pandemonium_engine/scene/3d/world_environment_3d.cpp

120 lines
5.9 KiB
C++

/*************************************************************************/
/* world_environment_3d.cpp */
/*************************************************************************/
/* 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 "world_environment_3d.h"
#include "scene/main/spatial.h"
#include "scene/main/viewport.h"
#include "scene/resources/environment_3d.h"
#include "scene/resources/world_3d.h"
void WorldEnvironment3D::_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_3d()->get_environment().is_valid()) {
WARN_PRINT("World already has an environment (Another WorldEnvironment3D?), overriding.");
}
get_viewport()->find_world_3d()->set_environment(environment);
add_to_group("_world_environment_" + itos(get_viewport()->find_world_3d()->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_3d()->get_environment() == environment) {
get_viewport()->find_world_3d()->set_environment(Ref<Environment3D>());
remove_from_group("_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
}
}
}
void WorldEnvironment3D::set_environment(const Ref<Environment3D> &p_environment) {
if (is_inside_tree() && environment.is_valid() && get_viewport()->find_world_3d()->get_environment() == environment) {
get_viewport()->find_world_3d()->set_environment(Ref<Environment3D>());
remove_from_group("_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
//clean up
}
environment = p_environment;
if (is_inside_tree() && environment.is_valid()) {
if (get_viewport()->find_world_3d()->get_environment().is_valid()) {
WARN_PRINT("World already has an environment (Another WorldEnvironment3D?), overriding.");
}
get_viewport()->find_world_3d()->set_environment(environment);
add_to_group("_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
}
update_configuration_warning();
}
Ref<Environment3D> WorldEnvironment3D::get_environment() const {
return environment;
}
String WorldEnvironment3D::get_configuration_warning() const {
String warning = Node::get_configuration_warning();
if (!environment.is_valid()) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("WorldEnvironment3D requires its \"Environment3D\" property to contain an Environment3D 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_3d()->get_scenario().get_id()), &nodes);
if (nodes.size() > 1) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("Only one WorldEnvironment3D 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() != Environment3D::BG_CANVAS) {
// return TTR("This WorldEnvironment3D is ignored. Either add a Camera (for 3D scenes) or set this environment's Background Mode to Canvas (for 2D scenes).");
//}
return warning;
}
void WorldEnvironment3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_environment", "env"), &WorldEnvironment3D::set_environment);
ClassDB::bind_method(D_METHOD("get_environment"), &WorldEnvironment3D::get_environment);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment3D"), "set_environment", "get_environment");
}
WorldEnvironment3D::WorldEnvironment3D() {
}