godot/scene/3d/camera.cpp

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/*************************************************************************/
/* camera.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
#include "camera.h"
#include "camera_matrix.h"
#include "scene/resources/material.h"
#include "scene/resources/surface_tool.h"
void Camera::_update_audio_listener_state() {
}
void Camera::_request_camera_update() {
_update_camera();
}
void Camera::_update_camera_mode() {
force_change = true;
switch (mode) {
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case PROJECTION_PERSPECTIVE: {
set_perspective(fov, near, far);
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} break;
case PROJECTION_ORTHOGONAL: {
set_orthogonal(size, near, far);
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} break;
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}
}
bool Camera::_set(const StringName &p_name, const Variant &p_value) {
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bool changed_all = false;
if (p_name == "projection") {
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int proj = p_value;
if (proj == PROJECTION_PERSPECTIVE)
mode = PROJECTION_PERSPECTIVE;
if (proj == PROJECTION_ORTHOGONAL)
mode = PROJECTION_ORTHOGONAL;
changed_all = true;
} else if (p_name == "fov" || p_name == "fovy" || p_name == "fovx")
fov = p_value;
else if (p_name == "size" || p_name == "sizex" || p_name == "sizey")
size = p_value;
else if (p_name == "near")
near = p_value;
else if (p_name == "far")
far = p_value;
else if (p_name == "keep_aspect")
set_keep_aspect_mode(KeepAspect(int(p_value)));
else if (p_name == "vaspect")
set_keep_aspect_mode(p_value ? KEEP_WIDTH : KEEP_HEIGHT);
else if (p_name == "h_offset")
h_offset = p_value;
else if (p_name == "v_offset")
v_offset = p_value;
else if (p_name == "current") {
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if (p_value.operator bool()) {
make_current();
} else {
clear_current();
}
} else if (p_name == "visible_layers") {
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set_visible_layers(p_value);
} else if (p_name == "environment") {
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set_environment(p_value);
} else
return false;
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_update_camera_mode();
if (changed_all)
_change_notify();
return true;
}
bool Camera::_get(const StringName &p_name, Variant &r_ret) const {
if (p_name == "projection") {
r_ret = mode;
} else if (p_name == "fov" || p_name == "fovy" || p_name == "fovx")
r_ret = fov;
else if (p_name == "size" || p_name == "sizex" || p_name == "sizey")
r_ret = size;
else if (p_name == "near")
r_ret = near;
else if (p_name == "far")
r_ret = far;
else if (p_name == "keep_aspect")
r_ret = int(keep_aspect);
else if (p_name == "current") {
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if (is_inside_tree() && get_tree()->is_node_being_edited(this)) {
r_ret = current;
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} else {
r_ret = is_current();
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}
} else if (p_name == "visible_layers") {
r_ret = get_visible_layers();
} else if (p_name == "h_offset") {
r_ret = get_h_offset();
} else if (p_name == "v_offset") {
r_ret = get_v_offset();
} else if (p_name == "environment") {
r_ret = get_environment();
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} else
return false;
return true;
}
void Camera::_get_property_list(List<PropertyInfo> *p_list) const {
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p_list->push_back(PropertyInfo(Variant::INT, "projection", PROPERTY_HINT_ENUM, "Perspective,Orthogonal"));
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switch (mode) {
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case PROJECTION_PERSPECTIVE: {
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p_list->push_back(PropertyInfo(Variant::REAL, "fov", PROPERTY_HINT_RANGE, "1,179,0.1", PROPERTY_USAGE_NOEDITOR));
if (keep_aspect == KEEP_WIDTH)
p_list->push_back(PropertyInfo(Variant::REAL, "fovx", PROPERTY_HINT_RANGE, "1,179,0.1", PROPERTY_USAGE_EDITOR));
else
p_list->push_back(PropertyInfo(Variant::REAL, "fovy", PROPERTY_HINT_RANGE, "1,179,0.1", PROPERTY_USAGE_EDITOR));
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} break;
case PROJECTION_ORTHOGONAL: {
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p_list->push_back(PropertyInfo(Variant::REAL, "size", PROPERTY_HINT_RANGE, "1,16384,0.01", PROPERTY_USAGE_NOEDITOR));
if (keep_aspect == KEEP_WIDTH)
p_list->push_back(PropertyInfo(Variant::REAL, "sizex", PROPERTY_HINT_RANGE, "0.1,16384,0.01", PROPERTY_USAGE_EDITOR));
else
p_list->push_back(PropertyInfo(Variant::REAL, "sizey", PROPERTY_HINT_RANGE, "0.1,16384,0.01", PROPERTY_USAGE_EDITOR));
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} break;
}
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p_list->push_back(PropertyInfo(Variant::REAL, "near", PROPERTY_HINT_EXP_RANGE, "0.01,4096.0,0.01"));
p_list->push_back(PropertyInfo(Variant::REAL, "far", PROPERTY_HINT_EXP_RANGE, "0.01,4096.0,0.01"));
p_list->push_back(PropertyInfo(Variant::INT, "keep_aspect", PROPERTY_HINT_ENUM, "Keep Width,Keep Height"));
p_list->push_back(PropertyInfo(Variant::BOOL, "current"));
p_list->push_back(PropertyInfo(Variant::INT, "visible_layers", PROPERTY_HINT_ALL_FLAGS));
p_list->push_back(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"));
p_list->push_back(PropertyInfo(Variant::REAL, "h_offset"));
p_list->push_back(PropertyInfo(Variant::REAL, "v_offset"));
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}
void Camera::_update_camera() {
Transform tr = get_camera_transform();
tr.origin += tr.basis.get_axis(1) * v_offset;
tr.origin += tr.basis.get_axis(0) * h_offset;
VisualServer::get_singleton()->camera_set_transform(camera, tr);
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// here goes listener stuff
// if (viewport_ptr && is_inside_scene() && is_current())
// get_viewport()->_camera_transform_changed_notify();
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if (is_inside_tree() && is_current()) {
get_viewport()->_camera_transform_changed_notify();
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}
if (is_current() && get_world().is_valid()) {
get_world()->_update_camera(this);
}
}
void Camera::_notification(int p_what) {
switch (p_what) {
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case NOTIFICATION_ENTER_WORLD: {
bool first_camera = get_viewport()->_camera_add(this);
if (!get_tree()->is_node_being_edited(this) && (current || first_camera))
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make_current();
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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_request_camera_update();
} break;
case NOTIFICATION_EXIT_WORLD: {
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if (!get_tree()->is_node_being_edited(this)) {
if (is_current()) {
clear_current();
current = true; //keep it true
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} else {
current = false;
}
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}
get_viewport()->_camera_remove(this);
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} break;
case NOTIFICATION_BECAME_CURRENT: {
if (get_world().is_valid()) {
get_world()->_register_camera(this);
}
} break;
case NOTIFICATION_LOST_CURRENT: {
if (get_world().is_valid()) {
get_world()->_remove_camera(this);
}
} break;
}
}
Transform Camera::get_camera_transform() const {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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return get_global_transform().orthonormalized();
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}
void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) {
if (!force_change && fov == p_fovy_degrees && p_z_near == near && p_z_far == far && mode == PROJECTION_PERSPECTIVE)
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return;
fov = p_fovy_degrees;
near = p_z_near;
far = p_z_far;
mode = PROJECTION_PERSPECTIVE;
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VisualServer::get_singleton()->camera_set_perspective(camera, fov, near, far);
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update_gizmo();
force_change = false;
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}
void Camera::set_orthogonal(float p_size, float p_z_near, float p_z_far) {
if (!force_change && size == p_size && p_z_near == near && p_z_far == far && mode == PROJECTION_ORTHOGONAL)
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return;
size = p_size;
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near = p_z_near;
far = p_z_far;
mode = PROJECTION_ORTHOGONAL;
force_change = false;
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VisualServer::get_singleton()->camera_set_orthogonal(camera, size, near, far);
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update_gizmo();
}
RID Camera::get_camera() const {
return camera;
};
void Camera::make_current() {
current = true;
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if (!is_inside_tree())
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return;
get_viewport()->_camera_set(this);
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//get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,camera_group,"_camera_make_current",this);
}
void Camera::clear_current() {
current = false;
if (!is_inside_tree())
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return;
if (get_viewport()->get_camera() == this) {
get_viewport()->_camera_set(NULL);
get_viewport()->_camera_make_next_current(this);
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}
}
bool Camera::is_current() const {
if (is_inside_tree() && !get_tree()->is_node_being_edited(this)) {
return get_viewport()->get_camera() == this;
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} else
return current;
return false;
}
bool Camera::_can_gizmo_scale() const {
return false;
}
RES Camera::_get_gizmo_geometry() const {
Ref<SurfaceTool> surface_tool(memnew(SurfaceTool));
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Ref<FixedMaterial> mat(memnew(FixedMaterial));
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mat->set_parameter(FixedMaterial::PARAM_DIFFUSE, Color(1.0, 0.5, 1.0, 0.5));
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mat->set_line_width(4);
mat->set_flag(Material::FLAG_DOUBLE_SIDED, true);
mat->set_flag(Material::FLAG_UNSHADED, true);
//mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
surface_tool->set_material(mat);
switch (mode) {
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case PROJECTION_PERSPECTIVE: {
Vector3 side = Vector3(Math::sin(Math::deg2rad(fov)), 0, -Math::cos(Math::deg2rad(fov)));
Vector3 nside = side;
nside.x = -nside.x;
Vector3 up = Vector3(0, side.x, 0);
#define ADD_TRIANGLE(m_a, m_b, m_c) \
{ \
surface_tool->add_vertex(m_a); \
surface_tool->add_vertex(m_b); \
surface_tool->add_vertex(m_b); \
surface_tool->add_vertex(m_c); \
surface_tool->add_vertex(m_c); \
surface_tool->add_vertex(m_a); \
}
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ADD_TRIANGLE(Vector3(), side + up, side - up);
ADD_TRIANGLE(Vector3(), nside + up, nside - up);
ADD_TRIANGLE(Vector3(), side + up, nside + up);
ADD_TRIANGLE(Vector3(), side - up, nside - up);
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side.x *= 0.25;
nside.x *= 0.25;
Vector3 tup(0, up.y * 3 / 2, side.z);
ADD_TRIANGLE(tup, side + up, nside + up);
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} break;
case PROJECTION_ORTHOGONAL: {
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#define ADD_QUAD(m_a, m_b, m_c, m_d) \
{ \
surface_tool->add_vertex(m_a); \
surface_tool->add_vertex(m_b); \
surface_tool->add_vertex(m_b); \
surface_tool->add_vertex(m_c); \
surface_tool->add_vertex(m_c); \
surface_tool->add_vertex(m_d); \
surface_tool->add_vertex(m_d); \
surface_tool->add_vertex(m_a); \
}
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float hsize = size * 0.5;
Vector3 right(hsize, 0, 0);
Vector3 up(0, hsize, 0);
Vector3 back(0, 0, -1.0);
Vector3 front(0, 0, 0);
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ADD_QUAD(-up - right, -up + right, up + right, up - right);
ADD_QUAD(-up - right + back, -up + right + back, up + right + back, up - right + back);
ADD_QUAD(up + right, up + right + back, up - right + back, up - right);
ADD_QUAD(-up + right, -up + right + back, -up - right + back, -up - right);
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right.x *= 0.25;
Vector3 tup(0, up.y * 3 / 2, back.z);
ADD_TRIANGLE(tup, right + up + back, -right + up + back);
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} break;
}
return surface_tool->commit();
}
Vector3 Camera::project_ray_normal(const Point2 &p_pos) const {
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Vector3 ray = project_local_ray_normal(p_pos);
return get_camera_transform().basis.xform(ray).normalized();
};
Vector3 Camera::project_local_ray_normal(const Point2 &p_pos) const {
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if (!is_inside_tree()) {
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ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
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}
#if 0
Size2 viewport_size = get_viewport()->get_visible_rect().size;
Vector2 cpos = p_pos;
#else
Size2 viewport_size = get_viewport()->get_camera_rect_size();
Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
#endif
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Vector3 ray;
if (mode == PROJECTION_ORTHOGONAL) {
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ray = Vector3(0, 0, -1);
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} else {
CameraMatrix cm;
cm.set_perspective(fov, viewport_size.get_aspect(), near, far, keep_aspect == KEEP_WIDTH);
float screen_w, screen_h;
cm.get_viewport_size(screen_w, screen_h);
ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_w, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_h, -near).normalized();
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}
return ray;
};
Vector3 Camera::project_ray_origin(const Point2 &p_pos) const {
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if (!is_inside_tree()) {
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ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
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}
#if 0
Size2 viewport_size = get_viewport()->get_visible_rect().size;
Vector2 cpos = p_pos;
#else
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Size2 viewport_size = get_viewport()->get_camera_rect_size();
Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
#endif
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ERR_FAIL_COND_V(viewport_size.y == 0, Vector3());
// float aspect = viewport_size.x / viewport_size.y;
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if (mode == PROJECTION_PERSPECTIVE) {
return get_camera_transform().origin;
} else {
Vector2 pos = cpos / viewport_size;
float vsize, hsize;
if (keep_aspect == KEEP_WIDTH) {
vsize = size / viewport_size.get_aspect();
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hsize = size;
} else {
hsize = size * viewport_size.get_aspect();
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vsize = size;
}
Vector3 ray;
ray.x = pos.x * (hsize)-hsize / 2;
ray.y = (1.0 - pos.y) * (vsize)-vsize / 2;
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ray.z = -near;
ray = get_camera_transform().xform(ray);
return ray;
};
};
bool Camera::is_position_behind(const Vector3 &p_pos) const {
Transform t = get_global_transform();
Vector3 eyedir = -get_global_transform().basis.get_axis(2).normalized();
return eyedir.dot(p_pos) < (eyedir.dot(t.origin) + near);
}
Point2 Camera::unproject_position(const Vector3 &p_pos) const {
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if (!is_inside_tree()) {
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ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_tree(), Vector2());
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}
Size2 viewport_size = get_viewport()->get_visible_rect().size;
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CameraMatrix cm;
if (mode == PROJECTION_ORTHOGONAL)
cm.set_orthogonal(size, viewport_size.get_aspect(), near, far, keep_aspect == KEEP_WIDTH);
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else
cm.set_perspective(fov, viewport_size.get_aspect(), near, far, keep_aspect == KEEP_WIDTH);
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Plane p(get_camera_transform().xform_inv(p_pos), 1.0);
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p = cm.xform4(p);
p.normal /= p.d;
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Point2 res;
res.x = (p.normal.x * 0.5 + 0.5) * viewport_size.x;
res.y = (-p.normal.y * 0.5 + 0.5) * viewport_size.y;
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return res;
}
Vector3 Camera::project_position(const Point2 &p_point) const {
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if (!is_inside_tree()) {
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ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_tree(), Vector3());
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}
Size2 viewport_size = get_viewport()->get_visible_rect().size;
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CameraMatrix cm;
if (mode == PROJECTION_ORTHOGONAL)
cm.set_orthogonal(size, viewport_size.get_aspect(), near, far, keep_aspect == KEEP_WIDTH);
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else
cm.set_perspective(fov, viewport_size.get_aspect(), near, far, keep_aspect == KEEP_WIDTH);
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Size2 vp_size;
cm.get_viewport_size(vp_size.x, vp_size.y);
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Vector2 point;
point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0;
point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
point *= vp_size;
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Vector3 p(point.x, point.y, -near);
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return get_camera_transform().xform(p);
}
/*
void Camera::_camera_make_current(Node *p_camera) {
if (p_camera==this) {
VisualServer::get_singleton()->viewport_attach_camera(viewport_id,camera);
active=true;
} else {
if (active && p_camera==NULL) {
//detech camera because no one else will claim it
VisualServer::get_singleton()->viewport_attach_camera(viewport_id,RID());
}
active=false;
}
}
*/
void Camera::set_environment(const Ref<Environment> &p_environment) {
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environment = p_environment;
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if (environment.is_valid())
VS::get_singleton()->camera_set_environment(camera, environment->get_rid());
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else
VS::get_singleton()->camera_set_environment(camera, RID());
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}
Ref<Environment> Camera::get_environment() const {
return environment;
}
void Camera::set_keep_aspect_mode(KeepAspect p_aspect) {
keep_aspect = p_aspect;
VisualServer::get_singleton()->camera_set_use_vertical_aspect(camera, p_aspect == KEEP_WIDTH);
_change_notify();
}
Camera::KeepAspect Camera::get_keep_aspect_mode() const {
return keep_aspect;
}
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void Camera::_bind_methods() {
ObjectTypeDB::bind_method(_MD("project_ray_normal", "screen_point"), &Camera::project_ray_normal);
ObjectTypeDB::bind_method(_MD("project_local_ray_normal", "screen_point"), &Camera::project_local_ray_normal);
ObjectTypeDB::bind_method(_MD("project_ray_origin", "screen_point"), &Camera::project_ray_origin);
ObjectTypeDB::bind_method(_MD("unproject_position", "world_point"), &Camera::unproject_position);
ObjectTypeDB::bind_method(_MD("is_position_behind", "world_point"), &Camera::is_position_behind);
ObjectTypeDB::bind_method(_MD("project_position", "screen_point"), &Camera::project_position);
ObjectTypeDB::bind_method(_MD("set_perspective", "fov", "z_near", "z_far"), &Camera::set_perspective);
ObjectTypeDB::bind_method(_MD("set_orthogonal", "size", "z_near", "z_far"), &Camera::set_orthogonal);
ObjectTypeDB::bind_method(_MD("make_current"), &Camera::make_current);
ObjectTypeDB::bind_method(_MD("clear_current"), &Camera::clear_current);
ObjectTypeDB::bind_method(_MD("is_current"), &Camera::is_current);
ObjectTypeDB::bind_method(_MD("get_camera_transform"), &Camera::get_camera_transform);
ObjectTypeDB::bind_method(_MD("get_fov"), &Camera::get_fov);
ObjectTypeDB::bind_method(_MD("get_size"), &Camera::get_size);
ObjectTypeDB::bind_method(_MD("get_zfar"), &Camera::get_zfar);
ObjectTypeDB::bind_method(_MD("get_znear"), &Camera::get_znear);
ObjectTypeDB::bind_method(_MD("get_projection"), &Camera::get_projection);
ObjectTypeDB::bind_method(_MD("set_h_offset", "ofs"), &Camera::set_h_offset);
ObjectTypeDB::bind_method(_MD("get_h_offset"), &Camera::get_h_offset);
ObjectTypeDB::bind_method(_MD("set_v_offset", "ofs"), &Camera::set_v_offset);
ObjectTypeDB::bind_method(_MD("get_v_offset"), &Camera::get_v_offset);
ObjectTypeDB::bind_method(_MD("set_visible_layers", "mask"), &Camera::set_visible_layers);
ObjectTypeDB::bind_method(_MD("get_visible_layers"), &Camera::get_visible_layers);
ObjectTypeDB::bind_method(_MD("set_environment", "env:Environment"), &Camera::set_environment);
ObjectTypeDB::bind_method(_MD("get_environment:Environment"), &Camera::get_environment);
ObjectTypeDB::bind_method(_MD("set_keep_aspect_mode", "mode"), &Camera::set_keep_aspect_mode);
ObjectTypeDB::bind_method(_MD("get_keep_aspect_mode"), &Camera::get_keep_aspect_mode);
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//ObjectTypeDB::bind_method( _MD("_camera_make_current"),&Camera::_camera_make_current );
BIND_CONSTANT(PROJECTION_PERSPECTIVE);
BIND_CONSTANT(PROJECTION_ORTHOGONAL);
BIND_CONSTANT(KEEP_WIDTH);
BIND_CONSTANT(KEEP_HEIGHT);
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}
float Camera::get_fov() const {
return fov;
}
float Camera::get_size() const {
return size;
}
float Camera::get_znear() const {
return near;
}
float Camera::get_zfar() const {
return far;
}
Camera::Projection Camera::get_projection() const {
return mode;
}
void Camera::set_visible_layers(uint32_t p_layers) {
layers = p_layers;
VisualServer::get_singleton()->camera_set_visible_layers(camera, layers);
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}
uint32_t Camera::get_visible_layers() const {
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return layers;
}
Vector<Plane> Camera::get_frustum() const {
ERR_FAIL_COND_V(!is_inside_world(), Vector<Plane>());
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Size2 viewport_size = get_viewport()->get_visible_rect().size;
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CameraMatrix cm;
if (mode == PROJECTION_PERSPECTIVE)
cm.set_perspective(fov, viewport_size.get_aspect(), near, far, keep_aspect == KEEP_WIDTH);
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else
cm.set_orthogonal(size, viewport_size.get_aspect(), near, far, keep_aspect == KEEP_WIDTH);
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Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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return cm.get_projection_planes(get_camera_transform());
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}
void Camera::set_v_offset(float p_offset) {
v_offset = p_offset;
_update_camera();
}
float Camera::get_v_offset() const {
return v_offset;
}
void Camera::set_h_offset(float p_offset) {
h_offset = p_offset;
_update_camera();
}
float Camera::get_h_offset() const {
return h_offset;
}
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Camera::Camera() {
camera = VisualServer::get_singleton()->camera_create();
size = 1;
fov = 0;
near = 0;
far = 0;
current = false;
force_change = false;
mode = PROJECTION_PERSPECTIVE;
set_perspective(65.0, 0.1, 100.0);
keep_aspect = KEEP_HEIGHT;
layers = 0xfffff;
v_offset = 0;
h_offset = 0;
VisualServer::get_singleton()->camera_set_visible_layers(camera, layers);
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//active=false;
}
Camera::~Camera() {
VisualServer::get_singleton()->free(camera);
}