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/*************************************************************************/
/* world_environment.cpp */
/*************************************************************************/
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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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# include "world_environment.h"
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# include "scene/3d/spatial.h"
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# include "scene/main/viewport.h"
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# include "scene/resources/environment.h"
# include "scene/resources/world.h"
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void WorldEnvironment : : _notification ( int p_what ) {
if ( p_what = = Spatial : : NOTIFICATION_ENTER_WORLD | | p_what = = Spatial : : NOTIFICATION_ENTER_TREE ) {
if ( environment . is_valid ( ) ) {
if ( get_viewport ( ) - > find_world ( ) - > get_environment ( ) . is_valid ( ) ) {
WARN_PRINT ( " World already has an environment (Another WorldEnvironment?), overriding. " ) ;
}
get_viewport ( ) - > find_world ( ) - > set_environment ( environment ) ;
add_to_group ( " _world_environment_ " + itos ( get_viewport ( ) - > find_world ( ) - > get_scenario ( ) . get_id ( ) ) ) ;
}
} else if ( p_what = = Spatial : : NOTIFICATION_EXIT_WORLD | | p_what = = Spatial : : NOTIFICATION_EXIT_TREE ) {
if ( environment . is_valid ( ) & & get_viewport ( ) - > find_world ( ) - > get_environment ( ) = = environment ) {
get_viewport ( ) - > find_world ( ) - > set_environment ( Ref < Environment > ( ) ) ;
remove_from_group ( " _world_environment_ " + itos ( get_viewport ( ) - > find_world ( ) - > get_scenario ( ) . get_id ( ) ) ) ;
}
}
}
void WorldEnvironment : : set_environment ( const Ref < Environment > & p_environment ) {
if ( is_inside_tree ( ) & & environment . is_valid ( ) & & get_viewport ( ) - > find_world ( ) - > get_environment ( ) = = environment ) {
get_viewport ( ) - > find_world ( ) - > set_environment ( Ref < Environment > ( ) ) ;
remove_from_group ( " _world_environment_ " + itos ( get_viewport ( ) - > find_world ( ) - > get_scenario ( ) . get_id ( ) ) ) ;
//clean up
}
environment = p_environment ;
if ( is_inside_tree ( ) & & environment . is_valid ( ) ) {
if ( get_viewport ( ) - > find_world ( ) - > get_environment ( ) . is_valid ( ) ) {
WARN_PRINT ( " World already has an environment (Another WorldEnvironment?), overriding. " ) ;
}
get_viewport ( ) - > find_world ( ) - > set_environment ( environment ) ;
add_to_group ( " _world_environment_ " + itos ( get_viewport ( ) - > find_world ( ) - > get_scenario ( ) . get_id ( ) ) ) ;
}
update_configuration_warning ( ) ;
}
Ref < Environment > WorldEnvironment : : get_environment ( ) const {
return environment ;
}
String WorldEnvironment : : get_configuration_warning ( ) const {
String warning = Node : : get_configuration_warning ( ) ;
if ( ! environment . is_valid ( ) ) {
if ( warning ! = String ( ) ) {
warning + = " \n \n " ;
}
warning + = TTR ( " WorldEnvironment requires its \" Environment \" property to contain an Environment to have a visible effect. " ) ;
return warning ;
}
if ( /*!is_visible_in_tree() ||*/ ! is_inside_tree ( ) ) {
return String ( ) ;
}
List < Node * > nodes ;
get_tree ( ) - > get_nodes_in_group ( " _world_environment_ " + itos ( get_viewport ( ) - > find_world ( ) - > get_scenario ( ) . get_id ( ) ) , & nodes ) ;
if ( nodes . size ( ) > 1 ) {
if ( warning ! = String ( ) ) {
warning + = " \n \n " ;
}
warning + = TTR ( " Only one WorldEnvironment is allowed per scene (or set of instanced scenes). " ) ;
}
// Commenting this warning for now, I think it makes no sense. If anyone can figure out what its supposed to do, feedback welcome. Else it should be deprecated.
//if (environment.is_valid() && get_viewport() && !get_viewport()->get_camera() && environment->get_background() != Environment::BG_CANVAS) {
// return TTR("This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set this environment's Background Mode to Canvas (for 2D scenes).");
//}
return warning ;
}
void WorldEnvironment : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_environment " , " env " ) , & WorldEnvironment : : set_environment ) ;
ClassDB : : bind_method ( D_METHOD ( " get_environment " ) , & WorldEnvironment : : get_environment ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " environment " , PROPERTY_HINT_RESOURCE_TYPE , " Environment " ) , " set_environment " , " get_environment " ) ;
}
WorldEnvironment : : WorldEnvironment ( ) {
}