1 /** 2 Default environment properties for the entire scene (post-processing effects, lighting and background settings). 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.worldenvironment; 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.node; 25 import godot.environment; 26 /** 27 Default environment properties for the entire scene (post-processing effects, lighting and background settings). 28 29 The $(D WorldEnvironment) node is used to configure the default $(D Environment) for the scene. 30 The parameters defined in the $(D WorldEnvironment) can be overridden by an $(D Environment) node set on the current $(D Camera). Additionally, only one $(D WorldEnvironment) may be instanced in a given scene at a time. 31 The $(D WorldEnvironment) allows the user to specify default lighting parameters (e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, skybox). Usually, these are added in order to improve the realism/color balance of the scene. 32 */ 33 @GodotBaseClass struct WorldEnvironment 34 { 35 package(godot) enum string _GODOT_internal_name = "WorldEnvironment"; 36 public: 37 @nogc nothrow: 38 union { /** */ godot_object _godot_object; /** */ Node _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_environment") GodotMethod!(Environment) getEnvironment; 46 @GodotName("set_environment") GodotMethod!(void, Environment) setEnvironment; 47 } 48 /// 49 pragma(inline, true) bool opEquals(in WorldEnvironment other) const 50 { return _godot_object.ptr is other._godot_object.ptr; } 51 /// 52 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 53 { _godot_object.ptr = n; return null; } 54 /// 55 pragma(inline, true) bool opEquals(typeof(null) n) const 56 { return _godot_object.ptr is n; } 57 /// 58 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 59 mixin baseCasts; 60 /// Construct a new instance of WorldEnvironment. 61 /// Note: use `memnew!WorldEnvironment` instead. 62 static WorldEnvironment _new() 63 { 64 static godot_class_constructor constructor; 65 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("WorldEnvironment"); 66 if(constructor is null) return typeof(this).init; 67 return cast(WorldEnvironment)(constructor()); 68 } 69 @disable new(size_t s); 70 /** 71 72 */ 73 Ref!Environment getEnvironment() const 74 { 75 checkClassBinding!(typeof(this))(); 76 return ptrcall!(Environment)(GDNativeClassBinding.getEnvironment, _godot_object); 77 } 78 /** 79 80 */ 81 void setEnvironment(Environment env) 82 { 83 checkClassBinding!(typeof(this))(); 84 ptrcall!(void)(GDNativeClassBinding.setEnvironment, _godot_object, env); 85 } 86 /** 87 The $(D Environment) resource used by this $(D WorldEnvironment), defining the default properties. 88 */ 89 @property Environment environment() 90 { 91 return getEnvironment(); 92 } 93 /// ditto 94 @property void environment(Environment v) 95 { 96 setEnvironment(v); 97 } 98 }