2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* character_camera.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2017-01-01 21:01:57 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-07 22:45:00 +00:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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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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#ifndef CHARACTER_CAMERA_H
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#define CHARACTER_CAMERA_H
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#include "scene/3d/camera.h"
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#if 0
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class CharacterCamera : public Camera {
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OBJ_TYPE( CharacterCamera, Camera );
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public:
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enum CameraType {
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CAMERA_FIXED,
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CAMERA_FOLLOW
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};
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private:
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CameraType type;
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//used for follow
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Vector3 follow_pos;
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//used for fixed
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Vector2 orbit;
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float distance;
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float height;
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float min_distance;
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float max_distance;
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float max_orbit_x;
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float min_orbit_x;
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float inclination;
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bool clip;
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bool autoturn;
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float autoturn_tolerance;
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float autoturn_speed;
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struct ClipRay {
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RID query;
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bool clipped;
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Vector3 clip_pos;
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};
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ClipRay clip_ray[3];
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Vector3 target_pos;
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float clip_len;
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Transform accepted;
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Vector3 proposed_pos;
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bool use_lookat_target;
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Vector3 lookat_target;
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void _compute_camera();
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RID ray_query;
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RID left_turn_query;
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RID right_turn_query;
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RID target_body;
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protected:
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virtual void _request_camera_update() {} //ignore
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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void _ray_collision(Vector3 p_point, Vector3 p_normal, int p_subindex, ObjectID p_against,int p_idx);
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public:
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void set_camera_type(CameraType p_camera_type);
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CameraType get_camera_type() const;
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void set_orbit(const Vector2& p_orbit);
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void set_orbit_x(float p_x);
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void set_orbit_y(float p_y);
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Vector2 get_orbit() const;
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void set_height(float p_height);
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float get_height() const;
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void set_inclination(float p_degrees);
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float get_inclination() const;
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void set_max_orbit_x(float p_max);
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float get_max_orbit_x() const;
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void set_min_orbit_x(float p_min);
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float get_min_orbit_x() const;
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void rotate_orbit(const Vector2& p_relative);
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void set_distance(float p_distance);
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float get_distance() const;
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float get_min_distance() const;
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float get_max_distance() const;
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void set_min_distance(float p_min);
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void set_max_distance(float p_max);
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void set_clip(bool p_enabled);
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bool has_clip() const;
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void set_autoturn(bool p_enabled);
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bool has_autoturn() const;
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void set_autoturn_tolerance(float p_degrees);
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float get_autoturn_tolerance() const;
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void set_autoturn_speed(float p_speed);
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float get_autoturn_speed() const;
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void set_use_lookat_target(bool p_use, const Vector3 &p_lookat = Vector3());
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virtual Transform get_camera_transform() const;
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CharacterCamera();
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~CharacterCamera();
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};
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VARIANT_ENUM_CAST( CharacterCamera::CameraType );
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#endif
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#endif // CHARACTER_CAMERA_H
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