2f8ab4a654
Adds 3D fixed timestep interpolation to the rendering server. This does not yet include support for multimeshes or particles. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
231 lines
7.9 KiB
C++
231 lines
7.9 KiB
C++
/**************************************************************************/
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/* camera_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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_3D_H
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#define CAMERA_3D_H
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#include "scene/3d/node_3d.h"
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#include "scene/3d/velocity_tracker_3d.h"
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#include "scene/resources/camera_attributes.h"
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#include "scene/resources/compositor.h"
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#include "scene/resources/environment.h"
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class Camera3D : public Node3D {
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GDCLASS(Camera3D, Node3D);
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public:
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enum ProjectionType {
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PROJECTION_PERSPECTIVE,
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PROJECTION_ORTHOGONAL,
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PROJECTION_FRUSTUM
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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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enum DopplerTracking {
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DOPPLER_TRACKING_DISABLED,
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DOPPLER_TRACKING_IDLE_STEP,
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DOPPLER_TRACKING_PHYSICS_STEP
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};
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private:
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bool force_change = false;
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bool current = false;
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Viewport *viewport = nullptr;
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ProjectionType mode = PROJECTION_PERSPECTIVE;
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real_t fov = 75.0;
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real_t size = 1.0;
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Vector2 frustum_offset;
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// _ prefix to avoid conflict with Windows defines.
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real_t _near = 0.05;
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real_t _far = 4000.0;
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real_t v_offset = 0.0;
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real_t h_offset = 0.0;
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KeepAspect keep_aspect = KEEP_HEIGHT;
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RID camera;
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RID scenario_id;
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// String camera_group;
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uint32_t layers = 0xfffff;
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Ref<Environment> environment;
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Ref<CameraAttributes> attributes;
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Ref<Compositor> compositor;
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void _attributes_changed();
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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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TypedArray<Plane> _get_frustum() const;
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DopplerTracking doppler_tracking = DOPPLER_TRACKING_DISABLED;
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Ref<VelocityTracker3D> velocity_tracker;
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RID pyramid_shape;
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Vector<Vector3> pyramid_shape_points;
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///////////////////////////////////////////////////////
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// INTERPOLATION FUNCTIONS
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void _physics_interpolation_ensure_transform_calculated(bool p_force = false) const;
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void _physics_interpolation_ensure_data_flipped();
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// These can be set by derived Camera3Ds, if they wish to do processing
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// (while still allowing physics interpolation to function).
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bool _desired_process_internal = false;
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bool _desired_physics_process_internal = false;
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mutable struct InterpolationData {
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Transform3D xform_curr;
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Transform3D xform_prev;
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Transform3D xform_interpolated;
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Transform3D camera_xform_interpolated; // After modification according to camera type.
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uint32_t last_update_physics_tick = 0;
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uint32_t last_update_frame = UINT32_MAX;
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} _interpolation_data;
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void _update_process_mode();
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protected:
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// Use from derived classes to set process modes instead of setting directly.
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// This is because physics interpolation may need to request process modes additionally.
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void set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal);
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// Opportunity for derived classes to interpolate extra attributes.
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virtual void physics_interpolation_flip_data() {}
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virtual void _physics_interpolated_changed() override;
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virtual Transform3D _get_adjusted_camera_transform(const Transform3D &p_xform) const;
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///////////////////////////////////////////////////////
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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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void _notification(int p_what);
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void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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Projection _get_camera_projection(real_t p_near) const;
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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(real_t p_fovy_degrees, real_t p_z_near, real_t p_z_far);
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void set_orthogonal(real_t p_size, real_t p_z_near, real_t p_z_far);
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void set_frustum(real_t p_size, Vector2 p_offset, real_t p_z_near, real_t p_z_far);
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void set_projection(Camera3D::ProjectionType p_mode);
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void make_current();
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void clear_current(bool p_enable_next = true);
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void set_current(bool p_enabled);
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bool is_current() const;
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RID get_camera() const;
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real_t get_fov() const;
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real_t get_size() const;
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real_t get_far() const;
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real_t get_near() const;
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Vector2 get_frustum_offset() const;
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ProjectionType get_projection() const;
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void set_fov(real_t p_fov);
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void set_size(real_t p_size);
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void set_far(real_t p_far);
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void set_near(real_t p_near);
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void set_frustum_offset(Vector2 p_offset);
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virtual Transform3D get_camera_transform() const;
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virtual Projection get_camera_projection() const;
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virtual Vector3 project_ray_normal(const Point2 &p_pos) const;
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virtual Vector3 project_ray_origin(const Point2 &p_pos) const;
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virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
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virtual Point2 unproject_position(const Vector3 &p_pos) const;
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bool is_position_behind(const Vector3 &p_pos) const;
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virtual Vector3 project_position(const Point2 &p_point, real_t p_z_depth) const;
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Vector<Vector3> get_near_plane_points() const;
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void set_cull_mask(uint32_t p_layers);
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uint32_t get_cull_mask() const;
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void set_cull_mask_value(int p_layer_number, bool p_enable);
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bool get_cull_mask_value(int p_layer_number) const;
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virtual Vector<Plane> get_frustum() const;
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bool is_position_in_frustum(const Vector3 &p_position) 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_attributes(const Ref<CameraAttributes> &p_effects);
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Ref<CameraAttributes> get_attributes() const;
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void set_compositor(const Ref<Compositor> &p_compositor);
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Ref<Compositor> get_compositor() 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 set_v_offset(real_t p_offset);
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real_t get_v_offset() const;
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void set_h_offset(real_t p_offset);
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real_t get_h_offset() const;
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void set_doppler_tracking(DopplerTracking p_tracking);
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DopplerTracking get_doppler_tracking() const;
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Vector3 get_doppler_tracked_velocity() const;
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RID get_pyramid_shape_rid();
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Camera3D();
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~Camera3D();
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};
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VARIANT_ENUM_CAST(Camera3D::ProjectionType);
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VARIANT_ENUM_CAST(Camera3D::KeepAspect);
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VARIANT_ENUM_CAST(Camera3D::DopplerTracking);
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#endif // CAMERA_3D_H
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