godot/scene/3d/character_camera.h
Rémi Verschelde b97401f304 Update copyright statements to 2020
And apply clang-format 10 to the codebase.
2020-08-13 22:58:13 +02:00

169 lines
4.7 KiB
C++

/*************************************************************************/
/* character_camera.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 CHARACTER_CAMERA_H
#define CHARACTER_CAMERA_H
#include "scene/3d/camera.h"
#if 0
class CharacterCamera : public Camera {
OBJ_TYPE( CharacterCamera, Camera );
public:
enum CameraType {
CAMERA_FIXED,
CAMERA_FOLLOW
};
private:
CameraType type;
//used for follow
Vector3 follow_pos;
//used for fixed
Vector2 orbit;
float distance;
float height;
float min_distance;
float max_distance;
float max_orbit_x;
float min_orbit_x;
float inclination;
bool clip;
bool autoturn;
float autoturn_tolerance;
float autoturn_speed;
struct ClipRay {
RID query;
bool clipped;
Vector3 clip_pos;
};
ClipRay clip_ray[3];
Vector3 target_pos;
float clip_len;
Transform accepted;
Vector3 proposed_pos;
bool use_lookat_target;
Vector3 lookat_target;
void _compute_camera();
RID ray_query;
RID left_turn_query;
RID right_turn_query;
RID target_body;
protected:
virtual void _request_camera_update() {} //ignore
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();
void _ray_collision(Vector3 p_point, Vector3 p_normal, int p_subindex, ObjectID p_against,int p_idx);
public:
void set_camera_type(CameraType p_camera_type);
CameraType get_camera_type() const;
void set_orbit(const Vector2& p_orbit);
void set_orbit_x(float p_x);
void set_orbit_y(float p_y);
Vector2 get_orbit() const;
void set_height(float p_height);
float get_height() const;
void set_inclination(float p_degrees);
float get_inclination() const;
void set_max_orbit_x(float p_max);
float get_max_orbit_x() const;
void set_min_orbit_x(float p_min);
float get_min_orbit_x() const;
void rotate_orbit(const Vector2& p_relative);
void set_distance(float p_distance);
float get_distance() const;
float get_min_distance() const;
float get_max_distance() const;
void set_min_distance(float p_min);
void set_max_distance(float p_max);
void set_clip(bool p_enabled);
bool has_clip() const;
void set_autoturn(bool p_enabled);
bool has_autoturn() const;
void set_autoturn_tolerance(float p_degrees);
float get_autoturn_tolerance() const;
void set_autoturn_speed(float p_speed);
float get_autoturn_speed() const;
void set_use_lookat_target(bool p_use, const Vector3 &p_lookat = Vector3());
virtual Transform get_camera_transform() const;
CharacterCamera();
~CharacterCamera();
};
VARIANT_ENUM_CAST( CharacterCamera::CameraType );
#endif
#endif // CHARACTER_CAMERA_H