d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
76 lines
3.5 KiB
C++
76 lines
3.5 KiB
C++
/**************************************************************************/
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/* gltf_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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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 GLTF_CAMERA_H
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#define GLTF_CAMERA_H
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#include "core/io/resource.h"
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class Camera3D;
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// Reference and test file:
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// https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md
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class GLTFCamera : public Resource {
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GDCLASS(GLTFCamera, Resource);
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private:
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// GLTF has no default camera values, they should always be specified in
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// the GLTF file. Here we default to Godot's default camera settings.
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bool perspective = true;
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real_t fov = Math::deg_to_rad(75.0);
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real_t size_mag = 0.5;
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real_t depth_far = 4000.0;
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real_t depth_near = 0.05;
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protected:
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static void _bind_methods();
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public:
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bool get_perspective() const { return perspective; }
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void set_perspective(bool p_val) { perspective = p_val; }
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real_t get_fov() const { return fov; }
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void set_fov(real_t p_val) { fov = p_val; }
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real_t get_size_mag() const { return size_mag; }
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void set_size_mag(real_t p_val) { size_mag = p_val; }
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real_t get_depth_far() const { return depth_far; }
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void set_depth_far(real_t p_val) { depth_far = p_val; }
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real_t get_depth_near() const { return depth_near; }
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void set_depth_near(real_t p_val) { depth_near = p_val; }
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static Ref<GLTFCamera> from_node(const Camera3D *p_camera);
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Camera3D *to_node() const;
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static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
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Dictionary to_dictionary() const;
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};
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#endif // GLTF_CAMERA_H
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