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+/*************************************************************************/
+/* gltf_camera.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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 GLTFCamera : public Resource {
+ GDCLASS(GLTFCamera, Resource);
+
+private:
+ bool perspective = true;
+ float fov_size = 75.0;
+ float depth_far = 4000.0;
+ float 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; }
+ float get_fov_size() const { return fov_size; }
+ void set_fov_size(float p_val) { fov_size = p_val; }
+ float get_depth_far() const { return depth_far; }
+ void set_depth_far(float p_val) { depth_far = p_val; }
+ float get_depth_near() const { return depth_near; }
+ void set_depth_near(float p_val) { depth_near = p_val; }
+};
+
+#endif // GLTF_CAMERA_H