *p_camera);
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public:
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RID get_space() const;
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RID get_navigation_map() const;
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RID get_scenario() const;
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void set_environment(const Ref<Environment> &p_environment);
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Ref<Environment> get_environment() const;
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void set_fallback_environment(const Ref<Environment> &p_environment);
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Ref<Environment> get_fallback_environment() const;
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void set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes);
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Ref<CameraAttributes> get_camera_attributes() const;
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_FORCE_INLINE_ const HashSet<Camera3D *> &get_cameras() const { return cameras; }
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PhysicsDirectSpaceState3D *get_direct_space_state();
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World3D();
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~World3D();
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};
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#endif // WORLD_3D_H
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