/**************************************************************************/ /* gltf_camera.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef GLTF_CAMERA_H #define GLTF_CAMERA_H #include "core/io/resource.h" class Camera3D; // Reference and test file: // https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md class GLTFCamera : public Resource { GDCLASS(GLTFCamera, Resource); private: // glTF has no default camera values, they should always be specified in // the glTF file. Here we default to Godot's default camera settings. bool perspective = true; real_t fov = Math::deg_to_rad(75.0); real_t size_mag = 0.5; real_t depth_far = 4000.0; real_t depth_near = 0.05; protected: static void _bind_methods(); public: bool get_perspective() const { return perspective; } void set_perspective(bool p_val) { perspective = p_val; } real_t get_fov() const { return fov; } void set_fov(real_t p_val) { fov = p_val; } real_t get_size_mag() const { return size_mag; } void set_size_mag(real_t p_val) { size_mag = p_val; } real_t get_depth_far() const { return depth_far; } void set_depth_far(real_t p_val) { depth_far = p_val; } real_t get_depth_near() const { return depth_near; } void set_depth_near(real_t p_val) { depth_near = p_val; } static Ref from_node(const Camera3D *p_camera); Camera3D *to_node() const; static Ref from_dictionary(const Dictionary p_dictionary); virtual Dictionary to_dictionary() const; }; #endif // GLTF_CAMERA_H