/*************************************************************************/ /* scenario_fx.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 "scenario_fx.h" #include "scene/main/viewport.h" void WorldEnvironment::_notification(int p_what) { if (p_what == Spatial::NOTIFICATION_ENTER_WORLD || p_what == Spatial::NOTIFICATION_ENTER_TREE) { if (environment.is_valid()) { if (get_viewport()->find_world()->get_environment().is_valid()) { WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding."); } get_viewport()->find_world()->set_environment(environment); add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id())); } } else if (p_what == Spatial::NOTIFICATION_EXIT_WORLD || p_what == Spatial::NOTIFICATION_EXIT_TREE) { if (environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) { get_viewport()->find_world()->set_environment(Ref<Environment>()); remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id())); } } } void WorldEnvironment::set_environment(const Ref<Environment> &p_environment) { if (is_inside_tree() && environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) { get_viewport()->find_world()->set_environment(Ref<Environment>()); remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id())); //clean up } environment = p_environment; if (is_inside_tree() && environment.is_valid()) { if (get_viewport()->find_world()->get_environment().is_valid()) { WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding."); } get_viewport()->find_world()->set_environment(environment); add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id())); } update_configuration_warning(); } Ref<Environment> WorldEnvironment::get_environment() const { return environment; } String WorldEnvironment::get_configuration_warning() const { if (!environment.is_valid()) { return TTR("WorldEnvironment needs an Environment resource."); } if (/*!is_visible_in_tree() ||*/ !is_inside_tree()) return String(); List<Node *> nodes; get_tree()->get_nodes_in_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()), &nodes); if (nodes.size() > 1) { return TTR("Only one WorldEnvironment is allowed per scene (or set of instanced scenes)."); } // Commenting this warning for now, I think it makes no sense. If anyone can figure out what its supposed to do, feedback welcome. Else it should be deprecated. //if (environment.is_valid() && get_viewport() && !get_viewport()->get_camera() && environment->get_background() != Environment::BG_CANVAS) { // return TTR("This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set this environment's Background Mode to Canvas (for 2D scenes)."); //} return String(); } void WorldEnvironment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_environment", "env"), &WorldEnvironment::set_environment); ClassDB::bind_method(D_METHOD("get_environment"), &WorldEnvironment::get_environment); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment"); } WorldEnvironment::WorldEnvironment() { }