diff options
Diffstat (limited to 'servers/visual/visual_server_scene.h')
-rw-r--r-- | servers/visual/visual_server_scene.h | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h index 38c5258116..2c2ba7e15f 100644 --- a/servers/visual/visual_server_scene.h +++ b/servers/visual/visual_server_scene.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -33,7 +33,6 @@ #include "servers/visual/rasterizer.h" -#include "core/allocators.h" #include "core/math/geometry.h" #include "core/math/octree.h" #include "core/os/semaphore.h" @@ -78,12 +77,14 @@ public: enum Type { PERSPECTIVE, - ORTHOGONAL + ORTHOGONAL, + FRUSTUM }; Type type; float fov; float znear, zfar; float size; + Vector2 offset; uint32_t visible_layers; bool vaspect; RID env; @@ -98,6 +99,7 @@ public: znear = 0.05; zfar = 100; size = 1.0; + offset = Vector2(); vaspect = false; } }; @@ -107,6 +109,7 @@ public: virtual RID camera_create(); virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far); virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far); + virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far); virtual void camera_set_transform(RID p_camera, const Transform &p_transform); virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers); virtual void camera_set_environment(RID p_camera, RID p_env); @@ -120,7 +123,6 @@ public: VS::ScenarioDebugMode debug; RID self; - // well wtf, balloon allocator is slower? Octree<Instance, true> octree; |