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godot.gen.godot.WorldEnvironment.kt Maven / Gradle / Ivy

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// 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")
  }
}




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