godot.gen.godot.WorldEnvironment.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.TypeManager
import godot.core.VariantType.NIL
import godot.core.VariantType.OBJECT
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Boolean
import kotlin.Int
import kotlin.Suppress
/**
* Default environment properties for the entire scene (post-processing effects, lighting and background settings).
*
* Tutorials:
* [https://godotengine.org/asset-library/asset/678](https://godotengine.org/asset-library/asset/678)
*
* The [godot.WorldEnvironment] node is used to configure the default [godot.Environment] for the scene.
*
* The parameters defined in the [godot.WorldEnvironment] can be overridden by an [godot.Environment] node set on the current [godot.Camera3D]. Additionally, only one [godot.WorldEnvironment] may be instantiated in a given scene at a time.
*
* The [godot.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.
*/
@GodotBaseType
public open class WorldEnvironment : Node() {
/**
* The [godot.Environment] resource used by this [godot.WorldEnvironment], defining the default properties.
*/
public var environment: Environment?
get() {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getEnvironmentPtr, OBJECT)
return (TransferContext.readReturnValue(OBJECT, true) as Environment?)
}
set(`value`) {
TransferContext.writeArguments(OBJECT to value)
TransferContext.callMethod(rawPtr, MethodBindings.setEnvironmentPtr, NIL)
}
/**
* The default [godot.CameraAttributes] resource to use if none set on the [godot.Camera3D].
*/
public var cameraAttributes: Material?
get() {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getCameraAttributesPtr, OBJECT)
return (TransferContext.readReturnValue(OBJECT, true) as Material?)
}
set(`value`) {
TransferContext.writeArguments(OBJECT to value)
TransferContext.callMethod(rawPtr, MethodBindings.setCameraAttributesPtr, NIL)
}
public override fun new(scriptIndex: Int): Boolean {
callConstructor(ENGINECLASS_WORLDENVIRONMENT, scriptIndex)
return true
}
public companion object
internal object MethodBindings {
public val setEnvironmentPtr: VoidPtr =
TypeManager.getMethodBindPtr("WorldEnvironment", "set_environment")
public val getEnvironmentPtr: VoidPtr =
TypeManager.getMethodBindPtr("WorldEnvironment", "get_environment")
public val setCameraAttributesPtr: VoidPtr =
TypeManager.getMethodBindPtr("WorldEnvironment", "set_camera_attributes")
public val getCameraAttributesPtr: VoidPtr =
TypeManager.getMethodBindPtr("WorldEnvironment", "get_camera_attributes")
}
}