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-rw-r--r--modules/gltf/structures/gltf_camera.cpp15
-rw-r--r--modules/gltf/structures/gltf_camera.h27
2 files changed, 27 insertions, 15 deletions
diff --git a/modules/gltf/structures/gltf_camera.cpp b/modules/gltf/structures/gltf_camera.cpp
index f3ea6a1c4c..c492913ea7 100644
--- a/modules/gltf/structures/gltf_camera.cpp
+++ b/modules/gltf/structures/gltf_camera.cpp
@@ -33,15 +33,18 @@
void GLTFCamera::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective);
ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective);
- ClassDB::bind_method(D_METHOD("get_fov_size"), &GLTFCamera::get_fov_size);
- ClassDB::bind_method(D_METHOD("set_fov_size", "fov_size"), &GLTFCamera::set_fov_size);
+ ClassDB::bind_method(D_METHOD("get_fov"), &GLTFCamera::get_fov);
+ ClassDB::bind_method(D_METHOD("set_fov", "fov"), &GLTFCamera::set_fov);
+ ClassDB::bind_method(D_METHOD("get_size_mag"), &GLTFCamera::get_size_mag);
+ ClassDB::bind_method(D_METHOD("set_size_mag", "size_mag"), &GLTFCamera::set_size_mag);
ClassDB::bind_method(D_METHOD("get_depth_far"), &GLTFCamera::get_depth_far);
ClassDB::bind_method(D_METHOD("set_depth_far", "zdepth_far"), &GLTFCamera::set_depth_far);
ClassDB::bind_method(D_METHOD("get_depth_near"), &GLTFCamera::get_depth_near);
ClassDB::bind_method(D_METHOD("set_depth_near", "zdepth_near"), &GLTFCamera::set_depth_near);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective"); // bool
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov_size"), "set_fov_size", "get_fov_size"); // float
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far"); // float
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near"); // float
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov"), "set_fov", "get_fov");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size_mag"), "set_size_mag", "get_size_mag");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near");
}
diff --git a/modules/gltf/structures/gltf_camera.h b/modules/gltf/structures/gltf_camera.h
index b7df741825..714ec21693 100644
--- a/modules/gltf/structures/gltf_camera.h
+++ b/modules/gltf/structures/gltf_camera.h
@@ -32,15 +32,22 @@
#define GLTF_CAMERA_H
#include "core/io/resource.h"
+#include "scene/3d/camera_3d.h"
+
+// Reference and test file:
+// https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md
class GLTFCamera : public Resource {
GDCLASS(GLTFCamera, Resource);
private:
+ // GLTF has no default camera values, they should always be specified in
+ // the GLTF file. Here we default to Godot's default camera settings.
bool perspective = true;
- float fov_size = 75.0;
- float depth_far = 4000.0;
- float depth_near = 0.05;
+ real_t fov = Math::deg2rad(75.0);
+ real_t size_mag = 0.5;
+ real_t depth_far = 4000.0;
+ real_t depth_near = 0.05;
protected:
static void _bind_methods();
@@ -48,12 +55,14 @@ protected:
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; }
+ real_t get_fov() const { return fov; }
+ void set_fov(real_t p_val) { fov = p_val; }
+ real_t get_size_mag() const { return size_mag; }
+ void set_size_mag(real_t p_val) { size_mag = p_val; }
+ real_t get_depth_far() const { return depth_far; }
+ void set_depth_far(real_t p_val) { depth_far = p_val; }
+ real_t get_depth_near() const { return depth_near; }
+ void set_depth_near(real_t p_val) { depth_near = p_val; }
};
#endif // GLTF_CAMERA_H