world.h 3.5 KB

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  1. /*************************************************************************/
  2. /* world.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef WORLD_H
  31. #define WORLD_H
  32. #include "resource.h"
  33. #include "scene/resources/environment.h"
  34. #include "servers/physics_server.h"
  35. #include "servers/visual_server.h"
  36. class SpatialIndexer;
  37. class Camera;
  38. class VisibilityNotifier;
  39. class World : public Resource {
  40. GDCLASS(World, Resource);
  41. RES_BASE_EXTENSION("world");
  42. private:
  43. RID space;
  44. RID scenario;
  45. SpatialIndexer *indexer;
  46. Ref<Environment> environment;
  47. Ref<Environment> fallback_environment;
  48. protected:
  49. static void _bind_methods();
  50. friend class Camera;
  51. friend class VisibilityNotifier;
  52. void _register_camera(Camera *p_camera);
  53. void _update_camera(Camera *p_camera);
  54. void _remove_camera(Camera *p_camera);
  55. void _register_notifier(VisibilityNotifier *p_notifier, const Rect3 &p_rect);
  56. void _update_notifier(VisibilityNotifier *p_notifier, const Rect3 &p_rect);
  57. void _remove_notifier(VisibilityNotifier *p_notifier);
  58. friend class Viewport;
  59. void _update(uint64_t p_frame);
  60. public:
  61. RID get_space() const;
  62. RID get_scenario() const;
  63. void set_environment(const Ref<Environment> &p_environment);
  64. Ref<Environment> get_environment() const;
  65. void set_fallback_environment(const Ref<Environment> &p_environment);
  66. Ref<Environment> get_fallback_environment() const;
  67. void get_camera_list(List<Camera *> *r_cameras);
  68. PhysicsDirectSpaceState *get_direct_space_state();
  69. World();
  70. ~World();
  71. };
  72. #endif // WORLD_H