/*************************************************************************/ /* world_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_3d.h" #include "core/math/camera_matrix.h" #include "core/math/octree.h" #include "scene/3d/camera_3d.h" #include "scene/3d/visible_on_screen_notifier_3d.h" #include "scene/scene_string_names.h" #include "servers/navigation_server_3d.h" void World3D::_register_camera(Camera3D *p_camera) { #ifndef _3D_DISABLED cameras.insert(p_camera); #endif } void World3D::_remove_camera(Camera3D *p_camera) { #ifndef _3D_DISABLED cameras.erase(p_camera); #endif } RID World3D::get_space() const { return space; } RID World3D::get_navigation_map() const { return navigation_map; } RID World3D::get_scenario() const { return scenario; } void World3D::set_environment(const Ref &p_environment) { if (environment == p_environment) { return; } environment = p_environment; if (environment.is_valid()) { RS::get_singleton()->scenario_set_environment(scenario, environment->get_rid()); } else { RS::get_singleton()->scenario_set_environment(scenario, RID()); } emit_changed(); } Ref World3D::get_environment() const { return environment; } void World3D::set_fallback_environment(const Ref &p_environment) { if (fallback_environment == p_environment) { return; } fallback_environment = p_environment; if (fallback_environment.is_valid()) { RS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid()); } else { RS::get_singleton()->scenario_set_fallback_environment(scenario, RID()); } emit_changed(); } Ref World3D::get_fallback_environment() const { return fallback_environment; } void World3D::set_camera_effects(const Ref &p_camera_effects) { camera_effects = p_camera_effects; if (camera_effects.is_valid()) { RS::get_singleton()->scenario_set_camera_effects(scenario, camera_effects->get_rid()); } else { RS::get_singleton()->scenario_set_camera_effects(scenario, RID()); } } Ref World3D::get_camera_effects() const { return camera_effects; } PhysicsDirectSpaceState3D *World3D::get_direct_space_state() { return PhysicsServer3D::get_singleton()->space_get_direct_state(space); } void World3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_space"), &World3D::get_space); ClassDB::bind_method(D_METHOD("get_navigation_map"), &World3D::get_navigation_map); ClassDB::bind_method(D_METHOD("get_scenario"), &World3D::get_scenario); ClassDB::bind_method(D_METHOD("set_environment", "env"), &World3D::set_environment); ClassDB::bind_method(D_METHOD("get_environment"), &World3D::get_environment); ClassDB::bind_method(D_METHOD("set_fallback_environment", "env"), &World3D::set_fallback_environment); ClassDB::bind_method(D_METHOD("get_fallback_environment"), &World3D::get_fallback_environment); ClassDB::bind_method(D_METHOD("set_camera_effects", "effects"), &World3D::set_camera_effects); ClassDB::bind_method(D_METHOD("get_camera_effects"), &World3D::get_camera_effects); ClassDB::bind_method(D_METHOD("get_direct_space_state"), &World3D::get_direct_space_state); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects"); ADD_PROPERTY(PropertyInfo(Variant::RID, "space", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_space"); ADD_PROPERTY(PropertyInfo(Variant::RID, "navigation_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_navigation_map"); ADD_PROPERTY(PropertyInfo(Variant::RID, "scenario", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_scenario"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "direct_space_state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectSpaceState3D", PROPERTY_USAGE_NONE), "", "get_direct_space_state"); } World3D::World3D() { space = PhysicsServer3D::get_singleton()->space_create(); scenario = RenderingServer::get_singleton()->scenario_create(); PhysicsServer3D::get_singleton()->space_set_active(space, true); PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY, GLOBAL_DEF("physics/3d/default_gravity", 9.8)); PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR, GLOBAL_DEF("physics/3d/default_gravity_vector", Vector3(0, -1, 0))); PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_LINEAR_DAMP, GLOBAL_DEF("physics/3d/default_linear_damp", 0.1)); ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_linear_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater")); PhysicsServer3D::get_singleton()->area_set_param(space, PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP, GLOBAL_DEF("physics/3d/default_angular_damp", 0.1)); ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/default_angular_damp", PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater")); navigation_map = NavigationServer3D::get_singleton()->map_create(); NavigationServer3D::get_singleton()->map_set_active(navigation_map, true); NavigationServer3D::get_singleton()->map_set_cell_size(navigation_map, GLOBAL_DEF("navigation/3d/default_cell_size", 0.3)); NavigationServer3D::get_singleton()->map_set_edge_connection_margin(navigation_map, GLOBAL_DEF("navigation/3d/default_edge_connection_margin", 0.3)); } World3D::~World3D() { PhysicsServer3D::get_singleton()->free(space); RenderingServer::get_singleton()->free(scenario); NavigationServer3D::get_singleton()->free(navigation_map); }