76 lines
3.5 KiB
C++
76 lines
3.5 KiB
C++
/**************************************************************************/
|
|
/* gltf_camera.h */
|
|
/**************************************************************************/
|
|
/* 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. */
|
|
/**************************************************************************/
|
|
|
|
#ifndef GLTF_CAMERA_H
|
|
#define GLTF_CAMERA_H
|
|
|
|
#include "core/io/resource.h"
|
|
|
|
class Camera3D;
|
|
|
|
// Reference and test file:
|
|
// https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md
|
|
|
|
class GLTFCamera : public Resource {
|
|
GDCLASS(GLTFCamera, Resource);
|
|
|
|
private:
|
|
// GLTF has no default camera values, they should always be specified in
|
|
// the GLTF file. Here we default to Godot's default camera settings.
|
|
bool perspective = true;
|
|
real_t fov = Math::deg_to_rad(75.0);
|
|
real_t size_mag = 0.5;
|
|
real_t depth_far = 4000.0;
|
|
real_t depth_near = 0.05;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
bool get_perspective() const { return perspective; }
|
|
void set_perspective(bool p_val) { perspective = p_val; }
|
|
real_t get_fov() const { return fov; }
|
|
void set_fov(real_t p_val) { fov = p_val; }
|
|
real_t get_size_mag() const { return size_mag; }
|
|
void set_size_mag(real_t p_val) { size_mag = p_val; }
|
|
real_t get_depth_far() const { return depth_far; }
|
|
void set_depth_far(real_t p_val) { depth_far = p_val; }
|
|
real_t get_depth_near() const { return depth_near; }
|
|
void set_depth_near(real_t p_val) { depth_near = p_val; }
|
|
|
|
static Ref<GLTFCamera> from_node(const Camera3D *p_camera);
|
|
Camera3D *to_node() const;
|
|
|
|
static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
|
|
Dictionary to_dictionary() const;
|
|
};
|
|
|
|
#endif // GLTF_CAMERA_H
|