#ifndef WORLD_3D_H #define WORLD_3D_H /*************************************************************************/ /* world_3d.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* 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. */ /*************************************************************************/ #include "core/object/resource.h" #include "scene/resources/environment_3d.h" #include "servers/physics_server.h" #include "servers/rendering_server.h" class Camera; class VisibilityNotifier; class LOD; struct SpatialIndexer; class LODManager; class World3D : public Resource { GDCLASS(World3D, Resource); RES_BASE_EXTENSION("world3d"); private: RID space; RID scenario; RID navigation_map; RID vertex_lights_3d_map; SpatialIndexer *indexer; LODManager *lod_manager = nullptr; Ref environment; Ref fallback_environment; protected: static void _bind_methods(); friend class Camera; friend class VisibilityNotifier; friend class LOD; void _register_camera(Camera *p_camera); void _update_camera(Camera *p_camera); void _remove_camera(Camera *p_camera); void _register_notifier(VisibilityNotifier *p_notifier, const AABB &p_rect); void _update_notifier(VisibilityNotifier *p_notifier, const AABB &p_rect); void _remove_notifier(VisibilityNotifier *p_notifier); void _register_lod(LOD *p_lod, uint32_t p_queue_id); void _unregister_lod(LOD *p_lod, uint32_t p_queue_id); friend class Viewport; friend class World; void _update(uint64_t p_frame); public: RID get_space() const; RID get_scenario() const; RID get_navigation_map() const; // TODO Maybe World should have a callback on creation? RID get_vertex_lights_3d_map(); void set_environment(const Ref &p_environment); Ref get_environment() const; void set_fallback_environment(const Ref &p_environment); Ref get_fallback_environment() const; void get_camera_list(List *r_cameras); PhysicsDirectSpaceState *get_direct_space_state(); void move_cameras_into(Ref target); void notify_saving(bool p_active); World3D(); ~World3D(); }; #endif // WORLD_3D_H