virtualx-engine/scene/3d/camera.h
Rémi Verschelde c7bc44d5ad 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!
2017-01-01 22:03:33 +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