/*************************************************************************/ /* world_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifndef WORLD_3D_H #define WORLD_3D_H #include "core/io/resource.h" #include "scene/resources/camera_effects.h" #include "scene/resources/environment.h" #include "servers/physics_server_3d.h" #include "servers/rendering_server.h" class Camera3D; class VisibleOnScreenNotifier3D; struct SpatialIndexer; class World3D : public Resource { GDCLASS(World3D, Resource); private: RID space; RID navigation_map; RID scenario; Ref<Environment> environment; Ref<Environment> fallback_environment; Ref<CameraEffects> camera_effects; 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_effects(const Ref<CameraEffects> &p_camera_effects); Ref<CameraEffects> get_camera_effects() const; _FORCE_INLINE_ const HashSet<Camera3D *> &get_cameras() const { return cameras; } PhysicsDirectSpaceState3D *get_direct_space_state(); World3D(); ~World3D(); }; #endif // WORLD_3D_H