virtualx-engine/scene/3d/world_environment.h

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/*************************************************************************/
/* world_environment.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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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#ifndef SCENARIO_FX_H
#define SCENARIO_FX_H
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#include "scene/main/node.h"
#include "scene/resources/camera_effects.h"
#include "scene/resources/environment.h"
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class WorldEnvironment : public Node {
GDCLASS(WorldEnvironment, Node);
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Ref<Environment> environment;
Ref<CameraEffects> camera_effects;
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void _update_current_environment();
void _update_current_camera_effects();
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protected:
void _notification(int p_what);
static void _bind_methods();
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public:
void set_environment(const Ref<Environment> &p_environment);
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Ref<Environment> get_environment() const;
void set_camera_effects(const Ref<CameraEffects> &p_camera_effects);
Ref<CameraEffects> get_camera_effects() const;
TypedArray<String> get_configuration_warnings() const override;
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WorldEnvironment();
};
#endif