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.traits;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.globalenums;
22 import godot.object;
23 import godot.classdb;
24 import godot.resource;
25 import godot.reference;
26 import godot.physicsdirectspacestate;
27 import godot.environment;
28 /**
29 Class that has everything pertaining to a world.
30 
31 A physics space, a visual scenario and a sound space. Spatial nodes register their resources into the current world.
32 */
33 @GodotBaseClass struct World
34 {
35 	package(godot) enum string _GODOT_internal_name = "World";
36 public:
37 @nogc nothrow:
38 	union { /** */ godot_object _godot_object; /** */ Resource _GODOT_base; }
39 	alias _GODOT_base this;
40 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
41 	package(godot) __gshared bool _classBindingInitialized = false;
42 	package(godot) static struct GDNativeClassBinding
43 	{
44 		__gshared:
45 		@GodotName("get_direct_space_state") GodotMethod!(PhysicsDirectSpaceState) getDirectSpaceState;
46 		@GodotName("get_environment") GodotMethod!(Environment) getEnvironment;
47 		@GodotName("get_fallback_environment") GodotMethod!(Environment) getFallbackEnvironment;
48 		@GodotName("get_scenario") GodotMethod!(RID) getScenario;
49 		@GodotName("get_space") GodotMethod!(RID) getSpace;
50 		@GodotName("set_environment") GodotMethod!(void, Environment) setEnvironment;
51 		@GodotName("set_fallback_environment") GodotMethod!(void, Environment) setFallbackEnvironment;
52 	}
53 	/// 
54 	pragma(inline, true) bool opEquals(in World other) const
55 	{ return _godot_object.ptr is other._godot_object.ptr; }
56 	/// 
57 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
58 	{ _godot_object.ptr = n; return null; }
59 	/// 
60 	pragma(inline, true) bool opEquals(typeof(null) n) const
61 	{ return _godot_object.ptr is n; }
62 	/// 
63 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
64 	mixin baseCasts;
65 	/// Construct a new instance of World.
66 	/// Note: use `memnew!World` instead.
67 	static World _new()
68 	{
69 		static godot_class_constructor constructor;
70 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("World");
71 		if(constructor is null) return typeof(this).init;
72 		return cast(World)(constructor());
73 	}
74 	@disable new(size_t s);
75 	/**
76 	
77 	*/
78 	PhysicsDirectSpaceState getDirectSpaceState()
79 	{
80 		checkClassBinding!(typeof(this))();
81 		return ptrcall!(PhysicsDirectSpaceState)(GDNativeClassBinding.getDirectSpaceState, _godot_object);
82 	}
83 	/**
84 	
85 	*/
86 	Ref!Environment getEnvironment() const
87 	{
88 		checkClassBinding!(typeof(this))();
89 		return ptrcall!(Environment)(GDNativeClassBinding.getEnvironment, _godot_object);
90 	}
91 	/**
92 	
93 	*/
94 	Ref!Environment getFallbackEnvironment() const
95 	{
96 		checkClassBinding!(typeof(this))();
97 		return ptrcall!(Environment)(GDNativeClassBinding.getFallbackEnvironment, _godot_object);
98 	}
99 	/**
100 	
101 	*/
102 	RID getScenario() const
103 	{
104 		checkClassBinding!(typeof(this))();
105 		return ptrcall!(RID)(GDNativeClassBinding.getScenario, _godot_object);
106 	}
107 	/**
108 	
109 	*/
110 	RID getSpace() const
111 	{
112 		checkClassBinding!(typeof(this))();
113 		return ptrcall!(RID)(GDNativeClassBinding.getSpace, _godot_object);
114 	}
115 	/**
116 	
117 	*/
118 	void setEnvironment(Environment env)
119 	{
120 		checkClassBinding!(typeof(this))();
121 		ptrcall!(void)(GDNativeClassBinding.setEnvironment, _godot_object, env);
122 	}
123 	/**
124 	
125 	*/
126 	void setFallbackEnvironment(Environment env)
127 	{
128 		checkClassBinding!(typeof(this))();
129 		ptrcall!(void)(GDNativeClassBinding.setFallbackEnvironment, _godot_object, env);
130 	}
131 	/**
132 	Direct access to the world's physics 3D space state. Used for querying current and potential collisions.
133 	*/
134 	@property PhysicsDirectSpaceState directSpaceState()
135 	{
136 		return getDirectSpaceState();
137 	}
138 	/**
139 	The World's $(D Environment).
140 	*/
141 	@property Environment environment()
142 	{
143 		return getEnvironment();
144 	}
145 	/// ditto
146 	@property void environment(Environment v)
147 	{
148 		setEnvironment(v);
149 	}
150 	/**
151 	The World's fallback_environment will be used if the World's $(D Environment) fails or is missing.
152 	*/
153 	@property Environment fallbackEnvironment()
154 	{
155 		return getFallbackEnvironment();
156 	}
157 	/// ditto
158 	@property void fallbackEnvironment(Environment v)
159 	{
160 		setFallbackEnvironment(v);
161 	}
162 	/**
163 	The World's visual scenario.
164 	*/
165 	@property RID scenario()
166 	{
167 		return getScenario();
168 	}
169 	/**
170 	The World's physics space.
171 	*/
172 	@property RID space()
173 	{
174 		return getSpace();
175 	}
176 }