1 /**
2 Class that has everything pertaining to a world.
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.world;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.meta;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.object;
22 import godot.classdb;
23 import godot.resource;
24 import godot.environment;
25 import godot.physicsdirectspacestate;
26 import godot.reference;
27 /**
28 Class that has everything pertaining to a world.
29 
30 A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world.
31 */
32 @GodotBaseClass struct World
33 {
34 	enum string _GODOT_internal_name = "World";
35 public:
36 @nogc nothrow:
37 	union { godot_object _godot_object; Resource _GODOT_base; }
38 	alias _GODOT_base this;
39 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
40 	package(godot) __gshared bool _classBindingInitialized = false;
41 	package(godot) static struct _classBinding
42 	{
43 		__gshared:
44 		@GodotName("get_space") GodotMethod!(RID) getSpace;
45 		@GodotName("get_scenario") GodotMethod!(RID) getScenario;
46 		@GodotName("set_environment") GodotMethod!(void, Environment) setEnvironment;
47 		@GodotName("get_environment") GodotMethod!(Environment) getEnvironment;
48 		@GodotName("set_fallback_environment") GodotMethod!(void, Environment) setFallbackEnvironment;
49 		@GodotName("get_fallback_environment") GodotMethod!(Environment) getFallbackEnvironment;
50 		@GodotName("get_direct_space_state") GodotMethod!(PhysicsDirectSpaceState) getDirectSpaceState;
51 	}
52 	bool opEquals(in World other) const { return _godot_object.ptr is other._godot_object.ptr; }
53 	World opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; }
54 	bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; }
55 	mixin baseCasts;
56 	static World _new()
57 	{
58 		static godot_class_constructor constructor;
59 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("World");
60 		if(constructor is null) return typeof(this).init;
61 		return cast(World)(constructor());
62 	}
63 	@disable new(size_t s);
64 	/**
65 	
66 	*/
67 	RID getSpace() const
68 	{
69 		checkClassBinding!(typeof(this))();
70 		return ptrcall!(RID)(_classBinding.getSpace, _godot_object);
71 	}
72 	/**
73 	
74 	*/
75 	RID getScenario() const
76 	{
77 		checkClassBinding!(typeof(this))();
78 		return ptrcall!(RID)(_classBinding.getScenario, _godot_object);
79 	}
80 	/**
81 	
82 	*/
83 	void setEnvironment(Environment env)
84 	{
85 		checkClassBinding!(typeof(this))();
86 		ptrcall!(void)(_classBinding.setEnvironment, _godot_object, env);
87 	}
88 	/**
89 	
90 	*/
91 	Ref!Environment getEnvironment() const
92 	{
93 		checkClassBinding!(typeof(this))();
94 		return ptrcall!(Environment)(_classBinding.getEnvironment, _godot_object);
95 	}
96 	/**
97 	
98 	*/
99 	void setFallbackEnvironment(Environment env)
100 	{
101 		checkClassBinding!(typeof(this))();
102 		ptrcall!(void)(_classBinding.setFallbackEnvironment, _godot_object, env);
103 	}
104 	/**
105 	
106 	*/
107 	Ref!Environment getFallbackEnvironment() const
108 	{
109 		checkClassBinding!(typeof(this))();
110 		return ptrcall!(Environment)(_classBinding.getFallbackEnvironment, _godot_object);
111 	}
112 	/**
113 	
114 	*/
115 	PhysicsDirectSpaceState getDirectSpaceState()
116 	{
117 		checkClassBinding!(typeof(this))();
118 		return ptrcall!(PhysicsDirectSpaceState)(_classBinding.getDirectSpaceState, _godot_object);
119 	}
120 	/**
121 	The World's $(D Environment).
122 	*/
123 	@property Environment environment()
124 	{
125 		return getEnvironment();
126 	}
127 	/// ditto
128 	@property void environment(Environment v)
129 	{
130 		setEnvironment(v);
131 	}
132 	/**
133 	The World's fallback_environment will be used if the World's $(D Environment) fails or is missing.
134 	*/
135 	@property Environment fallbackEnvironment()
136 	{
137 		return getFallbackEnvironment();
138 	}
139 	/// ditto
140 	@property void fallbackEnvironment(Environment v)
141 	{
142 		setFallbackEnvironment(v);
143 	}
144 	/**
145 	The World's physics space.
146 	*/
147 	@property RID space()
148 	{
149 		return getSpace();
150 	}
151 	/**
152 	The World's visual scenario.
153 	*/
154 	@property RID scenario()
155 	{
156 		return getScenario();
157 	}
158 	/**
159 	The World's physics direct space state, used for making various queries. Might be used only during `_physics_process`.
160 	*/
161 	@property PhysicsDirectSpaceState directSpaceState()
162 	{
163 		return getDirectSpaceState();
164 	}
165 }