131 lines
6.4 KiB
C++
131 lines
6.4 KiB
C++
/*************************************************************************/
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/* gltf_camera.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "gltf_camera.h"
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void GLTFCamera::_bind_methods() {
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ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_node", "camera_node"), &GLTFCamera::from_node);
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ClassDB::bind_method(D_METHOD("to_node"), &GLTFCamera::to_node);
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ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_dictionary", "dictionary"), &GLTFCamera::from_dictionary);
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ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFCamera::to_dictionary);
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ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective);
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ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective);
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ClassDB::bind_method(D_METHOD("get_fov"), &GLTFCamera::get_fov);
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ClassDB::bind_method(D_METHOD("set_fov", "fov"), &GLTFCamera::set_fov);
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ClassDB::bind_method(D_METHOD("get_size_mag"), &GLTFCamera::get_size_mag);
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ClassDB::bind_method(D_METHOD("set_size_mag", "size_mag"), &GLTFCamera::set_size_mag);
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ClassDB::bind_method(D_METHOD("get_depth_far"), &GLTFCamera::get_depth_far);
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ClassDB::bind_method(D_METHOD("set_depth_far", "zdepth_far"), &GLTFCamera::set_depth_far);
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ClassDB::bind_method(D_METHOD("get_depth_near"), &GLTFCamera::get_depth_near);
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ClassDB::bind_method(D_METHOD("set_depth_near", "zdepth_near"), &GLTFCamera::set_depth_near);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov"), "set_fov", "get_fov");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size_mag"), "set_size_mag", "get_size_mag");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near");
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}
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Ref<GLTFCamera> GLTFCamera::from_node(const Camera3D *p_camera) {
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Ref<GLTFCamera> c;
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c.instantiate();
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c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
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// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
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c->set_fov(Math::deg_to_rad(p_camera->get_fov()));
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// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
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c->set_size_mag(p_camera->get_size() * 0.5f);
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c->set_depth_far(p_camera->get_far());
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c->set_depth_near(p_camera->get_near());
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return c;
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}
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Camera3D *GLTFCamera::to_node() const {
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Camera3D *camera = memnew(Camera3D);
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camera->set_projection(perspective ? Camera3D::PROJECTION_PERSPECTIVE : Camera3D::PROJECTION_ORTHOGONAL);
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// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
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camera->set_fov(Math::rad_to_deg(fov));
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// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
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camera->set_size(size_mag * 2.0f);
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camera->set_near(depth_near);
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camera->set_far(depth_far);
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return camera;
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}
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Ref<GLTFCamera> GLTFCamera::from_dictionary(const Dictionary p_dictionary) {
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ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFCamera>(), "Failed to parse GLTF camera, missing required field 'type'.");
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Ref<GLTFCamera> camera;
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camera.instantiate();
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const String &type = p_dictionary["type"];
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if (type == "perspective") {
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camera->set_perspective(true);
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if (p_dictionary.has("perspective")) {
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const Dictionary &persp = p_dictionary["perspective"];
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camera->set_fov(persp["yfov"]);
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if (persp.has("zfar")) {
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camera->set_depth_far(persp["zfar"]);
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}
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camera->set_depth_near(persp["znear"]);
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}
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} else if (type == "orthographic") {
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camera->set_perspective(false);
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if (p_dictionary.has("orthographic")) {
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const Dictionary &ortho = p_dictionary["orthographic"];
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camera->set_size_mag(ortho["ymag"]);
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camera->set_depth_far(ortho["zfar"]);
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camera->set_depth_near(ortho["znear"]);
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}
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} else {
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ERR_PRINT("Error parsing GLTF camera: Camera type '" + type + "' is unknown, should be perspective or orthographic.");
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}
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return camera;
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}
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Dictionary GLTFCamera::to_dictionary() const {
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Dictionary d;
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if (perspective) {
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Dictionary persp;
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persp["yfov"] = fov;
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persp["zfar"] = depth_far;
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persp["znear"] = depth_near;
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d["perspective"] = persp;
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d["type"] = "perspective";
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} else {
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Dictionary ortho;
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ortho["ymag"] = size_mag;
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ortho["xmag"] = size_mag;
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ortho["zfar"] = depth_far;
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ortho["znear"] = depth_near;
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d["orthographic"] = ortho;
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d["type"] = "orthographic";
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}
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return d;
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}
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