/**************************************************************************/ /* camera_3d.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 CAMERA_3D_H #define CAMERA_3D_H #include "scene/3d/node_3d.h" #include "scene/3d/velocity_tracker_3d.h" #include "scene/resources/camera_attributes.h" #include "scene/resources/compositor.h" #include "scene/resources/environment.h" class Camera3D : public Node3D { GDCLASS(Camera3D, Node3D); public: enum ProjectionType { PROJECTION_PERSPECTIVE, PROJECTION_ORTHOGONAL, PROJECTION_FRUSTUM }; enum KeepAspect { KEEP_WIDTH, KEEP_HEIGHT }; enum DopplerTracking { DOPPLER_TRACKING_DISABLED, DOPPLER_TRACKING_IDLE_STEP, DOPPLER_TRACKING_PHYSICS_STEP }; private: bool force_change = false; bool current = false; Viewport *viewport = nullptr; ProjectionType mode = PROJECTION_PERSPECTIVE; real_t fov = 75.0; real_t size = 1.0; Vector2 frustum_offset; // _ prefix to avoid conflict with Windows defines. real_t _near = 0.05; real_t _far = 4000.0; real_t v_offset = 0.0; real_t h_offset = 0.0; KeepAspect keep_aspect = KEEP_HEIGHT; RID camera; RID scenario_id; // String camera_group; uint32_t layers = 0xfffff; Ref environment; Ref attributes; Ref compositor; void _attributes_changed(); // void _camera_make_current(Node *p_camera); friend class Viewport; void _update_audio_listener_state(); TypedArray _get_frustum() const; DopplerTracking doppler_tracking = DOPPLER_TRACKING_DISABLED; Ref velocity_tracker; RID pyramid_shape; Vector pyramid_shape_points; /////////////////////////////////////////////////////// // INTERPOLATION FUNCTIONS void _physics_interpolation_ensure_transform_calculated(bool p_force = false) const; void _physics_interpolation_ensure_data_flipped(); // These can be set by derived Camera3Ds, if they wish to do processing // (while still allowing physics interpolation to function). bool _desired_process_internal = false; bool _desired_physics_process_internal = false; mutable struct InterpolationData { Transform3D xform_curr; Transform3D xform_prev; Transform3D xform_interpolated; Transform3D camera_xform_interpolated; // After modification according to camera type. uint32_t last_update_physics_tick = 0; uint32_t last_update_frame = UINT32_MAX; } _interpolation_data; void _update_process_mode(); protected: // Use from derived classes to set process modes instead of setting directly. // This is because physics interpolation may need to request process modes additionally. void set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal); // Opportunity for derived classes to interpolate extra attributes. virtual void physics_interpolation_flip_data() {} virtual void _physics_interpolated_changed() override; virtual Transform3D _get_adjusted_camera_transform(const Transform3D &p_xform) const; /////////////////////////////////////////////////////// void _update_camera(); virtual void _request_camera_update(); void _update_camera_mode(); void _notification(int p_what); void _validate_property(PropertyInfo &p_property) const; static void _bind_methods(); Projection _get_camera_projection(real_t p_near) const; public: enum { NOTIFICATION_BECAME_CURRENT = 50, NOTIFICATION_LOST_CURRENT = 51 }; void set_perspective(real_t p_fovy_degrees, real_t p_z_near, real_t p_z_far); void set_orthogonal(real_t p_size, real_t p_z_near, real_t p_z_far); void set_frustum(real_t p_size, Vector2 p_offset, real_t p_z_near, real_t p_z_far); void set_projection(Camera3D::ProjectionType p_mode); void make_current(); void clear_current(bool p_enable_next = true); void set_current(bool p_enabled); bool is_current() const; RID get_camera() const; real_t get_fov() const; real_t get_size() const; real_t get_far() const; real_t get_near() const; Vector2 get_frustum_offset() const; ProjectionType get_projection() const; void set_fov(real_t p_fov); void set_size(real_t p_size); void set_far(real_t p_far); void set_near(real_t p_near); void set_frustum_offset(Vector2 p_offset); virtual Transform3D get_camera_transform() const; virtual Projection get_camera_projection() const; virtual Vector3 project_ray_normal(const Point2 &p_pos) const; virtual Vector3 project_ray_origin(const Point2 &p_pos) const; virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const; virtual Point2 unproject_position(const Vector3 &p_pos) const; bool is_position_behind(const Vector3 &p_pos) const; virtual Vector3 project_position(const Point2 &p_point, real_t p_z_depth) const; Vector get_near_plane_points() const; void set_cull_mask(uint32_t p_layers); uint32_t get_cull_mask() const; void set_cull_mask_value(int p_layer_number, bool p_enable); bool get_cull_mask_value(int p_layer_number) const; virtual Vector get_frustum() const; bool is_position_in_frustum(const Vector3 &p_position) const; void set_environment(const Ref &p_environment); Ref get_environment() const; void set_attributes(const Ref &p_effects); Ref get_attributes() const; void set_compositor(const Ref &p_compositor); Ref get_compositor() const; void set_keep_aspect_mode(KeepAspect p_aspect); KeepAspect get_keep_aspect_mode() const; void set_v_offset(real_t p_offset); real_t get_v_offset() const; void set_h_offset(real_t p_offset); real_t get_h_offset() const; void set_doppler_tracking(DopplerTracking p_tracking); DopplerTracking get_doppler_tracking() const; Vector3 get_doppler_tracked_velocity() const; RID get_pyramid_shape_rid(); Camera3D(); ~Camera3D(); }; VARIANT_ENUM_CAST(Camera3D::ProjectionType); VARIANT_ENUM_CAST(Camera3D::KeepAspect); VARIANT_ENUM_CAST(Camera3D::DopplerTracking); #endif // CAMERA_3D_H