2014-02-10 01:10:30 +00:00
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/**************************************************************************/
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2020-03-26 21:49:16 +00:00
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/* camera_3d.h */
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2014-02-10 01:10:30 +00:00
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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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2018-01-04 23:50:27 +00:00
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2020-03-26 21:49:16 +00:00
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#ifndef CAMERA_3D_H
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#define CAMERA_3D_H
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2014-02-10 01:10:30 +00:00
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2020-03-26 21:49:16 +00:00
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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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2022-07-31 23:20:24 +00:00
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#include "scene/resources/camera_attributes.h"
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2022-02-12 01:46:22 +00:00
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#include "scene/resources/environment.h"
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2019-08-10 12:28:17 +00:00
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2023-11-17 19:44:38 +00:00
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#ifdef MINGW_ENABLED
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#undef near
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#undef far
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#endif
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2020-03-26 21:49:16 +00:00
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class Camera3D : public Node3D {
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GDCLASS(Camera3D, Node3D);
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2017-03-05 15:44:50 +00:00
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2014-02-10 01:10:30 +00:00
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public:
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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enum ProjectionType {
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2014-02-10 01:10:30 +00:00
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PROJECTION_PERSPECTIVE,
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2019-02-19 16:17:02 +00:00
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PROJECTION_ORTHOGONAL,
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PROJECTION_FRUSTUM
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2014-02-10 01:10:30 +00:00
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};
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2021-10-08 21:26:13 +00:00
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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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2014-09-15 23:06:37 +00:00
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2017-07-15 04:23:10 +00:00
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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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2017-09-30 14:19:07 +00:00
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DOPPLER_TRACKING_PHYSICS_STEP
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2017-07-15 04:23:10 +00:00
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};
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2014-02-10 01:10:30 +00:00
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private:
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2021-02-07 21:29:31 +00:00
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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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2014-02-10 01:10:30 +00:00
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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ProjectionType mode = PROJECTION_PERSPECTIVE;
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2016-03-08 23:00:52 +00:00
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2022-07-31 23:20:24 +00:00
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real_t fov = 75.0;
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2021-01-30 00:55:54 +00:00
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real_t size = 1.0;
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2019-02-19 16:17:02 +00:00
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Vector2 frustum_offset;
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2022-07-31 23:20:24 +00:00
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real_t near = 0.05;
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real_t far = 4000.0;
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2021-01-30 00:55:54 +00:00
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real_t v_offset = 0.0;
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real_t h_offset = 0.0;
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2021-02-07 21:29:31 +00:00
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KeepAspect keep_aspect = KEEP_HEIGHT;
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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RID camera;
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RID scenario_id;
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2020-03-27 07:44:44 +00:00
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// String camera_group;
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2014-10-12 05:13:22 +00:00
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2021-02-07 21:29:31 +00:00
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uint32_t layers = 0xfffff;
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2014-02-10 01:10:30 +00:00
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Ref<Environment> environment;
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2022-07-31 23:20:24 +00:00
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Ref<CameraAttributes> attributes;
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void _attributes_changed();
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2014-02-10 01:10:30 +00:00
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2020-03-27 07:44:44 +00:00
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// void _camera_make_current(Node *p_camera);
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2014-02-10 01:10:30 +00:00
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friend class Viewport;
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void _update_audio_listener_state();
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2022-08-05 01:41:48 +00:00
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TypedArray<Plane> _get_frustum() const;
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2014-02-10 01:10:30 +00:00
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2021-02-07 21:29:31 +00:00
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DopplerTracking doppler_tracking = DOPPLER_TRACKING_DISABLED;
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2020-03-26 21:49:16 +00:00
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Ref<VelocityTracker3D> velocity_tracker;
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2017-07-15 04:23:10 +00:00
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2021-10-03 11:51:25 +00:00
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RID pyramid_shape;
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Vector<Vector3> pyramid_shape_points;
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2014-02-10 01:10:30 +00:00
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protected:
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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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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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void _notification(int p_what);
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2022-08-12 20:57:11 +00:00
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void _validate_property(PropertyInfo &p_property) const;
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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static void _bind_methods();
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2016-03-08 23:00:52 +00:00
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2023-06-20 18:44:50 +00:00
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Projection _get_camera_projection(real_t p_near) const;
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2014-02-10 01:10:30 +00:00
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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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2021-01-30 00:55:54 +00:00
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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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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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void set_projection(Camera3D::ProjectionType p_mode);
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2016-03-08 23:00:52 +00:00
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2014-02-10 01:10:30 +00:00
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void make_current();
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2018-03-16 18:10:26 +00:00
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void clear_current(bool p_enable_next = true);
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2021-10-08 21:26:13 +00:00
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void set_current(bool p_enabled);
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2014-02-10 01:10:30 +00:00
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bool is_current() const;
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RID get_camera() const;
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2021-01-30 00:55:54 +00:00
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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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2019-02-19 16:17:02 +00:00
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Vector2 get_frustum_offset() const;
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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ProjectionType get_projection() const;
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2014-02-10 01:10:30 +00:00
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2021-01-30 00:55:54 +00:00
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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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2019-02-19 16:17:02 +00:00
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void set_frustum_offset(Vector2 p_offset);
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2017-12-07 06:31:03 +00:00
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2020-10-17 05:08:21 +00:00
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virtual Transform3D get_camera_transform() const;
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2023-06-20 18:44:50 +00:00
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virtual Projection get_camera_projection() const;
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2014-02-10 01:10:30 +00:00
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2018-05-03 00:03:51 +00:00
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virtual Vector3 project_ray_normal(const Point2 &p_pos) const;
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2017-09-29 11:36:27 +00:00
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virtual Vector3 project_ray_origin(const Point2 &p_pos) const;
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2018-05-03 00:03:51 +00:00
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virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
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2017-09-29 11:36:27 +00:00
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virtual Point2 unproject_position(const Vector3 &p_pos) const;
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2015-04-29 01:05:01 +00:00
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bool is_position_behind(const Vector3 &p_pos) const;
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2021-01-30 00:55:54 +00:00
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virtual Vector3 project_position(const Point2 &p_point, real_t p_z_depth) const;
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2014-02-10 01:10:30 +00:00
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2018-08-21 14:48:17 +00:00
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Vector<Vector3> get_near_plane_points() const;
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2016-10-03 19:33:42 +00:00
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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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2014-02-10 01:10:30 +00:00
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2021-08-11 23:01:38 +00:00
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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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2018-07-29 23:05:16 +00:00
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2017-09-29 11:36:27 +00:00
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virtual Vector<Plane> get_frustum() const;
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2021-04-29 01:14:12 +00:00
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bool is_position_in_frustum(const Vector3 &p_position) const;
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2014-02-10 01:10:30 +00:00
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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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2022-07-31 23:20:24 +00:00
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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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2020-01-13 18:37:24 +00:00
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2014-09-15 23:06:37 +00:00
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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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2014-02-10 01:10:30 +00:00
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2021-01-30 00:55:54 +00:00
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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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2015-01-03 14:06:53 +00:00
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2021-01-30 00:55:54 +00:00
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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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2015-01-03 14:06:53 +00:00
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2017-07-15 04:23:10 +00:00
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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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2021-10-03 11:51:25 +00:00
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RID get_pyramid_shape_rid();
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2020-03-26 21:49:16 +00:00
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Camera3D();
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~Camera3D();
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2014-02-10 01:10:30 +00:00
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};
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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VARIANT_ENUM_CAST(Camera3D::ProjectionType);
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2020-03-26 21:49:16 +00:00
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VARIANT_ENUM_CAST(Camera3D::KeepAspect);
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VARIANT_ENUM_CAST(Camera3D::DopplerTracking);
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2014-02-10 01:10:30 +00:00
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2022-07-23 21:41:51 +00:00
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#endif // CAMERA_3D_H
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