godot/scene/3d/camera.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

776 lines
20 KiB
C++

/*************************************************************************/
/* camera.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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.h"
#include "camera_matrix.h"
#include "scene/resources/material.h"
#include "scene/resources/surface_tool.h"
void Camera::_update_audio_listener_state() {
}
void Camera::_request_camera_update() {
_update_camera();
}
void Camera::_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;
}
}
bool Camera::_set(const StringName& p_name, const Variant& p_value) {
bool changed_all=false;
if (p_name=="projection") {
int proj = p_value;
if (proj==PROJECTION_PERSPECTIVE)
mode=PROJECTION_PERSPECTIVE;
if (proj==PROJECTION_ORTHOGONAL)
mode=PROJECTION_ORTHOGONAL;
changed_all=true;
} else if (p_name=="fov" || p_name=="fovy" || p_name=="fovx")
fov=p_value;
else if (p_name=="size" || p_name=="sizex" || p_name=="sizey")
size=p_value;
else if (p_name=="near")
near=p_value;
else if (p_name=="far")
far=p_value;
else if (p_name=="keep_aspect")
set_keep_aspect_mode(KeepAspect(int(p_value)));
else if (p_name=="vaspect")
set_keep_aspect_mode(p_value?KEEP_WIDTH:KEEP_HEIGHT);
else if (p_name=="h_offset")
h_offset=p_value;
else if (p_name=="v_offset")
v_offset=p_value;
else if (p_name=="current") {
if (p_value.operator bool()) {
make_current();
} else {
clear_current();
}
} else if (p_name=="visible_layers") {
set_visible_layers(p_value);
} else if (p_name=="environment") {
set_environment(p_value);
} else
return false;
_update_camera_mode();
if (changed_all)
_change_notify();
return true;
}
bool Camera::_get(const StringName& p_name,Variant &r_ret) const {
if (p_name=="projection") {
r_ret= mode;
} else if (p_name=="fov" || p_name=="fovy" || p_name=="fovx")
r_ret= fov;
else if (p_name=="size" || p_name=="sizex" || p_name=="sizey")
r_ret= size;
else if (p_name=="near")
r_ret= near;
else if (p_name=="far")
r_ret= far;
else if (p_name=="keep_aspect")
r_ret= int(keep_aspect);
else if (p_name=="current") {
if (is_inside_tree() && get_tree()->is_node_being_edited(this)) {
r_ret=current;
} else {
r_ret=is_current();
}
} else if (p_name=="visible_layers") {
r_ret=get_visible_layers();
} else if (p_name=="h_offset") {
r_ret=get_h_offset();
} else if (p_name=="v_offset") {
r_ret=get_v_offset();
} else if (p_name=="environment") {
r_ret=get_environment();
} else
return false;
return true;
}
void Camera::_get_property_list( List<PropertyInfo> *p_list) const {
p_list->push_back( PropertyInfo( Variant::INT, "projection", PROPERTY_HINT_ENUM, "Perspective,Orthogonal") );
switch(mode) {
case PROJECTION_PERSPECTIVE: {
p_list->push_back( PropertyInfo( Variant::REAL, "fov" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_NOEDITOR) );
if (keep_aspect==KEEP_WIDTH)
p_list->push_back( PropertyInfo( Variant::REAL, "fovx" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_EDITOR) );
else
p_list->push_back( PropertyInfo( Variant::REAL, "fovy" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_EDITOR) );
} break;
case PROJECTION_ORTHOGONAL: {
p_list->push_back( PropertyInfo( Variant::REAL, "size" , PROPERTY_HINT_RANGE, "1,16384,0.01",PROPERTY_USAGE_NOEDITOR ) );
if (keep_aspect==KEEP_WIDTH)
p_list->push_back( PropertyInfo( Variant::REAL, "sizex" , PROPERTY_HINT_RANGE, "0.1,16384,0.01",PROPERTY_USAGE_EDITOR) );
else
p_list->push_back( PropertyInfo( Variant::REAL, "sizey" , PROPERTY_HINT_RANGE, "0.1,16384,0.01",PROPERTY_USAGE_EDITOR) );
} break;
}
p_list->push_back( PropertyInfo( Variant::REAL, "near" , PROPERTY_HINT_EXP_RANGE, "0.01,4096.0,0.01") );
p_list->push_back( PropertyInfo( Variant::REAL, "far" , PROPERTY_HINT_EXP_RANGE, "0.01,4096.0,0.01") );
p_list->push_back( PropertyInfo( Variant::INT, "keep_aspect",PROPERTY_HINT_ENUM,"Keep Width,Keep Height") );
p_list->push_back( PropertyInfo( Variant::BOOL, "current" ) );
p_list->push_back( PropertyInfo( Variant::INT, "visible_layers",PROPERTY_HINT_ALL_FLAGS ) );
p_list->push_back( PropertyInfo( Variant::OBJECT, "environment",PROPERTY_HINT_RESOURCE_TYPE,"Environment" ) );
p_list->push_back( PropertyInfo( Variant::REAL, "h_offset" ) );
p_list->push_back( PropertyInfo( Variant::REAL, "v_offset" ) );
}
void Camera::_update_camera() {
Transform tr = get_camera_transform();
tr.origin+=tr.basis.get_axis(1)*v_offset;
tr.origin+=tr.basis.get_axis(0)*h_offset;
VisualServer::get_singleton()->camera_set_transform( camera, tr );
// here goes listener stuff
// if (viewport_ptr && is_inside_scene() && is_current())
// get_viewport()->_camera_transform_changed_notify();
if (is_inside_tree() && is_current()) {
get_viewport()->_camera_transform_changed_notify();
}
if (is_current() && get_world().is_valid()) {
get_world()->_update_camera(this);
}
}
void Camera::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_WORLD: {
bool first_camera = get_viewport()->_camera_add(this);
if (!get_tree()->is_node_being_edited(this) && (current || first_camera))
make_current();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
_request_camera_update();
} break;
case NOTIFICATION_EXIT_WORLD: {
if (!get_tree()->is_node_being_edited(this)) {
if (is_current()) {
clear_current();
current=true; //keep it true
} else {
current=false;
}
}
get_viewport()->_camera_remove(this);
} break;
case NOTIFICATION_BECAME_CURRENT: {
if (get_world().is_valid()) {
get_world()->_register_camera(this);
}
} break;
case NOTIFICATION_LOST_CURRENT: {
if (get_world().is_valid()) {
get_world()->_remove_camera(this);
}
} break;
}
}
Transform Camera::get_camera_transform() const {
return get_global_transform().orthonormalized();
}
void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float 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;
VisualServer::get_singleton()->camera_set_perspective(camera,fov,near,far);
update_gizmo();
force_change=false;
}
void Camera::set_orthogonal(float p_size, float p_z_near, float 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;
VisualServer::get_singleton()->camera_set_orthogonal(camera,size,near,far);
update_gizmo();
}
RID Camera::get_camera() const {
return camera;
};
void Camera::make_current() {
current=true;
if (!is_inside_tree())
return;
get_viewport()->_camera_set(this);
//get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,camera_group,"_camera_make_current",this);
}
void Camera::clear_current() {
current=false;
if (!is_inside_tree())
return;
if (get_viewport()->get_camera()==this) {
get_viewport()->_camera_set(NULL);
get_viewport()->_camera_make_next_current(this);
}
}
bool Camera::is_current() const {
if (is_inside_tree() && !get_tree()->is_node_being_edited(this)) {
return get_viewport()->get_camera()==this;
} else
return current;
return false;
}
bool Camera::_can_gizmo_scale() const {
return false;
}
RES Camera::_get_gizmo_geometry() const {
Ref<SurfaceTool> surface_tool( memnew( SurfaceTool ));
Ref<FixedMaterial> mat( memnew( FixedMaterial ));
mat->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(1.0,0.5,1.0,0.5) );
mat->set_line_width(4);
mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
mat->set_flag(Material::FLAG_UNSHADED,true);
//mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
surface_tool->begin(Mesh::PRIMITIVE_LINES);
surface_tool->set_material(mat);
switch(mode) {
case PROJECTION_PERSPECTIVE: {
Vector3 side=Vector3( Math::sin(Math::deg2rad(fov)), 0, -Math::cos(Math::deg2rad(fov)) );
Vector3 nside=side;
nside.x=-nside.x;
Vector3 up=Vector3(0,side.x,0);
#define ADD_TRIANGLE( m_a, m_b, m_c)\
{\
surface_tool->add_vertex(m_a);\
surface_tool->add_vertex(m_b);\
surface_tool->add_vertex(m_b);\
surface_tool->add_vertex(m_c);\
surface_tool->add_vertex(m_c);\
surface_tool->add_vertex(m_a);\
}
ADD_TRIANGLE( Vector3(), side+up, side-up );
ADD_TRIANGLE( Vector3(), nside+up, nside-up );
ADD_TRIANGLE( Vector3(), side+up, nside+up );
ADD_TRIANGLE( Vector3(), side-up, nside-up );
side.x*=0.25;
nside.x*=0.25;
Vector3 tup( 0, up.y*3/2,side.z);
ADD_TRIANGLE( tup, side+up, nside+up );
} break;
case PROJECTION_ORTHOGONAL: {
#define ADD_QUAD( m_a, m_b, m_c, m_d)\
{\
surface_tool->add_vertex(m_a);\
surface_tool->add_vertex(m_b);\
surface_tool->add_vertex(m_b);\
surface_tool->add_vertex(m_c);\
surface_tool->add_vertex(m_c);\
surface_tool->add_vertex(m_d);\
surface_tool->add_vertex(m_d);\
surface_tool->add_vertex(m_a);\
}
float hsize=size*0.5;
Vector3 right(hsize,0,0);
Vector3 up(0,hsize,0);
Vector3 back(0,0,-1.0);
Vector3 front(0,0,0);
ADD_QUAD( -up-right,-up+right,up+right,up-right);
ADD_QUAD( -up-right+back,-up+right+back,up+right+back,up-right+back);
ADD_QUAD( up+right,up+right+back,up-right+back,up-right);
ADD_QUAD( -up+right,-up+right+back,-up-right+back,-up-right);
right.x*=0.25;
Vector3 tup( 0, up.y*3/2,back.z );
ADD_TRIANGLE( tup, right+up+back, -right+up+back );
} break;
}
return surface_tool->commit();
}
Vector3 Camera::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 Camera::project_local_ray_normal(const Point2& p_pos) const {
if (!is_inside_tree()) {
ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_tree(),Vector3());
}
#if 0
Size2 viewport_size = get_viewport()->get_visible_rect().size;
Vector2 cpos = p_pos;
#else
Size2 viewport_size = get_viewport()->get_camera_rect_size();
Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
#endif
Vector3 ray;
if (mode==PROJECTION_ORTHOGONAL) {
ray=Vector3(0,0,-1);
} else {
CameraMatrix cm;
cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
float screen_w,screen_h;
cm.get_viewport_size(screen_w,screen_h);
ray=Vector3( ((cpos.x/viewport_size.width)*2.0-1.0)*screen_w, ((1.0-(cpos.y/viewport_size.height))*2.0-1.0)*screen_h,-near).normalized();
}
return ray;
};
Vector3 Camera::project_ray_origin(const Point2& p_pos) const {
if (!is_inside_tree()) {
ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_tree(),Vector3());
}
#if 0
Size2 viewport_size = get_viewport()->get_visible_rect().size;
Vector2 cpos = p_pos;
#else
Size2 viewport_size = get_viewport()->get_camera_rect_size();
Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
#endif
ERR_FAIL_COND_V( viewport_size.y == 0, Vector3() );
// float aspect = viewport_size.x / viewport_size.y;
if (mode == PROJECTION_PERSPECTIVE) {
return get_camera_transform().origin;
} else {
Vector2 pos = cpos / viewport_size;
float vsize,hsize;
if (keep_aspect==KEEP_WIDTH) {
vsize = size/viewport_size.get_aspect();
hsize = size;
} else {
hsize = size*viewport_size.get_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;
};
};
bool Camera::is_position_behind(const Vector3& p_pos) const {
Transform t = get_global_transform();
Vector3 eyedir = -get_global_transform().basis.get_axis(2).normalized();
return eyedir.dot(p_pos) < (eyedir.dot(t.origin)+near);
}
Point2 Camera::unproject_position(const Vector3& p_pos) const {
if (!is_inside_tree()) {
ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_tree(),Vector2());
}
Size2 viewport_size = get_viewport()->get_visible_rect().size;
CameraMatrix cm;
if (mode==PROJECTION_ORTHOGONAL)
cm.set_orthogonal(size,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
else
cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
Plane p(get_camera_transform().xform_inv(p_pos),1.0);
p=cm.xform4(p);
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 Camera::project_position(const Point2& p_point) const {
if (!is_inside_tree()) {
ERR_EXPLAIN("Camera is not inside scene.");
ERR_FAIL_COND_V(!is_inside_tree(),Vector3());
}
Size2 viewport_size = get_viewport()->get_visible_rect().size;
CameraMatrix cm;
if (mode==PROJECTION_ORTHOGONAL)
cm.set_orthogonal(size,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
else
cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
Size2 vp_size;
cm.get_viewport_size(vp_size.x,vp_size.y);
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_size;
Vector3 p(point.x,point.y,-near);
return get_camera_transform().xform(p);
}
/*
void Camera::_camera_make_current(Node *p_camera) {
if (p_camera==this) {
VisualServer::get_singleton()->viewport_attach_camera(viewport_id,camera);
active=true;
} else {
if (active && p_camera==NULL) {
//detech camera because no one else will claim it
VisualServer::get_singleton()->viewport_attach_camera(viewport_id,RID());
}
active=false;
}
}
*/
void Camera::set_environment(const Ref<Environment>& p_environment) {
environment=p_environment;
if (environment.is_valid())
VS::get_singleton()->camera_set_environment(camera,environment->get_rid());
else
VS::get_singleton()->camera_set_environment(camera,RID());
}
Ref<Environment> Camera::get_environment() const {
return environment;
}
void Camera::set_keep_aspect_mode(KeepAspect p_aspect) {
keep_aspect=p_aspect;
VisualServer::get_singleton()->camera_set_use_vertical_aspect(camera,p_aspect==KEEP_WIDTH);
_change_notify();
}
Camera::KeepAspect Camera::get_keep_aspect_mode() const{
return keep_aspect;
}
void Camera::_bind_methods() {
ObjectTypeDB::bind_method( _MD("project_ray_normal","screen_point"), &Camera::project_ray_normal);
ObjectTypeDB::bind_method( _MD("project_local_ray_normal","screen_point"), &Camera::project_local_ray_normal);
ObjectTypeDB::bind_method( _MD("project_ray_origin","screen_point"), &Camera::project_ray_origin);
ObjectTypeDB::bind_method( _MD("unproject_position","world_point"), &Camera::unproject_position);
ObjectTypeDB::bind_method( _MD("is_position_behind","world_point"), &Camera::is_position_behind);
ObjectTypeDB::bind_method( _MD("project_position","screen_point"), &Camera::project_position);
ObjectTypeDB::bind_method( _MD("set_perspective","fov","z_near","z_far"),&Camera::set_perspective );
ObjectTypeDB::bind_method( _MD("set_orthogonal","size","z_near","z_far"),&Camera::set_orthogonal );
ObjectTypeDB::bind_method( _MD("make_current"),&Camera::make_current );
ObjectTypeDB::bind_method( _MD("clear_current"),&Camera::clear_current );
ObjectTypeDB::bind_method( _MD("is_current"),&Camera::is_current );
ObjectTypeDB::bind_method( _MD("get_camera_transform"),&Camera::get_camera_transform );
ObjectTypeDB::bind_method( _MD("get_fov"),&Camera::get_fov );
ObjectTypeDB::bind_method( _MD("get_size"),&Camera::get_size );
ObjectTypeDB::bind_method( _MD("get_zfar"),&Camera::get_zfar );
ObjectTypeDB::bind_method( _MD("get_znear"),&Camera::get_znear );
ObjectTypeDB::bind_method( _MD("get_projection"),&Camera::get_projection );
ObjectTypeDB::bind_method( _MD("set_h_offset","ofs"),&Camera::set_h_offset );
ObjectTypeDB::bind_method( _MD("get_h_offset"),&Camera::get_h_offset );
ObjectTypeDB::bind_method( _MD("set_v_offset","ofs"),&Camera::set_v_offset );
ObjectTypeDB::bind_method( _MD("get_v_offset"),&Camera::get_v_offset );
ObjectTypeDB::bind_method( _MD("set_visible_layers","mask"),&Camera::set_visible_layers );
ObjectTypeDB::bind_method( _MD("get_visible_layers"),&Camera::get_visible_layers );
ObjectTypeDB::bind_method( _MD("set_environment","env:Environment"),&Camera::set_environment );
ObjectTypeDB::bind_method( _MD("get_environment:Environment"),&Camera::get_environment );
ObjectTypeDB::bind_method( _MD("set_keep_aspect_mode","mode"),&Camera::set_keep_aspect_mode );
ObjectTypeDB::bind_method( _MD("get_keep_aspect_mode"),&Camera::get_keep_aspect_mode );
//ObjectTypeDB::bind_method( _MD("_camera_make_current"),&Camera::_camera_make_current );
BIND_CONSTANT( PROJECTION_PERSPECTIVE );
BIND_CONSTANT( PROJECTION_ORTHOGONAL );
BIND_CONSTANT( KEEP_WIDTH );
BIND_CONSTANT( KEEP_HEIGHT );
}
float Camera::get_fov() const {
return fov;
}
float Camera::get_size() const {
return size;
}
float Camera::get_znear() const {
return near;
}
float Camera::get_zfar() const {
return far;
}
Camera::Projection Camera::get_projection() const {
return mode;
}
void Camera::set_visible_layers(uint32_t p_layers) {
layers=p_layers;
VisualServer::get_singleton()->camera_set_visible_layers(camera,layers);
}
uint32_t Camera::get_visible_layers() const{
return layers;
}
Vector<Plane> Camera::get_frustum() const {
ERR_FAIL_COND_V(!is_inside_world(),Vector<Plane>());
Size2 viewport_size = get_viewport()->get_visible_rect().size;
CameraMatrix cm;
if (mode==PROJECTION_PERSPECTIVE)
cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
else
cm.set_orthogonal(size,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
return cm.get_projection_planes(get_camera_transform());
}
void Camera::set_v_offset(float p_offset) {
v_offset=p_offset;
_update_camera();;
}
float Camera::get_v_offset() const {
return v_offset;
}
void Camera::set_h_offset(float p_offset) {
h_offset=p_offset;
_update_camera();
}
float Camera::get_h_offset() const {
return h_offset;
}
Camera::Camera() {
camera = VisualServer::get_singleton()->camera_create();
size=1;
fov=0;
near=0;
far=0;
current=false;
force_change=false;
mode=PROJECTION_PERSPECTIVE;
set_perspective(60.0,0.1,100.0);
keep_aspect=KEEP_HEIGHT;
layers=0xfffff;
v_offset=0;
h_offset=0;
VisualServer::get_singleton()->camera_set_visible_layers(camera,layers);
//active=false;
}
Camera::~Camera() {
VisualServer::get_singleton()->free(camera);
}