181 lines
4.8 KiB
C
181 lines
4.8 KiB
C
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/*************************************************************************/
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/* follow_camera.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FOLLOW_CAMERA_H
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#define FOLLOW_CAMERA_H
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#include "scene/3d/camera.h"
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class FollowCamera : public Camera {
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OBJ_TYPE( FollowCamera, Camera );
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private:
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//used for follow
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Vector3 follow_pos;
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//used for fixed
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Vector2 initial_orbit;
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Vector2 orbit;
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float distance;
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float height;
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float target_width;
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float min_distance;
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float max_distance;
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float max_orbit_x;
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float min_orbit_x;
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float inclination;
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float extraclip;
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bool fullclip;
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bool clip;
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bool autoturn;
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float autoturn_tolerance;
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float autoturn_speed;
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bool smooth;
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float smooth_rot_ratio;
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float smooth_pos_ratio;
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struct ClipRay {
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RID query;
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bool clipped;
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Vector3 cast_pos;
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Vector3 clip_pos;
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};
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ClipRay clip_ray[3];
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Vector3 target_pos;
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float clip_len;
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Vector3 up_vector;
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virtual RES _get_gizmo_geometry() const;
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Transform ted;
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Vector3 proposed_pos;
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Transform accepted;
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Transform final;
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RID target_body;
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bool use_lookat_target;
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Vector3 lookat_target;
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void _compute_camera();
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bool queries_active;
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void _clear_queries();
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void _set_initial_orbit(const Vector2& p_orbit);
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protected:
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virtual void _request_camera_update() {} //ignore
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void _notification(int p_what);
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static void _bind_methods();
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void _ray_collision(Vector3 p_point, Vector3 p_normal, int p_subindex, ObjectID p_against,int p_idx);
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public:
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void set_orbit(const Vector2& p_orbit);
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void set_orbit_x(float p_x);
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void set_orbit_y(float p_y);
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Vector2 get_orbit() const;
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void set_height(float p_height);
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float get_height() const;
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void set_inclination(float p_degrees);
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float get_inclination() const;
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void set_max_orbit_x(float p_max);
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float get_max_orbit_x() const;
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void set_min_orbit_x(float p_min);
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float get_min_orbit_x() const;
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void rotate_orbit(const Vector2& p_relative);
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void set_distance(float p_distance);
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float get_distance() const;
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float get_min_distance() const;
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float get_max_distance() const;
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void set_min_distance(float p_min);
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void set_max_distance(float p_max);
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/** FINISH THIS AND CLEAN IT UP */
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void set_clip(bool p_enabled);
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bool has_clip() const;
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void set_autoturn(bool p_enabled);
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bool has_autoturn() const;
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void set_autoturn_tolerance(float p_degrees);
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float get_autoturn_tolerance() const;
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void set_autoturn_speed(float p_speed);
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float get_autoturn_speed() const;
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void set_smoothing(bool p_enable);
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bool has_smoothing() const;
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void set_translation_smoothing(float p_amount);
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float get_translation_smoothing() const;
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void set_rotation_smoothing(float p_amount);
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float get_rotation_smoothing() const;
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void set_use_lookat_target(bool p_use, const Vector3 &p_lookat = Vector3());
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void set_up_vector(const Vector3& p_up);
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Vector3 get_up_vector() const;
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virtual Transform get_camera_transform() const;
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FollowCamera();
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~FollowCamera();
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};
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#endif // FOLLOW_CAMERA_H
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