/**************************************************************************/ /* gltf_camera.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "gltf_camera.h" #include "scene/3d/camera.h" void GLTFCamera::_bind_methods() { ClassDB::bind_method(D_METHOD("to_node"), &GLTFCamera::to_node); ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFCamera::to_dictionary); ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective); ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective); ClassDB::bind_method(D_METHOD("get_fov_size"), &GLTFCamera::get_fov_size); ClassDB::bind_method(D_METHOD("set_fov_size", "fov_size"), &GLTFCamera::set_fov_size); ClassDB::bind_method(D_METHOD("get_size_mag"), &GLTFCamera::get_size_mag); ClassDB::bind_method(D_METHOD("set_size_mag", "size_mag"), &GLTFCamera::set_size_mag); ClassDB::bind_method(D_METHOD("get_zfar"), &GLTFCamera::get_zfar); ClassDB::bind_method(D_METHOD("set_zfar", "zfar"), &GLTFCamera::set_zfar); ClassDB::bind_method(D_METHOD("get_znear"), &GLTFCamera::get_znear); ClassDB::bind_method(D_METHOD("set_znear", "znear"), &GLTFCamera::set_znear); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective"); // bool ADD_PROPERTY(PropertyInfo(Variant::REAL, "fov_size"), "set_fov_size", "get_fov_size"); // float ADD_PROPERTY(PropertyInfo(Variant::REAL, "size_mag"), "set_size_mag", "get_size_mag"); // float ADD_PROPERTY(PropertyInfo(Variant::REAL, "zfar"), "set_zfar", "get_zfar"); // float ADD_PROPERTY(PropertyInfo(Variant::REAL, "znear"), "set_znear", "get_znear"); // float } Ref GLTFCamera::from_node(const Camera *p_camera) { Ref c; c.instance(); ERR_FAIL_COND_V_MSG(!p_camera, c, "Tried to create a GLTFCamera from a Camera node, but the given node was null."); c->set_perspective(p_camera->get_projection() == Camera::Projection::PROJECTION_PERSPECTIVE); // GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees. c->set_fov_size(Math::deg2rad(p_camera->get_fov())); // GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters. c->set_size_mag(p_camera->get_size() * 0.5f); c->set_zfar(p_camera->get_zfar()); c->set_znear(p_camera->get_znear()); return c; } Camera *GLTFCamera::to_node() const { Camera *camera = memnew(Camera); camera->set_projection(perspective ? Camera::PROJECTION_PERSPECTIVE : Camera::PROJECTION_ORTHOGONAL); // GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees. camera->set_fov(Math::rad2deg(fov)); // GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters. camera->set_size(size_mag * 2.0f); camera->set_znear(znear); camera->set_zfar(zfar); return camera; } Ref GLTFCamera::from_dictionary(const Dictionary p_dictionary) { ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref(), "Failed to parse GLTF camera, missing required field 'type'."); Ref camera; camera.instance(); const String &type = p_dictionary["type"]; if (type == "perspective") { camera->set_perspective(true); if (p_dictionary.has("perspective")) { const Dictionary &persp = p_dictionary["perspective"]; camera->set_fov_size(persp["yfov"]); if (persp.has("zfar")) { camera->set_zfar(persp["zfar"]); } camera->set_znear(persp["znear"]); } } else if (type == "orthographic") { camera->set_perspective(false); if (p_dictionary.has("orthographic")) { const Dictionary &ortho = p_dictionary["orthographic"]; camera->set_size_mag(ortho["ymag"]); camera->set_zfar(ortho["zfar"]); camera->set_znear(ortho["znear"]); } } else { ERR_PRINT("Error parsing GLTF camera: Camera type '" + type + "' is unknown, should be perspective or orthographic."); } return camera; } Dictionary GLTFCamera::to_dictionary() const { Dictionary d; if (perspective) { Dictionary persp; persp["yfov"] = fov; persp["zfar"] = zfar; persp["znear"] = znear; d["perspective"] = persp; d["type"] = "perspective"; } else { Dictionary ortho; ortho["ymag"] = size_mag; ortho["xmag"] = size_mag; ortho["zfar"] = zfar; ortho["znear"] = znear; d["orthographic"] = ortho; d["type"] = "orthographic"; } return d; }