pandemonium_engine/scene/resources/world_2d.h

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#ifndef WORLD_2D_H
#define WORLD_2D_H
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/*************************************************************************/
/* world_2d.h */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
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#include "core/config/project_settings.h"
#include "core/object/resource.h"
#include "servers/physics_2d_server.h"
class VisibilityNotifier2D;
class Viewport;
class World;
struct SpatialIndexer2D;
class World2D : public Resource {
GDCLASS(World2D, Resource);
RID canvas;
RID space;
RID navigation_map;
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RID vertex_lights_2d_map;
SpatialIndexer2D *indexer;
protected:
static void _bind_methods();
friend class Viewport;
friend class World;
friend class VisibilityNotifier2D;
void _register_world(World *p_world, const Rect2 &p_rect);
void _update_world(World *p_world, const Rect2 &p_rect);
void _remove_world(World *p_world);
void _register_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect);
void _update_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect);
void _remove_notifier(VisibilityNotifier2D *p_notifier);
void _update();
public:
RID get_canvas();
RID get_space();
RID get_navigation_map() const;
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// TODO Maybe World should have a callback on creation?
RID get_vertex_lights_2d_map();
Physics2DDirectSpaceState *get_direct_space_state();
void get_world_list(List<World *> *r_worlds);
void get_viewport_list(List<Viewport *> *r_worlds);
World2D();
~World2D();
};
#endif // WORLD_2D_H