virtualx-engine/scene/3d/camera.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

157 lines
4.7 KiB
C++

/*************************************************************************/
/* camera.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_H
#define CAMERA_H
#include "scene/3d/spatial.h"
#include "scene/main/viewport.h"
#include "scene/resources/environment.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Camera : public Spatial {
OBJ_TYPE( Camera, Spatial );
public:
enum Projection {
PROJECTION_PERSPECTIVE,
PROJECTION_ORTHOGONAL
};
enum KeepAspect {
KEEP_WIDTH,
KEEP_HEIGHT
};
private:
bool force_change;
bool current;
Projection mode;
float fov;
float size;
float near,far;
float v_offset;
float h_offset;
KeepAspect keep_aspect;
RID camera;
RID scenario_id;
//String camera_group;
uint32_t layers;
Ref<Environment> environment;
virtual bool _can_gizmo_scale() const;
virtual RES _get_gizmo_geometry() const;
//void _camera_make_current(Node *p_camera);
friend class Viewport;
void _update_audio_listener_state();
protected:
void _update_camera();
virtual void _request_camera_update();
void _update_camera_mode();
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
enum {
NOTIFICATION_BECAME_CURRENT=50,
NOTIFICATION_LOST_CURRENT=51
};
void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
void set_orthogonal(float p_size, float p_z_near, float p_z_far);
void make_current();
void clear_current();
bool is_current() const;
RID get_camera() const;
float get_fov() const;
float get_size() const;
float get_zfar() const;
float get_znear() const;
Projection get_projection() const;
virtual Transform get_camera_transform() const;
Vector3 project_ray_normal(const Point2& p_point) const;
Vector3 project_ray_origin(const Point2& p_point) const;
Vector3 project_local_ray_normal(const Point2& p_point) const;
Point2 unproject_position(const Vector3& p_pos) const;
bool is_position_behind(const Vector3& p_pos) const;
Vector3 project_position(const Point2& p_point) const;
void set_visible_layers(uint32_t p_layers);
uint32_t get_visible_layers() const;
Vector<Plane> get_frustum() const;
void set_environment(const Ref<Environment>& p_environment);
Ref<Environment> get_environment() const;
void set_keep_aspect_mode(KeepAspect p_aspect);
KeepAspect get_keep_aspect_mode() const;
void set_v_offset(float p_offset);
float get_v_offset() const;
void set_h_offset(float p_offset);
float get_h_offset() const;
Camera();
~Camera();
};
VARIANT_ENUM_CAST( Camera::Projection );
VARIANT_ENUM_CAST( Camera::KeepAspect );
#endif