/*************************************************************************/ /* camera_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef CAMERA_3D_H #define CAMERA_3D_H #include "scene/3d/node_3d.h" #include "scene/3d/velocity_tracker_3d.h" #include "scene/main/window.h" #include "scene/resources/camera_effects.h" #include "scene/resources/environment.h" class Camera3D : public Node3D { GDCLASS(Camera3D, Node3D); public: enum Projection { PROJECTION_PERSPECTIVE, PROJECTION_ORTHOGONAL, PROJECTION_FRUSTUM }; enum KeepAspect { KEEP_WIDTH, KEEP_HEIGHT }; enum DopplerTracking { DOPPLER_TRACKING_DISABLED, DOPPLER_TRACKING_IDLE_STEP, DOPPLER_TRACKING_PHYSICS_STEP }; private: bool force_change = false; bool current = false; Viewport *viewport = nullptr; Projection mode = PROJECTION_PERSPECTIVE; float fov = 0.0; float size = 1.0; Vector2 frustum_offset; float near = 0.0; float far = 0.0; float v_offset = 0.0; float h_offset = 0.0; KeepAspect keep_aspect = KEEP_HEIGHT; RID camera; RID scenario_id; // String camera_group; uint32_t layers = 0xfffff; Ref environment; Ref effects; virtual bool _can_gizmo_scale() const; // void _camera_make_current(Node *p_camera); friend class Viewport; void _update_audio_listener_state(); DopplerTracking doppler_tracking = DOPPLER_TRACKING_DISABLED; Ref velocity_tracker; protected: void _update_camera(); virtual void _request_camera_update(); void _update_camera_mode(); void _notification(int p_what); virtual void _validate_property(PropertyInfo &p_property) const override; static void _bind_methods(); public: enum { NOTIFICATION_BECAME_CURRENT = 50, NOTIFICATION_LOST_CURRENT = 51 }; void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far); void set_orthogonal(float p_size, float p_z_near, float p_z_far); void set_frustum(float p_size, Vector2 p_offset, float p_z_near, float p_z_far); void set_projection(Camera3D::Projection p_mode); void make_current(); void clear_current(bool p_enable_next = true); void set_current(bool p_current); bool is_current() const; RID get_camera() const; float get_fov() const; float get_size() const; float get_far() const; float get_near() const; Vector2 get_frustum_offset() const; Projection get_projection() const; void set_fov(float p_fov); void set_size(float p_size); void set_far(float p_far); void set_near(float p_near); void set_frustum_offset(Vector2 p_offset); virtual Transform get_camera_transform() const; virtual Vector3 project_ray_normal(const Point2 &p_pos) const; virtual Vector3 project_ray_origin(const Point2 &p_pos) const; virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const; virtual Point2 unproject_position(const Vector3 &p_pos) const; bool is_position_behind(const Vector3 &p_pos) const; virtual Vector3 project_position(const Point2 &p_point, float p_z_depth) const; Vector get_near_plane_points() const; void set_cull_mask(uint32_t p_layers); uint32_t get_cull_mask() const; void set_cull_mask_bit(int p_layer, bool p_enable); bool get_cull_mask_bit(int p_layer) const; virtual Vector get_frustum() const; void set_environment(const Ref &p_environment); Ref get_environment() const; void set_effects(const Ref &p_effects); Ref get_effects() const; void set_keep_aspect_mode(KeepAspect p_aspect); KeepAspect get_keep_aspect_mode() const; void set_v_offset(float p_offset); float get_v_offset() const; void set_h_offset(float p_offset); float get_h_offset() const; void set_doppler_tracking(DopplerTracking p_tracking); DopplerTracking get_doppler_tracking() const; Vector3 get_doppler_tracked_velocity() const; Camera3D(); ~Camera3D(); }; VARIANT_ENUM_CAST(Camera3D::Projection); VARIANT_ENUM_CAST(Camera3D::KeepAspect); VARIANT_ENUM_CAST(Camera3D::DopplerTracking); class ClippedCamera3D : public Camera3D { GDCLASS(ClippedCamera3D, Camera3D); public: enum ProcessMode { CLIP_PROCESS_PHYSICS, CLIP_PROCESS_IDLE, }; private: ProcessMode process_mode = CLIP_PROCESS_PHYSICS; RID pyramid_shape; float margin = 0.0; float clip_offset = 0.0; uint32_t collision_mask = 1; bool clip_to_areas = false; bool clip_to_bodies = true; Set exclude; Vector points; protected: void _notification(int p_what); static void _bind_methods(); virtual Transform get_camera_transform() const override; public: void set_clip_to_areas(bool p_clip); bool is_clip_to_areas_enabled() const; void set_clip_to_bodies(bool p_clip); bool is_clip_to_bodies_enabled() const; void set_margin(float p_margin); float get_margin() const; void set_process_mode(ProcessMode p_mode); ProcessMode get_process_mode() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_mask_bit(int p_bit, bool p_value); bool get_collision_mask_bit(int p_bit) const; void add_exception_rid(const RID &p_rid); void add_exception(const Object *p_object); void remove_exception_rid(const RID &p_rid); void remove_exception(const Object *p_object); void clear_exceptions(); float get_clip_offset() const; ClippedCamera3D(); ~ClippedCamera3D(); }; VARIANT_ENUM_CAST(ClippedCamera3D::ProcessMode); #endif