godot/scene/3d/camera.cpp

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/*************************************************************************/
/* camera.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 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. */
/*************************************************************************/
#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) {
case PROJECTION_PERSPECTIVE: {
set_perspective(fov,near,far);
} break;
case PROJECTION_ORTHOGONAL: {
set_orthogonal(size,near,far);
} break;
}
}
bool Camera::_set(const StringName& p_name, const Variant& p_value) {
bool changed_all=false;
if (p_name=="projection") {
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")
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fov=p_value;
else if (p_name=="size" || p_name=="sizex" || p_name=="sizey")
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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)));
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else if (p_name=="vaspect")
set_keep_aspect_mode(p_value?KEEP_WIDTH:KEEP_HEIGHT);
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else if (p_name=="current") {
if (p_value.operator bool()) {
make_current();
} else {
clear_current();
}
} else if (p_name=="visible_layers") {
set_visible_layers(p_value);
} else if (p_name=="environment") {
set_environment(p_value);
} else
return false;
_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")
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r_ret= fov;
else if (p_name=="size" || p_name=="sizex" || p_name=="sizey")
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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);
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else if (p_name=="current") {
if (is_inside_scene() && get_scene()->is_editor_hint()) {
r_ret=current;
} else {
r_ret=is_current();
}
} else if (p_name=="visible_layers") {
r_ret=get_visible_layers();
} else if (p_name=="environment") {
r_ret=get_environment();
} else
return false;
return true;
}
void Camera::_get_property_list( List<PropertyInfo> *p_list) const {
p_list->push_back( PropertyInfo( Variant::INT, "projection", PROPERTY_HINT_ENUM, "Perspective,Orthogonal") );
switch(mode) {
case PROJECTION_PERSPECTIVE: {
p_list->push_back( PropertyInfo( Variant::REAL, "fov" , PROPERTY_HINT_RANGE, "1,89,0.1",PROPERTY_USAGE_NOEDITOR) );
if (keep_aspect==KEEP_WIDTH)
p_list->push_back( PropertyInfo( Variant::REAL, "fovx" , PROPERTY_HINT_RANGE, "1,89,0.1",PROPERTY_USAGE_EDITOR) );
else
p_list->push_back( PropertyInfo( Variant::REAL, "fovy" , PROPERTY_HINT_RANGE, "1,89,0.1",PROPERTY_USAGE_EDITOR) );
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} break;
case PROJECTION_ORTHOGONAL: {
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;
}
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") );
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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" ) );
}
void Camera::_update_camera() {
Transform tr = get_camera_transform();
VisualServer::get_singleton()->camera_set_transform( camera, tr );
// here goes listener stuff
// if (viewport_ptr && is_inside_scene() && is_current())
// viewport_ptr->_camera_transform_changed_notify();
if (is_inside_scene() && is_current()) {
if (viewport_ptr) {
viewport_ptr->_camera_transform_changed_notify();
}
}
if (is_current() && get_world().is_valid()) {
get_world()->_update_camera(this);
}
}
void Camera::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_WORLD: {
viewport_ptr=NULL;
{ //find viewport stuff
Node *parent=get_parent();
while(parent) {
Viewport* viewport = parent->cast_to<Viewport>();
if (viewport) {
viewport_ptr=viewport;
break;
}
parent=parent->get_parent();
}
}
camera_group = "_vp_cameras"+itos(get_viewport()->get_instance_ID());
add_to_group(camera_group);
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if (viewport_ptr)
viewport_ptr->cameras.insert(this);
if (current)
make_current();
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} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
_request_camera_update();
} break;
case NOTIFICATION_EXIT_WORLD: {
if (is_current()) {
clear_current();
current=true; //keep it true
} else {
current=false;
}
if (viewport_ptr)
viewport_ptr->cameras.erase(this);
viewport_ptr=NULL;
remove_from_group(camera_group);
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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)
2014-10-03 03:10:51 +00:00
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)
return;
fov=p_fovy_degrees;
near=p_z_near;
far=p_z_far;
mode=PROJECTION_PERSPECTIVE;
VisualServer::get_singleton()->camera_set_perspective(camera,fov,near,far);
update_gizmo();
force_change=false;
}
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)
return;
size = p_size;
near=p_z_near;
far=p_z_far;
mode=PROJECTION_ORTHOGONAL;
force_change=false;
VisualServer::get_singleton()->camera_set_orthogonal(camera,size,near,far);
update_gizmo();
}
RID Camera::get_camera() const {
return camera;
};
void Camera::make_current() {
current=true;
if (!is_inside_scene())
return;
if (viewport_ptr) {
viewport_ptr->_set_camera(this);
}
//get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,camera_group,"_camera_make_current",this);
}
void Camera::_camera_make_next_current(Node *p_exclude) {
if (this==p_exclude)
return;
if (!is_inside_scene())
return;
if (get_viewport()->get_camera()!=NULL)
return;
make_current();
}
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void Camera::clear_current() {
current=false;
if (!is_inside_scene())
return;
if (viewport_ptr) {
if (viewport_ptr->get_camera()==this) {
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viewport_ptr->_set_camera(NULL);
//a group is used beause this needs to be in order to be deterministic
get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,camera_group,"_camera_make_next_current",this);
}
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}
}
bool Camera::is_current() const {
if (is_inside_scene()) {
if (viewport_ptr)
return viewport_ptr->get_camera()==this;
} 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 ));
Ref<FixedMaterial> mat( memnew( FixedMaterial ));
mat->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(1.0,0.5,1.0,0.5) );
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) {
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);\
}
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 );
side.x*=0.25;
nside.x*=0.25;
Vector3 tup( 0, up.y*3/2,side.z);
ADD_TRIANGLE( tup, side+up, nside+up );
} break;
case PROJECTION_ORTHOGONAL: {
#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);\
}
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);
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);
right.x*=0.25;
Vector3 tup( 0, up.y*3/2,back.z );
ADD_TRIANGLE( tup, right+up+back, -right+up+back );
} break;
}
return surface_tool->commit();
}
Vector3 Camera::project_ray_normal(const Point2& p_pos) const {
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 {
if (!is_inside_scene()) {
ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_scene(),Vector3());
}
Size2 viewport_size = viewport_ptr->get_visible_rect().size;
Vector3 ray;
if (mode==PROJECTION_ORTHOGONAL) {
ray=Vector3(0,0,-1);
} else {
CameraMatrix cm;
cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
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float screen_w,screen_h;
cm.get_viewport_size(screen_w,screen_h);
ray=Vector3( ((p_pos.x/viewport_size.width)*2.0-1.0)*screen_w, ((1.0-(p_pos.y/viewport_size.height))*2.0-1.0)*screen_h,-near).normalized();
}
return ray;
};
Vector3 Camera::project_ray_origin(const Point2& p_pos) const {
if (!is_inside_scene()) {
ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_scene(),Vector3());
}
Size2 viewport_size = viewport_ptr->get_visible_rect().size;
ERR_FAIL_COND_V( viewport_size.y == 0, Vector3() );
// float aspect = viewport_size.x / viewport_size.y;
if (mode == PROJECTION_PERSPECTIVE) {
return get_camera_transform().origin;
} else {
Vector2 pos = p_pos / viewport_size;
float vsize,hsize;
if (keep_aspect==KEEP_WIDTH) {
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vsize = size/viewport_size.get_aspect();
hsize = size;
} else {
hsize = size*viewport_size.get_aspect();
vsize = size;
}
Vector3 ray;
ray.x = pos.x * (hsize) - hsize/2;
ray.y = (1.0 - pos.y) * (vsize) - vsize/2;
ray.z = -near;
ray = get_camera_transform().xform(ray);
return ray;
};
};
Point2 Camera::unproject_position(const Vector3& p_pos) const {
if (!is_inside_scene()) {
ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_scene(),Vector2());
}
Size2 viewport_size = viewport_ptr->get_visible_rect().size;
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);
p=cm.xform4(p);
p.normal/=p.d;
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;
return res;
}
Vector3 Camera::project_position(const Point2& p_point) const {
if (!is_inside_scene()) {
ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_scene(),Vector3());
}
Size2 viewport_size = viewport_ptr->get_visible_rect().size;
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);
Vector2 point;
point.x = (p_point.x/viewport_size.x) * 2.0 - 1.0;
point.y = (p_point.y/viewport_size.y) * 2.0 - 1.0;
point*=vp_size;
Vector3 p(point.x,point.y,-near);
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) {
environment=p_environment;
if (environment.is_valid())
VS::get_singleton()->camera_set_environment(camera,environment->get_rid());
else
VS::get_singleton()->camera_set_environment(camera,RID());
}
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("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_visible_layers","mask"),&Camera::set_visible_layers );
ObjectTypeDB::bind_method( _MD("get_visible_layers"),&Camera::get_visible_layers );
ObjectTypeDB::bind_method( _MD("look_at","target","up"),&Camera::look_at );
ObjectTypeDB::bind_method( _MD("look_at_from_pos","pos","target","up"),&Camera::look_at_from_pos );
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);
ObjectTypeDB::bind_method(_MD("_camera_make_next_current"),&Camera::_camera_make_next_current);
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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);
}
uint32_t Camera::get_visible_layers() const{
return layers;
}
Vector<Plane> Camera::get_frustum() const {
ERR_FAIL_COND_V(!is_inside_world(),Vector<Plane>());
Size2 viewport_size = viewport_ptr->get_visible_rect().size;
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)
2014-10-03 03:10:51 +00:00
return cm.get_projection_planes(get_camera_transform());
2014-02-10 01:10:30 +00:00
}
void Camera::look_at(const Vector3& p_target, const Vector3& p_up_normal) {
Transform lookat;
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)
2014-10-03 03:10:51 +00:00
lookat.origin=get_camera_transform().origin;
2014-02-10 01:10:30 +00:00
lookat=lookat.looking_at(p_target,p_up_normal);
set_global_transform(lookat);
}
void Camera::look_at_from_pos(const Vector3& p_pos,const Vector3& p_target, const Vector3& p_up_normal) {
Transform lookat;
lookat.origin=p_pos;
lookat=lookat.looking_at(p_target,p_up_normal);
set_global_transform(lookat);
}
Camera::Camera() {
camera = VisualServer::get_singleton()->camera_create();
size=1;
fov=0;
near=0;
far=0;
current=false;
viewport_ptr=NULL;
force_change=false;
mode=PROJECTION_PERSPECTIVE;
set_perspective(60.0,0.1,100.0);
keep_aspect=KEEP_HEIGHT;
layers=0xfffff;
VisualServer::get_singleton()->camera_set_visible_layers(camera,layers);
2014-02-10 01:10:30 +00:00
//active=false;
}
Camera::~Camera() {
VisualServer::get_singleton()->free(camera);
}