/*************************************************************************/
/*  world_3d.h                                                           */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#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