49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
120 lines
5.6 KiB
C++
120 lines
5.6 KiB
C++
/*************************************************************************/
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/* world_environment.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 "world_environment.h"
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#include "scene/main/viewport.h"
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void WorldEnvironment::_notification(int p_what) {
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if (p_what == Spatial::NOTIFICATION_ENTER_WORLD || p_what == Spatial::NOTIFICATION_ENTER_TREE) {
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if (environment.is_valid()) {
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if (get_viewport()->find_world()->get_environment().is_valid()) {
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WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding.");
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}
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get_viewport()->find_world()->set_environment(environment);
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add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
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}
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} else if (p_what == Spatial::NOTIFICATION_EXIT_WORLD || p_what == Spatial::NOTIFICATION_EXIT_TREE) {
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if (environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) {
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get_viewport()->find_world()->set_environment(Ref<Environment>());
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remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
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}
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}
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}
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void WorldEnvironment::set_environment(const Ref<Environment> &p_environment) {
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if (is_inside_tree() && environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) {
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get_viewport()->find_world()->set_environment(Ref<Environment>());
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remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
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//clean up
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}
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environment = p_environment;
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if (is_inside_tree() && environment.is_valid()) {
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if (get_viewport()->find_world()->get_environment().is_valid()) {
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WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding.");
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}
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get_viewport()->find_world()->set_environment(environment);
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add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
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}
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update_configuration_warning();
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}
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Ref<Environment> WorldEnvironment::get_environment() const {
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return environment;
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}
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String WorldEnvironment::get_configuration_warning() const {
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String warning = Node::get_configuration_warning();
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if (!environment.is_valid()) {
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if (warning != String()) {
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warning += "\n\n";
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}
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warning += TTR("WorldEnvironment requires its \"Environment\" property to contain an Environment to have a visible effect.");
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return warning;
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}
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if (/*!is_visible_in_tree() ||*/ !is_inside_tree())
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return String();
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List<Node *> nodes;
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get_tree()->get_nodes_in_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()), &nodes);
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if (nodes.size() > 1) {
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if (warning != String()) {
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warning += "\n\n";
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}
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warning += TTR("Only one WorldEnvironment is allowed per scene (or set of instanced scenes).");
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}
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// 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.
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//if (environment.is_valid() && get_viewport() && !get_viewport()->get_camera() && environment->get_background() != Environment::BG_CANVAS) {
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// 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).");
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//}
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return warning;
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}
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void WorldEnvironment::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_environment", "env"), &WorldEnvironment::set_environment);
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ClassDB::bind_method(D_METHOD("get_environment"), &WorldEnvironment::get_environment);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
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}
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WorldEnvironment::WorldEnvironment() {
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}
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