godot/scene/3d/follow_camera.h
2014-02-09 22:10:30 -03:00

181 lines
4.8 KiB
C++

/*************************************************************************/
/* follow_camera.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 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 FOLLOW_CAMERA_H
#define FOLLOW_CAMERA_H
#include "scene/3d/camera.h"
class FollowCamera : public Camera {
OBJ_TYPE( FollowCamera, Camera );
private:
//used for follow
Vector3 follow_pos;
//used for fixed
Vector2 initial_orbit;
Vector2 orbit;
float distance;
float height;
float target_width;
float min_distance;
float max_distance;
float max_orbit_x;
float min_orbit_x;
float inclination;
float extraclip;
bool fullclip;
bool clip;
bool autoturn;
float autoturn_tolerance;
float autoturn_speed;
bool smooth;
float smooth_rot_ratio;
float smooth_pos_ratio;
struct ClipRay {
RID query;
bool clipped;
Vector3 cast_pos;
Vector3 clip_pos;
};
ClipRay clip_ray[3];
Vector3 target_pos;
float clip_len;
Vector3 up_vector;
virtual RES _get_gizmo_geometry() const;
Transform ted;
Vector3 proposed_pos;
Transform accepted;
Transform final;
RID target_body;
bool use_lookat_target;
Vector3 lookat_target;
void _compute_camera();
bool queries_active;
void _clear_queries();
void _set_initial_orbit(const Vector2& p_orbit);
protected:
virtual void _request_camera_update() {} //ignore
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_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);
/** FINISH THIS AND CLEAN IT UP */
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_smoothing(bool p_enable);
bool has_smoothing() const;
void set_translation_smoothing(float p_amount);
float get_translation_smoothing() const;
void set_rotation_smoothing(float p_amount);
float get_rotation_smoothing() const;
void set_use_lookat_target(bool p_use, const Vector3 &p_lookat = Vector3());
void set_up_vector(const Vector3& p_up);
Vector3 get_up_vector() const;
virtual Transform get_camera_transform() const;
FollowCamera();
~FollowCamera();
};
#endif // FOLLOW_CAMERA_H