godot/scene/3d/camera_3d.cpp

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/**************************************************************************/
/* camera_3d.cpp */
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/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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_3d.h"
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#include "core/math/projection.h"
#include "core/math/transform_interpolator.h"
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#include "scene/main/viewport.h"
#include "servers/rendering/rendering_server_constants.h"
void Camera3D::_update_audio_listener_state() {
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}
void Camera3D::_request_camera_update() {
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_update_camera();
}
void Camera3D::_update_camera_mode() {
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force_change = true;
switch (mode) {
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;
case PROJECTION_FRUSTUM: {
set_frustum(size, frustum_offset, _near, _far);
} break;
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}
}
void Camera3D::_validate_property(PropertyInfo &p_property) const {
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if (p_property.name == "fov") {
if (mode != PROJECTION_PERSPECTIVE) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
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} else if (p_property.name == "size") {
if (mode != PROJECTION_ORTHOGONAL && mode != PROJECTION_FRUSTUM) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
} else if (p_property.name == "frustum_offset") {
if (mode != PROJECTION_FRUSTUM) {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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}
}
if (attributes.is_valid()) {
const CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
if (physical_attributes) {
if (p_property.name == "near" || p_property.name == "far" || p_property.name == "fov" || p_property.name == "keep_aspect") {
p_property.usage = PROPERTY_USAGE_READ_ONLY | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR;
}
}
}
Node3D::_validate_property(p_property);
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}
void Camera3D::_update_camera() {
if (!is_inside_tree()) {
return;
}
if (!is_physics_interpolated_and_enabled()) {
RenderingServer::get_singleton()->camera_set_transform(camera, get_camera_transform());
} else {
// Ideally we shouldn't be moving a physics interpolated camera within a frame,
// because it will break smooth interpolation, but it may occur on e.g. level load.
if (!Engine::get_singleton()->is_in_physics_frame() && camera.is_valid()) {
_physics_interpolation_ensure_transform_calculated(true);
RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
}
}
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if (is_part_of_edited_scene() || !is_current()) {
return;
}
get_viewport()->_camera_3d_transform_changed_notify();
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}
void Camera3D::_physics_interpolated_changed() {
_update_process_mode();
}
void Camera3D::_physics_interpolation_ensure_data_flipped() {
// The curr -> previous update can either occur
// on the INTERNAL_PHYSICS_PROCESS OR
// on NOTIFICATION_TRANSFORM_CHANGED,
// if NOTIFICATION_TRANSFORM_CHANGED takes place
// earlier than INTERNAL_PHYSICS_PROCESS on a tick.
// This is to ensure that the data keeps flowing, but the new data
// doesn't overwrite before prev has been set.
// Keep the data flowing.
uint64_t tick = Engine::get_singleton()->get_physics_frames();
if (_interpolation_data.last_update_physics_tick != tick) {
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
_interpolation_data.last_update_physics_tick = tick;
physics_interpolation_flip_data();
}
}
void Camera3D::_physics_interpolation_ensure_transform_calculated(bool p_force) const {
DEV_CHECK_ONCE(!Engine::get_singleton()->is_in_physics_frame());
InterpolationData &id = _interpolation_data;
uint64_t frame = Engine::get_singleton()->get_frames_drawn();
if (id.last_update_frame != frame || p_force) {
id.last_update_frame = frame;
TransformInterpolator::interpolate_transform_3d(id.xform_prev, id.xform_curr, id.xform_interpolated, Engine::get_singleton()->get_physics_interpolation_fraction());
Transform3D &tr = id.camera_xform_interpolated;
tr = _get_adjusted_camera_transform(id.xform_interpolated);
}
}
void Camera3D::set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal) {
_desired_process_internal = p_process_internal;
_desired_physics_process_internal = p_physics_process_internal;
_update_process_mode();
}
void Camera3D::_update_process_mode() {
bool process = _desired_process_internal;
bool physics_process = _desired_physics_process_internal;
if (is_physics_interpolated_and_enabled()) {
if (is_current()) {
process = true;
physics_process = true;
}
}
set_process_internal(process);
set_physics_process_internal(physics_process);
}
void Camera3D::_notification(int p_what) {
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switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
// Needs to track the Viewport because it's needed on NOTIFICATION_EXIT_WORLD
// and Spatial will handle it first, including clearing its reference to the Viewport,
// therefore making it impossible to subclasses to access it
viewport = get_viewport();
ERR_FAIL_NULL(viewport);
bool first_camera = viewport->_camera_3d_add(this);
if (current || first_camera) {
viewport->_camera_3d_set(this);
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
viewport->connect(SNAME("size_changed"), callable_mp((Node3D *)this, &Camera3D::update_gizmos));
}
#endif
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} break;
case NOTIFICATION_INTERNAL_PROCESS: {
if (is_physics_interpolated_and_enabled() && camera.is_valid()) {
_physics_interpolation_ensure_transform_calculated();
#ifdef RENDERING_SERVER_DEBUG_PHYSICS_INTERPOLATION
print_line("\t\tinterpolated Camera3D: " + rtos(_interpolation_data.xform_interpolated.origin.x) + "\t( prev " + rtos(_interpolation_data.xform_prev.origin.x) + ", curr " + rtos(_interpolation_data.xform_curr.origin.x) + " ) on tick " + itos(Engine::get_singleton()->get_physics_frames()));
#endif
RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
}
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (is_physics_interpolated_and_enabled()) {
_physics_interpolation_ensure_data_flipped();
_interpolation_data.xform_curr = get_global_transform();
}
} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
if (is_physics_interpolated_and_enabled()) {
_physics_interpolation_ensure_data_flipped();
_interpolation_data.xform_curr = get_global_transform();
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
if (!Engine::get_singleton()->is_in_physics_frame()) {
PHYSICS_INTERPOLATION_NODE_WARNING(get_instance_id(), "Interpolated Camera3D triggered from outside physics process");
}
#endif
}
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_request_camera_update();
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
velocity_tracker->update_position(get_global_transform().origin);
}
// Allow auto-reset when first adding to the tree, as a convenience.
if (_is_physics_interpolation_reset_requested() && is_inside_tree()) {
_notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
_set_physics_interpolation_reset_requested(false);
}
} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (is_inside_tree()) {
_interpolation_data.xform_curr = get_global_transform();
_interpolation_data.xform_prev = _interpolation_data.xform_curr;
}
} break;
case NOTIFICATION_PAUSED: {
if (is_physics_interpolated_and_enabled() && is_inside_tree() && is_visible_in_tree()) {
_physics_interpolation_ensure_transform_calculated(true);
RenderingServer::get_singleton()->camera_set_transform(camera, _interpolation_data.camera_xform_interpolated);
}
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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if (!is_part_of_edited_scene()) {
if (is_current()) {
clear_current();
current = true; //keep it true
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} else {
current = false;
}
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}
if (viewport) {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
viewport->disconnect(SNAME("size_changed"), callable_mp((Node3D *)this, &Camera3D::update_gizmos));
}
#endif
viewport->_camera_3d_remove(this);
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viewport = nullptr;
}
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} break;
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case NOTIFICATION_BECAME_CURRENT: {
if (viewport) {
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viewport->find_world_3d()->_register_camera(this);
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}
_update_process_mode();
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} break;
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case NOTIFICATION_LOST_CURRENT: {
if (viewport) {
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viewport->find_world_3d()->_remove_camera(this);
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}
_update_process_mode();
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} break;
}
}
Transform3D Camera3D::_get_adjusted_camera_transform(const Transform3D &p_xform) const {
Transform3D tr = p_xform.orthonormalized();
tr.origin += tr.basis.get_column(1) * v_offset;
tr.origin += tr.basis.get_column(0) * h_offset;
return tr;
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}
Transform3D Camera3D::get_camera_transform() const {
if (is_physics_interpolated_and_enabled() && !Engine::get_singleton()->is_in_physics_frame()) {
_physics_interpolation_ensure_transform_calculated();
return _interpolation_data.camera_xform_interpolated;
}
return _get_adjusted_camera_transform(get_global_transform());
}
Projection Camera3D::_get_camera_projection(real_t p_near) const {
Size2 viewport_size = get_viewport()->get_visible_rect().size;
Projection cm;
switch (mode) {
case PROJECTION_PERSPECTIVE: {
cm.set_perspective(fov, viewport_size.aspect(), p_near, _far, keep_aspect == KEEP_WIDTH);
} break;
case PROJECTION_ORTHOGONAL: {
cm.set_orthogonal(size, viewport_size.aspect(), p_near, _far, keep_aspect == KEEP_WIDTH);
} break;
case PROJECTION_FRUSTUM: {
cm.set_frustum(size, viewport_size.aspect(), frustum_offset, p_near, _far);
} break;
}
return cm;
}
Projection Camera3D::get_camera_projection() const {
ERR_FAIL_COND_V_MSG(!is_inside_tree(), Projection(), "Camera is not inside the scene tree.");
return _get_camera_projection(_near);
}
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void Camera3D::set_perspective(real_t p_fovy_degrees, real_t p_z_near, real_t 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;
}
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fov = p_fovy_degrees;
_near = p_z_near;
_far = p_z_far;
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mode = PROJECTION_PERSPECTIVE;
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RenderingServer::get_singleton()->camera_set_perspective(camera, fov, _near, _far);
update_gizmos();
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force_change = false;
}
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void Camera3D::set_orthogonal(real_t p_size, real_t p_z_near, real_t 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;
}
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size = p_size;
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_near = p_z_near;
_far = p_z_far;
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mode = PROJECTION_ORTHOGONAL;
force_change = false;
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RenderingServer::get_singleton()->camera_set_orthogonal(camera, size, _near, _far);
update_gizmos();
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}
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void Camera3D::set_frustum(real_t p_size, Vector2 p_offset, real_t p_z_near, real_t p_z_far) {
if (!force_change && size == p_size && frustum_offset == p_offset && p_z_near == _near && p_z_far == _far && mode == PROJECTION_FRUSTUM) {
return;
}
size = p_size;
frustum_offset = p_offset;
_near = p_z_near;
_far = p_z_far;
mode = PROJECTION_FRUSTUM;
force_change = false;
RenderingServer::get_singleton()->camera_set_frustum(camera, size, frustum_offset, _near, _far);
update_gizmos();
}
void Camera3D::set_projection(ProjectionType p_mode) {
if (p_mode == PROJECTION_PERSPECTIVE || p_mode == PROJECTION_ORTHOGONAL || p_mode == PROJECTION_FRUSTUM) {
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mode = p_mode;
_update_camera_mode();
notify_property_list_changed();
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}
}
RID Camera3D::get_camera() const {
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return camera;
};
void Camera3D::make_current() {
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current = true;
if (!is_inside_tree()) {
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return;
}
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get_viewport()->_camera_3d_set(this);
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}
void Camera3D::clear_current(bool p_enable_next) {
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current = false;
if (!is_inside_tree()) {
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return;
}
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if (get_viewport()->get_camera_3d() == this) {
get_viewport()->_camera_3d_set(nullptr);
if (p_enable_next && !Engine::get_singleton()->is_editor_hint()) {
get_viewport()->_camera_3d_make_next_current(this);
}
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}
}
void Camera3D::set_current(bool p_enabled) {
if (p_enabled) {
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make_current();
} else {
clear_current();
}
}
bool Camera3D::is_current() const {
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if (is_inside_tree() && !is_part_of_edited_scene()) {
return get_viewport()->get_camera_3d() == this;
} else {
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return current;
}
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}
Vector3 Camera3D::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 Camera3D::project_local_ray_normal(const Point2 &p_pos) const {
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ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene.");
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Size2 viewport_size = get_viewport()->get_camera_rect_size();
Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
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Vector3 ray;
if (mode == PROJECTION_ORTHOGONAL) {
ray = Vector3(0, 0, -1);
} else {
Projection cm = _get_camera_projection(_near);
Vector2 screen_he = cm.get_viewport_half_extents();
ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -_near).normalized();
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}
return ray;
};
Vector3 Camera3D::project_ray_origin(const Point2 &p_pos) const {
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ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene.");
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Size2 viewport_size = get_viewport()->get_camera_rect_size();
Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
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ERR_FAIL_COND_V(viewport_size.y == 0, Vector3());
if (mode == PROJECTION_ORTHOGONAL) {
Vector2 pos = cpos / viewport_size;
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real_t vsize, hsize;
if (keep_aspect == KEEP_WIDTH) {
vsize = size / viewport_size.aspect();
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hsize = size;
} else {
hsize = size * viewport_size.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;
ray.z = -_near;
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ray = get_camera_transform().xform(ray);
return ray;
} else {
return get_camera_transform().origin;
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};
};
bool Camera3D::is_position_behind(const Vector3 &p_pos) const {
Transform3D t = get_global_transform();
Vector3 eyedir = -t.basis.get_column(2).normalized();
return eyedir.dot(p_pos - t.origin) < _near;
}
Vector<Vector3> Camera3D::get_near_plane_points() const {
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ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector<Vector3>(), "Camera is not inside scene.");
Projection cm = _get_camera_projection(_near);
Vector3 endpoints[8];
cm.get_endpoints(Transform3D(), endpoints);
Vector<Vector3> points = {
Vector3(),
endpoints[4],
endpoints[5],
endpoints[6],
endpoints[7]
};
return points;
}
Point2 Camera3D::unproject_position(const Vector3 &p_pos) const {
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ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector2(), "Camera is not inside scene.");
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Size2 viewport_size = get_viewport()->get_visible_rect().size;
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Projection cm = _get_camera_projection(_near);
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Plane p(get_camera_transform().xform_inv(p_pos), 1.0);
p = cm.xform4(p);
// Prevent divide by zero.
// TODO: Investigate, this was causing NaNs.
ERR_FAIL_COND_V(p.d == 0, Point2());
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;
return res;
}
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Vector3 Camera3D::project_position(const Point2 &p_point, real_t p_z_depth) const {
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ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene.");
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if (p_z_depth == 0 && mode != PROJECTION_ORTHOGONAL) {
return get_global_transform().origin;
}
Size2 viewport_size = get_viewport()->get_visible_rect().size;
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Projection cm = _get_camera_projection(p_z_depth);
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Vector2 vp_he = cm.get_viewport_half_extents();
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Vector2 point;
point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0;
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point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
point *= vp_he;
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Vector3 p(point.x, point.y, -p_z_depth);
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return get_camera_transform().xform(p);
}
void Camera3D::set_environment(const Ref<Environment> &p_environment) {
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environment = p_environment;
if (environment.is_valid()) {
RS::get_singleton()->camera_set_environment(camera, environment->get_rid());
} else {
RS::get_singleton()->camera_set_environment(camera, RID());
}
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_update_camera_mode();
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}
Ref<Environment> Camera3D::get_environment() const {
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return environment;
}
void Camera3D::set_attributes(const Ref<CameraAttributes> &p_attributes) {
if (attributes.is_valid()) {
CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
if (physical_attributes) {
attributes->disconnect_changed(callable_mp(this, &Camera3D::_attributes_changed));
}
}
attributes = p_attributes;
if (attributes.is_valid()) {
CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
if (physical_attributes) {
attributes->connect_changed(callable_mp(this, &Camera3D::_attributes_changed));
_attributes_changed();
}
RS::get_singleton()->camera_set_camera_attributes(camera, attributes->get_rid());
} else {
RS::get_singleton()->camera_set_camera_attributes(camera, RID());
}
notify_property_list_changed();
}
Ref<CameraAttributes> Camera3D::get_attributes() const {
return attributes;
}
void Camera3D::_attributes_changed() {
CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
ERR_FAIL_NULL(physical_attributes);
fov = physical_attributes->get_fov();
_near = physical_attributes->get_near();
_far = physical_attributes->get_far();
keep_aspect = KEEP_HEIGHT;
_update_camera_mode();
}
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void Camera3D::set_compositor(const Ref<Compositor> &p_compositor) {
compositor = p_compositor;
if (compositor.is_valid()) {
RS::get_singleton()->camera_set_compositor(camera, compositor->get_rid());
} else {
RS::get_singleton()->camera_set_compositor(camera, RID());
}
_update_camera_mode();
}
Ref<Compositor> Camera3D::get_compositor() const {
return compositor;
}
void Camera3D::set_keep_aspect_mode(KeepAspect p_aspect) {
keep_aspect = p_aspect;
RenderingServer::get_singleton()->camera_set_use_vertical_aspect(camera, p_aspect == KEEP_WIDTH);
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_update_camera_mode();
notify_property_list_changed();
}
Camera3D::KeepAspect Camera3D::get_keep_aspect_mode() const {
return keep_aspect;
}
void Camera3D::set_doppler_tracking(DopplerTracking p_tracking) {
if (doppler_tracking == p_tracking) {
return;
}
doppler_tracking = p_tracking;
if (p_tracking != DOPPLER_TRACKING_DISABLED) {
velocity_tracker->set_track_physics_step(doppler_tracking == DOPPLER_TRACKING_PHYSICS_STEP);
if (is_inside_tree()) {
velocity_tracker->reset(get_global_transform().origin);
}
}
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_update_camera_mode();
}
Camera3D::DopplerTracking Camera3D::get_doppler_tracking() const {
return doppler_tracking;
}
void Camera3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("project_ray_normal", "screen_point"), &Camera3D::project_ray_normal);
ClassDB::bind_method(D_METHOD("project_local_ray_normal", "screen_point"), &Camera3D::project_local_ray_normal);
ClassDB::bind_method(D_METHOD("project_ray_origin", "screen_point"), &Camera3D::project_ray_origin);
ClassDB::bind_method(D_METHOD("unproject_position", "world_point"), &Camera3D::unproject_position);
ClassDB::bind_method(D_METHOD("is_position_behind", "world_point"), &Camera3D::is_position_behind);
ClassDB::bind_method(D_METHOD("project_position", "screen_point", "z_depth"), &Camera3D::project_position);
ClassDB::bind_method(D_METHOD("set_perspective", "fov", "z_near", "z_far"), &Camera3D::set_perspective);
ClassDB::bind_method(D_METHOD("set_orthogonal", "size", "z_near", "z_far"), &Camera3D::set_orthogonal);
ClassDB::bind_method(D_METHOD("set_frustum", "size", "offset", "z_near", "z_far"), &Camera3D::set_frustum);
ClassDB::bind_method(D_METHOD("make_current"), &Camera3D::make_current);
ClassDB::bind_method(D_METHOD("clear_current", "enable_next"), &Camera3D::clear_current, DEFVAL(true));
ClassDB::bind_method(D_METHOD("set_current", "enabled"), &Camera3D::set_current);
ClassDB::bind_method(D_METHOD("is_current"), &Camera3D::is_current);
ClassDB::bind_method(D_METHOD("get_camera_transform"), &Camera3D::get_camera_transform);
ClassDB::bind_method(D_METHOD("get_camera_projection"), &Camera3D::get_camera_projection);
ClassDB::bind_method(D_METHOD("get_fov"), &Camera3D::get_fov);
ClassDB::bind_method(D_METHOD("get_frustum_offset"), &Camera3D::get_frustum_offset);
ClassDB::bind_method(D_METHOD("get_size"), &Camera3D::get_size);
ClassDB::bind_method(D_METHOD("get_far"), &Camera3D::get_far);
ClassDB::bind_method(D_METHOD("get_near"), &Camera3D::get_near);
ClassDB::bind_method(D_METHOD("set_fov", "fov"), &Camera3D::set_fov);
ClassDB::bind_method(D_METHOD("set_frustum_offset", "offset"), &Camera3D::set_frustum_offset);
ClassDB::bind_method(D_METHOD("set_size", "size"), &Camera3D::set_size);
ClassDB::bind_method(D_METHOD("set_far", "far"), &Camera3D::set_far);
ClassDB::bind_method(D_METHOD("set_near", "near"), &Camera3D::set_near);
ClassDB::bind_method(D_METHOD("get_projection"), &Camera3D::get_projection);
ClassDB::bind_method(D_METHOD("set_projection", "mode"), &Camera3D::set_projection);
ClassDB::bind_method(D_METHOD("set_h_offset", "offset"), &Camera3D::set_h_offset);
ClassDB::bind_method(D_METHOD("get_h_offset"), &Camera3D::get_h_offset);
ClassDB::bind_method(D_METHOD("set_v_offset", "offset"), &Camera3D::set_v_offset);
ClassDB::bind_method(D_METHOD("get_v_offset"), &Camera3D::get_v_offset);
ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &Camera3D::set_cull_mask);
ClassDB::bind_method(D_METHOD("get_cull_mask"), &Camera3D::get_cull_mask);
ClassDB::bind_method(D_METHOD("set_environment", "env"), &Camera3D::set_environment);
ClassDB::bind_method(D_METHOD("get_environment"), &Camera3D::get_environment);
ClassDB::bind_method(D_METHOD("set_attributes", "env"), &Camera3D::set_attributes);
ClassDB::bind_method(D_METHOD("get_attributes"), &Camera3D::get_attributes);
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ClassDB::bind_method(D_METHOD("set_compositor", "compositor"), &Camera3D::set_compositor);
ClassDB::bind_method(D_METHOD("get_compositor"), &Camera3D::get_compositor);
ClassDB::bind_method(D_METHOD("set_keep_aspect_mode", "mode"), &Camera3D::set_keep_aspect_mode);
ClassDB::bind_method(D_METHOD("get_keep_aspect_mode"), &Camera3D::get_keep_aspect_mode);
ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &Camera3D::set_doppler_tracking);
ClassDB::bind_method(D_METHOD("get_doppler_tracking"), &Camera3D::get_doppler_tracking);
ClassDB::bind_method(D_METHOD("get_frustum"), &Camera3D::_get_frustum);
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ClassDB::bind_method(D_METHOD("is_position_in_frustum", "world_point"), &Camera3D::is_position_in_frustum);
ClassDB::bind_method(D_METHOD("get_camera_rid"), &Camera3D::get_camera);
ClassDB::bind_method(D_METHOD("get_pyramid_shape_rid"), &Camera3D::get_pyramid_shape_rid);
ClassDB::bind_method(D_METHOD("set_cull_mask_value", "layer_number", "value"), &Camera3D::set_cull_mask_value);
ClassDB::bind_method(D_METHOD("get_cull_mask_value", "layer_number"), &Camera3D::get_cull_mask_value);
//ClassDB::bind_method(D_METHOD("_camera_make_current"),&Camera::_camera_make_current );
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ADD_PROPERTY(PropertyInfo(Variant::INT, "keep_aspect", PROPERTY_HINT_ENUM, "Keep Width,Keep Height"), "set_keep_aspect_mode", "get_keep_aspect_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "attributes", PROPERTY_HINT_RESOURCE_TYPE, "CameraAttributesPractical,CameraAttributesPhysical"), "set_attributes", "get_attributes");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "compositor", PROPERTY_HINT_RESOURCE_TYPE, "Compositor"), "set_compositor", "get_compositor");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "h_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_h_offset", "get_h_offset");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "v_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_v_offset", "get_v_offset");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking");
ADD_PROPERTY(PropertyInfo(Variant::INT, "projection", PROPERTY_HINT_ENUM, "Perspective,Orthogonal,Frustum"), "set_projection", "get_projection");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "current"), "set_current", "is_current");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov", PROPERTY_HINT_RANGE, "1,179,0.1,degrees"), "set_fov", "get_fov");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater,suffix:m"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frustum_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_frustum_offset", "get_frustum_offset");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "near", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater,exp,suffix:m"), "set_near", "get_near");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "far", PROPERTY_HINT_RANGE, "0.01,4000,0.01,or_greater,exp,suffix:m"), "set_far", "get_far");
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BIND_ENUM_CONSTANT(PROJECTION_PERSPECTIVE);
BIND_ENUM_CONSTANT(PROJECTION_ORTHOGONAL);
BIND_ENUM_CONSTANT(PROJECTION_FRUSTUM);
BIND_ENUM_CONSTANT(KEEP_WIDTH);
BIND_ENUM_CONSTANT(KEEP_HEIGHT);
BIND_ENUM_CONSTANT(DOPPLER_TRACKING_DISABLED);
BIND_ENUM_CONSTANT(DOPPLER_TRACKING_IDLE_STEP);
BIND_ENUM_CONSTANT(DOPPLER_TRACKING_PHYSICS_STEP);
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}
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real_t Camera3D::get_fov() const {
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return fov;
}
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real_t Camera3D::get_size() const {
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return size;
}
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real_t Camera3D::get_near() const {
return _near;
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}
Vector2 Camera3D::get_frustum_offset() const {
return frustum_offset;
}
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real_t Camera3D::get_far() const {
return _far;
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}
Camera3D::ProjectionType Camera3D::get_projection() const {
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return mode;
}
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void Camera3D::set_fov(real_t p_fov) {
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ERR_FAIL_COND(p_fov < 1 || p_fov > 179);
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fov = p_fov;
_update_camera_mode();
}
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void Camera3D::set_size(real_t p_size) {
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ERR_FAIL_COND(p_size <= CMP_EPSILON);
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size = p_size;
_update_camera_mode();
}
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void Camera3D::set_near(real_t p_near) {
_near = p_near;
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_update_camera_mode();
}
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void Camera3D::set_frustum_offset(Vector2 p_offset) {
frustum_offset = p_offset;
_update_camera_mode();
}
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void Camera3D::set_far(real_t p_far) {
_far = p_far;
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_update_camera_mode();
}
void Camera3D::set_cull_mask(uint32_t p_layers) {
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layers = p_layers;
RenderingServer::get_singleton()->camera_set_cull_mask(camera, layers);
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_update_camera_mode();
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}
uint32_t Camera3D::get_cull_mask() const {
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return layers;
}
void Camera3D::set_cull_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Render layer number must be between 1 and 20 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 20, "Render layer number must be between 1 and 20 inclusive.");
uint32_t mask = get_cull_mask();
if (p_value) {
mask |= 1 << (p_layer_number - 1);
} else {
mask &= ~(1 << (p_layer_number - 1));
}
set_cull_mask(mask);
}
bool Camera3D::get_cull_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Render layer number must be between 1 and 20 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 20, false, "Render layer number must be between 1 and 20 inclusive.");
return layers & (1 << (p_layer_number - 1));
}
Vector<Plane> Camera3D::get_frustum() const {
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ERR_FAIL_COND_V(!is_inside_world(), Vector<Plane>());
Projection cm = _get_camera_projection(_near);
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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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}
TypedArray<Plane> Camera3D::_get_frustum() const {
Variant ret = get_frustum();
return ret;
}
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bool Camera3D::is_position_in_frustum(const Vector3 &p_position) const {
Vector<Plane> frustum = get_frustum();
for (int i = 0; i < frustum.size(); i++) {
if (frustum[i].is_point_over(p_position)) {
return false;
}
}
return true;
}
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void Camera3D::set_v_offset(real_t p_offset) {
v_offset = p_offset;
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_update_camera();
}
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real_t Camera3D::get_v_offset() const {
return v_offset;
}
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void Camera3D::set_h_offset(real_t p_offset) {
h_offset = p_offset;
_update_camera();
}
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real_t Camera3D::get_h_offset() const {
return h_offset;
}
Vector3 Camera3D::get_doppler_tracked_velocity() const {
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
return velocity_tracker->get_tracked_linear_velocity();
} else {
return Vector3();
}
}
RID Camera3D::get_pyramid_shape_rid() {
ERR_FAIL_COND_V_MSG(!is_inside_tree(), RID(), "Camera is not inside scene.");
if (pyramid_shape == RID()) {
pyramid_shape_points = get_near_plane_points();
pyramid_shape = PhysicsServer3D::get_singleton()->convex_polygon_shape_create();
PhysicsServer3D::get_singleton()->shape_set_data(pyramid_shape, pyramid_shape_points);
} else { //check if points changed
Vector<Vector3> local_points = get_near_plane_points();
bool all_equal = true;
for (int i = 0; i < 5; i++) {
if (local_points[i] != pyramid_shape_points[i]) {
all_equal = false;
break;
}
}
if (!all_equal) {
PhysicsServer3D::get_singleton()->shape_set_data(pyramid_shape, local_points);
pyramid_shape_points = local_points;
}
}
return pyramid_shape;
}
Camera3D::Camera3D() {
camera = RenderingServer::get_singleton()->camera_create();
set_perspective(75.0, 0.05, 4000.0);
RenderingServer::get_singleton()->camera_set_cull_mask(camera, layers);
//active=false;
velocity_tracker.instantiate();
set_notify_transform(true);
set_disable_scale(true);
}
Camera3D::~Camera3D() {
ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(camera);
if (pyramid_shape.is_valid()) {
ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
PhysicsServer3D::get_singleton()->free(pyramid_shape);
}
}