b11bb595d1
* Usage was always confusing for users * The ability to generate a pyramid shape was moved to Camera3D * SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
185 lines
6.0 KiB
C++
185 lines
6.0 KiB
C++
/*************************************************************************/
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/* camera_3d.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 CAMERA_3D_H
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#define CAMERA_3D_H
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#include "scene/3d/node_3d.h"
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#include "scene/3d/velocity_tracker_3d.h"
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class Camera3D : public Node3D {
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GDCLASS(Camera3D, Node3D);
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public:
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enum Projection {
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PROJECTION_PERSPECTIVE,
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PROJECTION_ORTHOGONAL,
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PROJECTION_FRUSTUM
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};
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enum KeepAspect { KEEP_WIDTH,
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KEEP_HEIGHT };
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enum DopplerTracking {
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DOPPLER_TRACKING_DISABLED,
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DOPPLER_TRACKING_IDLE_STEP,
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DOPPLER_TRACKING_PHYSICS_STEP
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};
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private:
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bool force_change = false;
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bool current = false;
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Viewport *viewport = nullptr;
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Projection mode = PROJECTION_PERSPECTIVE;
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real_t fov = 0.0;
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real_t size = 1.0;
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Vector2 frustum_offset;
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real_t near = 0.0;
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real_t far = 0.0;
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real_t v_offset = 0.0;
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real_t h_offset = 0.0;
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KeepAspect keep_aspect = KEEP_HEIGHT;
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RID camera;
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RID scenario_id;
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// String camera_group;
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uint32_t layers = 0xfffff;
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Ref<Environment> environment;
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Ref<CameraEffects> effects;
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// void _camera_make_current(Node *p_camera);
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friend class Viewport;
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void _update_audio_listener_state();
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DopplerTracking doppler_tracking = DOPPLER_TRACKING_DISABLED;
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Ref<VelocityTracker3D> velocity_tracker;
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RID pyramid_shape;
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Vector<Vector3> pyramid_shape_points;
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protected:
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void _update_camera();
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virtual void _request_camera_update();
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void _update_camera_mode();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo &p_property) const override;
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_BECAME_CURRENT = 50,
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NOTIFICATION_LOST_CURRENT = 51
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};
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void set_perspective(real_t p_fovy_degrees, real_t p_z_near, real_t p_z_far);
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void set_orthogonal(real_t p_size, real_t p_z_near, real_t p_z_far);
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void set_frustum(real_t p_size, Vector2 p_offset, real_t p_z_near, real_t p_z_far);
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void set_projection(Camera3D::Projection p_mode);
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void make_current();
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void clear_current(bool p_enable_next = true);
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void set_current(bool p_current);
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bool is_current() const;
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RID get_camera() const;
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real_t get_fov() const;
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real_t get_size() const;
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real_t get_far() const;
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real_t get_near() const;
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Vector2 get_frustum_offset() const;
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Projection get_projection() const;
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void set_fov(real_t p_fov);
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void set_size(real_t p_size);
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void set_far(real_t p_far);
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void set_near(real_t p_near);
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void set_frustum_offset(Vector2 p_offset);
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virtual Transform3D get_camera_transform() const;
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virtual Vector3 project_ray_normal(const Point2 &p_pos) const;
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virtual Vector3 project_ray_origin(const Point2 &p_pos) const;
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virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
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virtual Point2 unproject_position(const Vector3 &p_pos) const;
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bool is_position_behind(const Vector3 &p_pos) const;
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virtual Vector3 project_position(const Point2 &p_point, real_t p_z_depth) const;
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Vector<Vector3> get_near_plane_points() const;
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void set_cull_mask(uint32_t p_layers);
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uint32_t get_cull_mask() const;
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void set_cull_mask_value(int p_layer_number, bool p_enable);
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bool get_cull_mask_value(int p_layer_number) const;
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virtual Vector<Plane> get_frustum() const;
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bool is_position_in_frustum(const Vector3 &p_position) const;
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void set_environment(const Ref<Environment> &p_environment);
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Ref<Environment> get_environment() const;
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void set_effects(const Ref<CameraEffects> &p_effects);
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Ref<CameraEffects> get_effects() const;
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void set_keep_aspect_mode(KeepAspect p_aspect);
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KeepAspect get_keep_aspect_mode() const;
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void set_v_offset(real_t p_offset);
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real_t get_v_offset() const;
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void set_h_offset(real_t p_offset);
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real_t get_h_offset() const;
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void set_doppler_tracking(DopplerTracking p_tracking);
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DopplerTracking get_doppler_tracking() const;
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Vector3 get_doppler_tracked_velocity() const;
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RID get_pyramid_shape_rid();
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Camera3D();
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~Camera3D();
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};
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VARIANT_ENUM_CAST(Camera3D::Projection);
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VARIANT_ENUM_CAST(Camera3D::KeepAspect);
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VARIANT_ENUM_CAST(Camera3D::DopplerTracking);
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#endif
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