godot/modules/gltf/structures/gltf_camera.cpp

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/*************************************************************************/
/* gltf_camera.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 "gltf_camera.h"
#include "scene/3d/camera.h"
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void GLTFCamera::_bind_methods() {
ClassDB::bind_method(D_METHOD("to_node"), &GLTFCamera::to_node);
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFCamera::to_dictionary);
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ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective);
ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective);
ClassDB::bind_method(D_METHOD("get_fov_size"), &GLTFCamera::get_fov_size);
ClassDB::bind_method(D_METHOD("set_fov_size", "fov_size"), &GLTFCamera::set_fov_size);
ClassDB::bind_method(D_METHOD("get_size_mag"), &GLTFCamera::get_size_mag);
ClassDB::bind_method(D_METHOD("set_size_mag", "size_mag"), &GLTFCamera::set_size_mag);
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ClassDB::bind_method(D_METHOD("get_zfar"), &GLTFCamera::get_zfar);
ClassDB::bind_method(D_METHOD("set_zfar", "zfar"), &GLTFCamera::set_zfar);
ClassDB::bind_method(D_METHOD("get_znear"), &GLTFCamera::get_znear);
ClassDB::bind_method(D_METHOD("set_znear", "znear"), &GLTFCamera::set_znear);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective"); // bool
ADD_PROPERTY(PropertyInfo(Variant::REAL, "fov_size"), "set_fov_size", "get_fov_size"); // float
ADD_PROPERTY(PropertyInfo(Variant::REAL, "size_mag"), "set_size_mag", "get_size_mag"); // float
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "zfar"), "set_zfar", "get_zfar"); // float
ADD_PROPERTY(PropertyInfo(Variant::REAL, "znear"), "set_znear", "get_znear"); // float
}
Ref<GLTFCamera> GLTFCamera::from_node(const Camera *p_camera) {
Ref<GLTFCamera> c;
c.instance();
ERR_FAIL_COND_V_MSG(!p_camera, c, "Tried to create a GLTFCamera from a Camera node, but the given node was null.");
c->set_perspective(p_camera->get_projection() == Camera::Projection::PROJECTION_PERSPECTIVE);
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
c->set_fov_size(Math::deg2rad(p_camera->get_fov()));
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
c->set_size_mag(p_camera->get_size() * 0.5f);
c->set_zfar(p_camera->get_zfar());
c->set_znear(p_camera->get_znear());
return c;
}
Camera *GLTFCamera::to_node() const {
Camera *camera = memnew(Camera);
camera->set_projection(perspective ? Camera::PROJECTION_PERSPECTIVE : Camera::PROJECTION_ORTHOGONAL);
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
camera->set_fov(Math::rad2deg(fov));
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
camera->set_size(size_mag * 2.0f);
camera->set_znear(znear);
camera->set_zfar(zfar);
return camera;
}
Ref<GLTFCamera> GLTFCamera::from_dictionary(const Dictionary p_dictionary) {
ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFCamera>(), "Failed to parse GLTF camera, missing required field 'type'.");
Ref<GLTFCamera> camera;
camera.instance();
const String &type = p_dictionary["type"];
if (type == "perspective") {
camera->set_perspective(true);
if (p_dictionary.has("perspective")) {
const Dictionary &persp = p_dictionary["perspective"];
camera->set_fov_size(persp["yfov"]);
if (persp.has("zfar")) {
camera->set_zfar(persp["zfar"]);
}
camera->set_znear(persp["znear"]);
}
} else if (type == "orthographic") {
camera->set_perspective(false);
if (p_dictionary.has("orthographic")) {
const Dictionary &ortho = p_dictionary["orthographic"];
camera->set_size_mag(ortho["ymag"]);
camera->set_zfar(ortho["zfar"]);
camera->set_znear(ortho["znear"]);
}
} else {
ERR_PRINT("Error parsing GLTF camera: Camera type '" + type + "' is unknown, should be perspective or orthographic.");
}
return camera;
}
Dictionary GLTFCamera::to_dictionary() const {
Dictionary d;
if (perspective) {
Dictionary persp;
persp["yfov"] = fov;
persp["zfar"] = zfar;
persp["znear"] = znear;
d["perspective"] = persp;
d["type"] = "perspective";
} else {
Dictionary ortho;
ortho["ymag"] = size_mag;
ortho["xmag"] = size_mag;
ortho["zfar"] = zfar;
ortho["znear"] = znear;
d["orthographic"] = ortho;
d["type"] = "orthographic";
}
return d;
}