mirror of
https://github.com/Relintai/pandemonium_engine.git
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88 lines
3.5 KiB
C++
88 lines
3.5 KiB
C++
#ifndef WORLD_2D_H
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#define WORLD_2D_H
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/*************************************************************************/
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/* world_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/config/project_settings.h"
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#include "core/object/resource.h"
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#include "servers/physics_2d_server.h"
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class VisibilityNotifier2D;
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class Viewport;
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class World;
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struct SpatialIndexer2D;
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class World2D : public Resource {
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GDCLASS(World2D, Resource);
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RID canvas;
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RID space;
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RID navigation_map;
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RID vertex_lights_2d_map;
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SpatialIndexer2D *indexer;
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protected:
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static void _bind_methods();
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friend class Viewport;
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friend class World;
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friend class VisibilityNotifier2D;
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void _register_world(World *p_world, const Rect2 &p_rect);
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void _update_world(World *p_world, const Rect2 &p_rect);
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void _remove_world(World *p_world);
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void _register_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect);
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void _update_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect);
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void _remove_notifier(VisibilityNotifier2D *p_notifier);
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void _update();
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public:
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RID get_canvas();
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RID get_space();
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RID get_navigation_map() const;
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// TODO Maybe World should have a callback on creation?
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RID get_vertex_lights_2d_map();
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Physics2DDirectSpaceState *get_direct_space_state();
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void get_world_list(List<World *> *r_worlds);
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void get_viewport_list(List<Viewport *> *r_worlds);
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World2D();
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~World2D();
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};
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#endif // WORLD_2D_H
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