642c63319e
-=-=-=-=-=-= -Object Picking and orthogonal camera related functions fixed (i hope) -Going to preview mode in the camera shows a frame with the correct game aspect ratio -Changed Camera API and properties a little t make it more straightforward -Fixed bug in shader compiler. -Fixed bug in ShaderGL
150 lines
4.6 KiB
C++
150 lines
4.6 KiB
C++
/*************************************************************************/
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/* 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 CAMERA_H
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#define CAMERA_H
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#include "scene/3d/spatial.h"
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#include "scene/main/viewport.h"
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#include "scene/resources/environment.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Camera : public Spatial {
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OBJ_TYPE( Camera, Spatial );
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public:
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enum Projection {
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PROJECTION_PERSPECTIVE,
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PROJECTION_ORTHOGONAL
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};
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enum KeepAspect {
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KEEP_WIDTH,
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KEEP_HEIGHT
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};
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private:
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bool force_change;
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bool current;
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Projection mode;
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float fov;
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float size;
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float near,far;
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KeepAspect keep_aspect;
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RID camera;
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RID scenario_id;
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uint32_t layers;
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Viewport *viewport_ptr;
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Ref<Environment> environment;
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virtual bool _can_gizmo_scale() const;
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virtual RES _get_gizmo_geometry() const;
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//void _camera_make_current(Node *p_camera);
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friend class Viewport;
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void _update_audio_listener_state();
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protected:
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void _update_camera();
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virtual void _request_camera_update();
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void _update_camera_mode();
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_BECAME_CURRENT=50,
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NOTIFICATION_LOST_CURRENT=51
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};
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void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
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void set_orthogonal(float p_size, float p_z_near, float p_z_far);
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void make_current();
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void clear_current();
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bool is_current() const;
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RID get_camera() const;
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float get_fov() const;
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float get_size() const;
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float get_zfar() const;
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float get_znear() const;
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Projection get_projection() const;
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virtual Transform get_camera_transform() const;
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Vector3 project_ray_normal(const Point2& p_point) const;
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Vector3 project_ray_origin(const Point2& p_point) const;
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Vector3 project_local_ray_normal(const Point2& p_point) const;
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Point2 unproject_position(const Vector3& p_pos) const;
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Vector3 project_position(const Point2& p_point) const;
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void set_visible_layers(uint32_t p_layers);
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uint32_t get_visible_layers() const;
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Vector<Plane> get_frustum() const;
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void set_environment(const Ref<Environment>& p_environment);
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Ref<Environment> get_environment() const;
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void set_keep_aspect_mode(KeepAspect p_aspect);
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KeepAspect get_keep_aspect_mode() const;
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void look_at(const Vector3& p_target, const Vector3& p_up_normal);
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void look_at_from_pos(const Vector3& p_pos,const Vector3& p_target, const Vector3& p_up_normal);
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Camera();
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~Camera();
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};
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VARIANT_ENUM_CAST( Camera::Projection );
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VARIANT_ENUM_CAST( Camera::KeepAspect );
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#endif
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