/*************************************************************************/
/*  scenario_fx.h                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 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:                                             */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
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/* 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.*/
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/*************************************************************************/
#ifndef SCENARIO_FX_H
#define SCENARIO_FX_H

#include "scene/3d/spatial.h"

/**
	@author Juan Linietsky <reduzio@gmail.com>
*/

class WorldEnvironment : public Node {

	GDCLASS(WorldEnvironment, Node);

	Ref<Environment> environment;

protected:
	void _notification(int p_what);
	static void _bind_methods();

public:
	void set_environment(const Ref<Environment> &p_environment);
	Ref<Environment> get_environment() const;

	String get_configuration_warning() const;

	WorldEnvironment();
};

#endif