/*************************************************************************/ /* camera.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 CAMERA_H #define CAMERA_H #include "scene/3d/spatial.h" #include "scene/main/viewport.h" #include "scene/resources/environment.h" /** @author Juan Linietsky <reduzio@gmail.com> */ class Camera : public Spatial { OBJ_TYPE( Camera, Spatial ); public: enum Projection { PROJECTION_PERSPECTIVE, PROJECTION_ORTHOGONAL }; enum KeepAspect { KEEP_WIDTH, KEEP_HEIGHT }; private: bool force_change; bool current; Projection mode; float fov; float size; float near,far; float v_offset; float h_offset; KeepAspect keep_aspect; RID camera; RID scenario_id; //String camera_group; uint32_t layers; Ref<Environment> environment; virtual bool _can_gizmo_scale() const; virtual RES _get_gizmo_geometry() const; //void _camera_make_current(Node *p_camera); friend class Viewport; void _update_audio_listener_state(); protected: void _update_camera(); virtual void _request_camera_update(); void _update_camera_mode(); bool _set(const StringName& p_name, const Variant& p_value); bool _get(const StringName& p_name,Variant &r_ret) const; void _get_property_list( List<PropertyInfo> *p_list) const; void _notification(int p_what); static void _bind_methods(); public: enum { NOTIFICATION_BECAME_CURRENT=50, NOTIFICATION_LOST_CURRENT=51 }; void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far); void set_orthogonal(float p_size, float p_z_near, float p_z_far); void make_current(); void clear_current(); bool is_current() const; RID get_camera() const; float get_fov() const; float get_size() const; float get_zfar() const; float get_znear() const; Projection get_projection() const; virtual Transform get_camera_transform() const; Vector3 project_ray_normal(const Point2& p_point) const; Vector3 project_ray_origin(const Point2& p_point) const; Vector3 project_local_ray_normal(const Point2& p_point) const; Point2 unproject_position(const Vector3& p_pos) const; bool is_position_behind(const Vector3& p_pos) const; Vector3 project_position(const Point2& p_point) const; void set_visible_layers(uint32_t p_layers); uint32_t get_visible_layers() const; Vector<Plane> get_frustum() const; void set_environment(const Ref<Environment>& p_environment); Ref<Environment> get_environment() const; void set_keep_aspect_mode(KeepAspect p_aspect); KeepAspect get_keep_aspect_mode() const; void set_v_offset(float p_offset); float get_v_offset() const; void set_h_offset(float p_offset); float get_h_offset() const; Camera(); ~Camera(); }; VARIANT_ENUM_CAST( Camera::Projection ); VARIANT_ENUM_CAST( Camera::KeepAspect ); #endif