/**************************************************************************/ /* camera_3d.cpp */ /**************************************************************************/ /* 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" #include "core/math/projection.h" #include "core/math/transform_interpolator.h" #include "scene/main/viewport.h" #include "servers/rendering/rendering_server_constants.h" void Camera3D::_update_audio_listener_state() { } void Camera3D::_request_camera_update() { _update_camera(); } void Camera3D::_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; case PROJECTION_FRUSTUM: { set_frustum(size, frustum_offset, _near, _far); } break; } } void Camera3D::_validate_property(PropertyInfo &p_property) const { if (p_property.name == "fov") { if (mode != PROJECTION_PERSPECTIVE) { p_property.usage = PROPERTY_USAGE_NO_EDITOR; } } 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; } } if (attributes.is_valid()) { const CameraAttributesPhysical *physical_attributes = Object::cast_to(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); } 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); } } if (is_part_of_edited_scene() || !is_current()) { return; } get_viewport()->_camera_3d_transform_changed_notify(); } 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) { 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 } 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; 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 } _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); } } break; case NOTIFICATION_EXIT_WORLD: { if (!is_part_of_edited_scene()) { if (is_current()) { clear_current(); current = true; //keep it true } else { current = false; } } 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); viewport = nullptr; } } break; case NOTIFICATION_BECAME_CURRENT: { if (viewport) { viewport->find_world_3d()->_register_camera(this); } _update_process_mode(); } break; case NOTIFICATION_LOST_CURRENT: { if (viewport) { viewport->find_world_3d()->_remove_camera(this); } _update_process_mode(); } 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; } 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); } 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) { return; } fov = p_fovy_degrees; _near = p_z_near; _far = p_z_far; mode = PROJECTION_PERSPECTIVE; RenderingServer::get_singleton()->camera_set_perspective(camera, fov, _near, _far); update_gizmos(); force_change = false; } 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) { return; } size = p_size; _near = p_z_near; _far = p_z_far; mode = PROJECTION_ORTHOGONAL; force_change = false; RenderingServer::get_singleton()->camera_set_orthogonal(camera, size, _near, _far); update_gizmos(); } 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) { mode = p_mode; _update_camera_mode(); notify_property_list_changed(); } } RID Camera3D::get_camera() const { return camera; }; void Camera3D::make_current() { current = true; if (!is_inside_tree()) { return; } get_viewport()->_camera_3d_set(this); } void Camera3D::clear_current(bool p_enable_next) { current = false; if (!is_inside_tree()) { return; } 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); } } } void Camera3D::set_current(bool p_enabled) { if (p_enabled) { make_current(); } else { clear_current(); } } bool Camera3D::is_current() const { if (is_inside_tree() && !is_part_of_edited_scene()) { return get_viewport()->get_camera_3d() == this; } else { return current; } } Vector3 Camera3D::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 Camera3D::project_local_ray_normal(const Point2 &p_pos) const { ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene."); Size2 viewport_size = get_viewport()->get_camera_rect_size(); Vector2 cpos = get_viewport()->get_camera_coords(p_pos); 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(); } return ray; }; Vector3 Camera3D::project_ray_origin(const Point2 &p_pos) const { ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene."); Size2 viewport_size = get_viewport()->get_camera_rect_size(); Vector2 cpos = get_viewport()->get_camera_coords(p_pos); ERR_FAIL_COND_V(viewport_size.y == 0, Vector3()); if (mode == PROJECTION_ORTHOGONAL) { Vector2 pos = cpos / viewport_size; real_t vsize, hsize; if (keep_aspect == KEEP_WIDTH) { vsize = size / viewport_size.aspect(); hsize = size; } else { hsize = size * viewport_size.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; } else { return get_camera_transform().origin; }; }; 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 Camera3D::get_near_plane_points() const { ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector(), "Camera is not inside scene."); Projection cm = _get_camera_projection(_near); Vector3 endpoints[8]; cm.get_endpoints(Transform3D(), endpoints); Vector points = { Vector3(), endpoints[4], endpoints[5], endpoints[6], endpoints[7] }; return points; } Point2 Camera3D::unproject_position(const Vector3 &p_pos) const { ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector2(), "Camera is not inside scene."); Size2 viewport_size = get_viewport()->get_visible_rect().size; Projection cm = _get_camera_projection(_near); 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; 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 Camera3D::project_position(const Point2 &p_point, real_t p_z_depth) const { ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene."); if (p_z_depth == 0 && mode != PROJECTION_ORTHOGONAL) { return get_global_transform().origin; } Size2 viewport_size = get_viewport()->get_visible_rect().size; Projection cm = _get_camera_projection(p_z_depth); Vector2 vp_he = cm.get_viewport_half_extents(); Vector2 point; point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0; point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0; point *= vp_he; Vector3 p(point.x, point.y, -p_z_depth); return get_camera_transform().xform(p); } void Camera3D::set_environment(const Ref &p_environment) { 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()); } _update_camera_mode(); } Ref Camera3D::get_environment() const { return environment; } void Camera3D::set_attributes(const Ref &p_attributes) { if (attributes.is_valid()) { CameraAttributesPhysical *physical_attributes = Object::cast_to(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(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 Camera3D::get_attributes() const { return attributes; } void Camera3D::_attributes_changed() { CameraAttributesPhysical *physical_attributes = Object::cast_to(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(); } void Camera3D::set_compositor(const Ref &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 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); _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); } } _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); 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); 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 ); 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"); 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"); 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"); 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"); 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); } real_t Camera3D::get_fov() const { return fov; } real_t Camera3D::get_size() const { return size; } real_t Camera3D::get_near() const { return _near; } Vector2 Camera3D::get_frustum_offset() const { return frustum_offset; } real_t Camera3D::get_far() const { return _far; } Camera3D::ProjectionType Camera3D::get_projection() const { return mode; } void Camera3D::set_fov(real_t p_fov) { ERR_FAIL_COND(p_fov < 1 || p_fov > 179); fov = p_fov; _update_camera_mode(); } void Camera3D::set_size(real_t p_size) { ERR_FAIL_COND(p_size <= CMP_EPSILON); size = p_size; _update_camera_mode(); } void Camera3D::set_near(real_t p_near) { _near = p_near; _update_camera_mode(); } void Camera3D::set_frustum_offset(Vector2 p_offset) { frustum_offset = p_offset; _update_camera_mode(); } void Camera3D::set_far(real_t p_far) { _far = p_far; _update_camera_mode(); } void Camera3D::set_cull_mask(uint32_t p_layers) { layers = p_layers; RenderingServer::get_singleton()->camera_set_cull_mask(camera, layers); _update_camera_mode(); } uint32_t Camera3D::get_cull_mask() const { 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 Camera3D::get_frustum() const { ERR_FAIL_COND_V(!is_inside_world(), Vector()); Projection cm = _get_camera_projection(_near); return cm.get_projection_planes(get_camera_transform()); } TypedArray Camera3D::_get_frustum() const { Variant ret = get_frustum(); return ret; } bool Camera3D::is_position_in_frustum(const Vector3 &p_position) const { Vector frustum = get_frustum(); for (int i = 0; i < frustum.size(); i++) { if (frustum[i].is_point_over(p_position)) { return false; } } return true; } void Camera3D::set_v_offset(real_t p_offset) { v_offset = p_offset; _update_camera(); } real_t Camera3D::get_v_offset() const { return v_offset; } void Camera3D::set_h_offset(real_t p_offset) { h_offset = p_offset; _update_camera(); } 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 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); } }