d8223ffa75
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
)
168 lines
4.6 KiB
C++
168 lines
4.6 KiB
C++
/*************************************************************************/
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/* character_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 CHARACTER_CAMERA_H
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#define CHARACTER_CAMERA_H
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#include "scene/3d/camera.h"
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#if 0
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class CharacterCamera : public Camera {
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OBJ_TYPE( CharacterCamera, Camera );
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public:
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enum CameraType {
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CAMERA_FIXED,
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CAMERA_FOLLOW
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};
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private:
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CameraType type;
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//used for follow
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Vector3 follow_pos;
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//used for fixed
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Vector2 orbit;
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float distance;
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float height;
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float min_distance;
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float max_distance;
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float max_orbit_x;
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float min_orbit_x;
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float inclination;
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bool clip;
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bool autoturn;
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float autoturn_tolerance;
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float autoturn_speed;
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struct ClipRay {
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RID query;
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bool clipped;
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Vector3 clip_pos;
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};
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ClipRay clip_ray[3];
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Vector3 target_pos;
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float clip_len;
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Transform accepted;
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Vector3 proposed_pos;
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bool use_lookat_target;
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Vector3 lookat_target;
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void _compute_camera();
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RID ray_query;
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RID left_turn_query;
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RID right_turn_query;
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RID target_body;
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protected:
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virtual void _request_camera_update() {} //ignore
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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void _ray_collision(Vector3 p_point, Vector3 p_normal, int p_subindex, ObjectID p_against,int p_idx);
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public:
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void set_camera_type(CameraType p_camera_type);
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CameraType get_camera_type() const;
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void set_orbit(const Vector2& p_orbit);
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void set_orbit_x(float p_x);
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void set_orbit_y(float p_y);
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Vector2 get_orbit() const;
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void set_height(float p_height);
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float get_height() const;
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void set_inclination(float p_degrees);
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float get_inclination() const;
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void set_max_orbit_x(float p_max);
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float get_max_orbit_x() const;
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void set_min_orbit_x(float p_min);
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float get_min_orbit_x() const;
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void rotate_orbit(const Vector2& p_relative);
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void set_distance(float p_distance);
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float get_distance() const;
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float get_min_distance() const;
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float get_max_distance() const;
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void set_min_distance(float p_min);
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void set_max_distance(float p_max);
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void set_clip(bool p_enabled);
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bool has_clip() const;
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void set_autoturn(bool p_enabled);
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bool has_autoturn() const;
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void set_autoturn_tolerance(float p_degrees);
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float get_autoturn_tolerance() const;
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void set_autoturn_speed(float p_speed);
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float get_autoturn_speed() const;
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void set_use_lookat_target(bool p_use, const Vector3 &p_lookat = Vector3());
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virtual Transform get_camera_transform() const;
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CharacterCamera();
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~CharacterCamera();
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};
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VARIANT_ENUM_CAST( CharacterCamera::CameraType );
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#endif
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#endif // CHARACTER_CAMERA_H
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