/*************************************************************************/ /* gltf_camera.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "gltf_camera.h" void GLTFCamera::_bind_methods() { ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_node", "camera_node"), &GLTFCamera::from_node); ClassDB::bind_method(D_METHOD("to_node"), &GLTFCamera::to_node); ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_dictionary", "dictionary"), &GLTFCamera::from_dictionary); ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFCamera::to_dictionary); 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"), &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"); 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"); } Ref GLTFCamera::from_node(const Camera3D *p_camera) { Ref c; c.instantiate(); c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE); // GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees. c->set_fov(Math::deg_to_rad(p_camera->get_fov())); // GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters. c->set_size_mag(p_camera->get_size() * 0.5f); c->set_depth_far(p_camera->get_far()); c->set_depth_near(p_camera->get_near()); return c; } Camera3D *GLTFCamera::to_node() const { Camera3D *camera = memnew(Camera3D); camera->set_projection(perspective ? Camera3D::PROJECTION_PERSPECTIVE : Camera3D::PROJECTION_ORTHOGONAL); // GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees. camera->set_fov(Math::rad_to_deg(fov)); // GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters. camera->set_size(size_mag * 2.0f); camera->set_near(depth_near); camera->set_far(depth_far); return camera; } Ref GLTFCamera::from_dictionary(const Dictionary p_dictionary) { ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref(), "Failed to parse GLTF camera, missing required field 'type'."); Ref camera; camera.instantiate(); const String &type = p_dictionary["type"]; if (type == "perspective") { camera->set_perspective(true); if (p_dictionary.has("perspective")) { const Dictionary &persp = p_dictionary["perspective"]; camera->set_fov(persp["yfov"]); if (persp.has("zfar")) { camera->set_depth_far(persp["zfar"]); } camera->set_depth_near(persp["znear"]); } } else if (type == "orthographic") { camera->set_perspective(false); if (p_dictionary.has("orthographic")) { const Dictionary &ortho = p_dictionary["orthographic"]; camera->set_size_mag(ortho["ymag"]); camera->set_depth_far(ortho["zfar"]); camera->set_depth_near(ortho["znear"]); } } else { ERR_PRINT("Error parsing GLTF camera: Camera type '" + type + "' is unknown, should be perspective or orthographic."); } return camera; } Dictionary GLTFCamera::to_dictionary() const { Dictionary d; if (perspective) { Dictionary persp; persp["yfov"] = fov; persp["zfar"] = depth_far; persp["znear"] = depth_near; d["perspective"] = persp; d["type"] = "perspective"; } else { Dictionary ortho; ortho["ymag"] = size_mag; ortho["xmag"] = size_mag; ortho["zfar"] = depth_far; ortho["znear"] = depth_near; d["orthographic"] = ortho; d["type"] = "orthographic"; } return d; }