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94 lines
3.7 KiB
C++
94 lines
3.7 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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/compositor.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 scenario;
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mutable RID space;
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mutable RID navigation_map;
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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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Ref<Compositor> compositor;
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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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void set_compositor(const Ref<Compositor> &p_compositor);
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Ref<Compositor> get_compositor() 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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