Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
821 lines
21 KiB
C++
821 lines
21 KiB
C++
/*************************************************************************/
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/* camera.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "camera.h"
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#include "camera_matrix.h"
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#include "scene/resources/material.h"
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#include "scene/resources/surface_tool.h"
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void Camera::_update_audio_listener_state() {
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}
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void Camera::_request_camera_update() {
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_update_camera();
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}
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void Camera::_update_camera_mode() {
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force_change=true;
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switch(mode) {
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case PROJECTION_PERSPECTIVE: {
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set_perspective(fov,near,far);
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} break;
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case PROJECTION_ORTHOGONAL: {
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set_orthogonal(size,near,far);
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} break;
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}
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}
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bool Camera::_set(const StringName& p_name, const Variant& p_value) {
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bool changed_all=false;
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if (p_name=="projection") {
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int proj = p_value;
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if (proj==PROJECTION_PERSPECTIVE)
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mode=PROJECTION_PERSPECTIVE;
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if (proj==PROJECTION_ORTHOGONAL)
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mode=PROJECTION_ORTHOGONAL;
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changed_all=true;
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} else if (p_name=="fov" || p_name=="fovy" || p_name=="fovx")
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fov=p_value;
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else if (p_name=="size" || p_name=="sizex" || p_name=="sizey")
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size=p_value;
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else if (p_name=="near")
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near=p_value;
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else if (p_name=="far")
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far=p_value;
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else if (p_name=="keep_aspect")
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set_keep_aspect_mode(KeepAspect(int(p_value)));
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else if (p_name=="vaspect")
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set_keep_aspect_mode(p_value?KEEP_WIDTH:KEEP_HEIGHT);
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else if (p_name=="h_offset")
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h_offset=p_value;
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else if (p_name=="v_offset")
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v_offset=p_value;
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else if (p_name=="current") {
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if (p_value.operator bool()) {
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make_current();
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} else {
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clear_current();
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}
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} else if (p_name=="visible_layers") {
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set_visible_layers(p_value);
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} else if (p_name=="environment") {
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set_environment(p_value);
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} else
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return false;
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_update_camera_mode();
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if (changed_all)
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_change_notify();
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return true;
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}
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bool Camera::_get(const StringName& p_name,Variant &r_ret) const {
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if (p_name=="projection") {
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r_ret= mode;
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} else if (p_name=="fov" || p_name=="fovy" || p_name=="fovx")
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r_ret= fov;
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else if (p_name=="size" || p_name=="sizex" || p_name=="sizey")
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r_ret= size;
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else if (p_name=="near")
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r_ret= near;
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else if (p_name=="far")
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r_ret= far;
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else if (p_name=="keep_aspect")
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r_ret= int(keep_aspect);
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else if (p_name=="current") {
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if (is_inside_tree() && get_tree()->is_editor_hint()) {
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r_ret=current;
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} else {
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r_ret=is_current();
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}
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} else if (p_name=="visible_layers") {
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r_ret=get_visible_layers();
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} else if (p_name=="h_offset") {
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r_ret=get_h_offset();
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} else if (p_name=="v_offset") {
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r_ret=get_v_offset();
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} else if (p_name=="environment") {
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r_ret=get_environment();
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} else
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return false;
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return true;
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}
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void Camera::_get_property_list( List<PropertyInfo> *p_list) const {
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p_list->push_back( PropertyInfo( Variant::INT, "projection", PROPERTY_HINT_ENUM, "Perspective,Orthogonal") );
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switch(mode) {
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case PROJECTION_PERSPECTIVE: {
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p_list->push_back( PropertyInfo( Variant::REAL, "fov" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_NOEDITOR) );
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if (keep_aspect==KEEP_WIDTH)
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p_list->push_back( PropertyInfo( Variant::REAL, "fovx" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_EDITOR) );
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else
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p_list->push_back( PropertyInfo( Variant::REAL, "fovy" , PROPERTY_HINT_RANGE, "1,179,0.1",PROPERTY_USAGE_EDITOR) );
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} break;
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case PROJECTION_ORTHOGONAL: {
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p_list->push_back( PropertyInfo( Variant::REAL, "size" , PROPERTY_HINT_RANGE, "1,16384,0.01",PROPERTY_USAGE_NOEDITOR ) );
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if (keep_aspect==KEEP_WIDTH)
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p_list->push_back( PropertyInfo( Variant::REAL, "sizex" , PROPERTY_HINT_RANGE, "0.1,16384,0.01",PROPERTY_USAGE_EDITOR) );
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else
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p_list->push_back( PropertyInfo( Variant::REAL, "sizey" , PROPERTY_HINT_RANGE, "0.1,16384,0.01",PROPERTY_USAGE_EDITOR) );
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} break;
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}
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p_list->push_back( PropertyInfo( Variant::REAL, "near" , PROPERTY_HINT_EXP_RANGE, "0.01,4096.0,0.01") );
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p_list->push_back( PropertyInfo( Variant::REAL, "far" , PROPERTY_HINT_EXP_RANGE, "0.01,4096.0,0.01") );
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p_list->push_back( PropertyInfo( Variant::INT, "keep_aspect",PROPERTY_HINT_ENUM,"Keep Width,Keep Height") );
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p_list->push_back( PropertyInfo( Variant::BOOL, "current" ) );
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p_list->push_back( PropertyInfo( Variant::INT, "visible_layers",PROPERTY_HINT_ALL_FLAGS ) );
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p_list->push_back( PropertyInfo( Variant::OBJECT, "environment",PROPERTY_HINT_RESOURCE_TYPE,"Environment" ) );
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p_list->push_back( PropertyInfo( Variant::REAL, "h_offset" ) );
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p_list->push_back( PropertyInfo( Variant::REAL, "v_offset" ) );
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}
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void Camera::_update_camera() {
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Transform tr = get_camera_transform();
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tr.origin+=tr.basis.get_axis(1)*v_offset;
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tr.origin+=tr.basis.get_axis(0)*h_offset;
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VisualServer::get_singleton()->camera_set_transform( camera, tr );
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// here goes listener stuff
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// if (viewport_ptr && is_inside_scene() && is_current())
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// viewport_ptr->_camera_transform_changed_notify();
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if (is_inside_tree() && is_current()) {
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if (viewport_ptr) {
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viewport_ptr->_camera_transform_changed_notify();
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}
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}
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if (is_current() && get_world().is_valid()) {
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get_world()->_update_camera(this);
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}
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}
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void Camera::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_WORLD: {
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viewport_ptr=NULL;
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{ //find viewport stuff
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Node *parent=get_parent();
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while(parent) {
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Viewport* viewport = parent->cast_to<Viewport>();
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if (viewport) {
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viewport_ptr=viewport;
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break;
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}
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parent=parent->get_parent();
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}
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}
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camera_group = "_vp_cameras"+itos(get_viewport()->get_instance_ID());
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add_to_group(camera_group);
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if (viewport_ptr)
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viewport_ptr->cameras.insert(this);
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if (current)
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make_current();
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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_request_camera_update();
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} break;
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case NOTIFICATION_EXIT_WORLD: {
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if (is_current()) {
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clear_current();
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current=true; //keep it true
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} else {
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current=false;
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}
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if (viewport_ptr)
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viewport_ptr->cameras.erase(this);
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viewport_ptr=NULL;
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remove_from_group(camera_group);
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} break;
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case NOTIFICATION_BECAME_CURRENT: {
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if (get_world().is_valid()) {
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get_world()->_register_camera(this);
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}
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} break;
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case NOTIFICATION_LOST_CURRENT: {
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if (get_world().is_valid()) {
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get_world()->_remove_camera(this);
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}
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} break;
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}
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}
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Transform Camera::get_camera_transform() const {
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return get_global_transform().orthonormalized();
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}
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void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) {
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if (!force_change && fov==p_fovy_degrees && p_z_near==near && p_z_far==far && mode==PROJECTION_PERSPECTIVE)
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return;
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fov=p_fovy_degrees;
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near=p_z_near;
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far=p_z_far;
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mode=PROJECTION_PERSPECTIVE;
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VisualServer::get_singleton()->camera_set_perspective(camera,fov,near,far);
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update_gizmo();
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force_change=false;
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}
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void Camera::set_orthogonal(float p_size, float p_z_near, float p_z_far) {
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if (!force_change && size==p_size && p_z_near==near && p_z_far==far && mode==PROJECTION_ORTHOGONAL)
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return;
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size = p_size;
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near=p_z_near;
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far=p_z_far;
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mode=PROJECTION_ORTHOGONAL;
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force_change=false;
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VisualServer::get_singleton()->camera_set_orthogonal(camera,size,near,far);
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update_gizmo();
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}
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RID Camera::get_camera() const {
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return camera;
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};
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void Camera::make_current() {
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current=true;
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if (!is_inside_tree())
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return;
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if (viewport_ptr) {
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viewport_ptr->_set_camera(this);
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}
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//get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,camera_group,"_camera_make_current",this);
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}
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void Camera::_camera_make_next_current(Node *p_exclude) {
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if (this==p_exclude)
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return;
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if (!is_inside_tree())
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return;
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if (get_viewport()->get_camera()!=NULL)
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return;
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make_current();
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}
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void Camera::clear_current() {
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current=false;
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if (!is_inside_tree())
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return;
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if (viewport_ptr) {
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if (viewport_ptr->get_camera()==this) {
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viewport_ptr->_set_camera(NULL);
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//a group is used beause this needs to be in order to be deterministic
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get_tree()->call_group(SceneTree::GROUP_CALL_REALTIME,camera_group,"_camera_make_next_current",this);
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}
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}
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}
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bool Camera::is_current() const {
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if (is_inside_tree()) {
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if (viewport_ptr)
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return viewport_ptr->get_camera()==this;
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} else
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return current;
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return false;
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}
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bool Camera::_can_gizmo_scale() const {
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return false;
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}
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RES Camera::_get_gizmo_geometry() const {
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Ref<SurfaceTool> surface_tool( memnew( SurfaceTool ));
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Ref<FixedMaterial> mat( memnew( FixedMaterial ));
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mat->set_parameter( FixedMaterial::PARAM_DIFFUSE,Color(1.0,0.5,1.0,0.5) );
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mat->set_line_width(4);
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mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
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mat->set_flag(Material::FLAG_UNSHADED,true);
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//mat->set_hint(Material::HINT_NO_DEPTH_DRAW,true);
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surface_tool->begin(Mesh::PRIMITIVE_LINES);
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surface_tool->set_material(mat);
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switch(mode) {
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case PROJECTION_PERSPECTIVE: {
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Vector3 side=Vector3( Math::sin(Math::deg2rad(fov)), 0, -Math::cos(Math::deg2rad(fov)) );
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Vector3 nside=side;
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nside.x=-nside.x;
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Vector3 up=Vector3(0,side.x,0);
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#define ADD_TRIANGLE( m_a, m_b, m_c)\
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{\
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surface_tool->add_vertex(m_a);\
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surface_tool->add_vertex(m_b);\
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surface_tool->add_vertex(m_b);\
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surface_tool->add_vertex(m_c);\
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surface_tool->add_vertex(m_c);\
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surface_tool->add_vertex(m_a);\
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}
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ADD_TRIANGLE( Vector3(), side+up, side-up );
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ADD_TRIANGLE( Vector3(), nside+up, nside-up );
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ADD_TRIANGLE( Vector3(), side+up, nside+up );
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ADD_TRIANGLE( Vector3(), side-up, nside-up );
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side.x*=0.25;
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nside.x*=0.25;
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Vector3 tup( 0, up.y*3/2,side.z);
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ADD_TRIANGLE( tup, side+up, nside+up );
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} break;
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case PROJECTION_ORTHOGONAL: {
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#define ADD_QUAD( m_a, m_b, m_c, m_d)\
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{\
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surface_tool->add_vertex(m_a);\
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surface_tool->add_vertex(m_b);\
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surface_tool->add_vertex(m_b);\
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surface_tool->add_vertex(m_c);\
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surface_tool->add_vertex(m_c);\
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surface_tool->add_vertex(m_d);\
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surface_tool->add_vertex(m_d);\
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surface_tool->add_vertex(m_a);\
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}
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float hsize=size*0.5;
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Vector3 right(hsize,0,0);
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Vector3 up(0,hsize,0);
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Vector3 back(0,0,-1.0);
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Vector3 front(0,0,0);
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ADD_QUAD( -up-right,-up+right,up+right,up-right);
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ADD_QUAD( -up-right+back,-up+right+back,up+right+back,up-right+back);
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ADD_QUAD( up+right,up+right+back,up-right+back,up-right);
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ADD_QUAD( -up+right,-up+right+back,-up-right+back,-up-right);
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right.x*=0.25;
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Vector3 tup( 0, up.y*3/2,back.z );
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ADD_TRIANGLE( tup, right+up+back, -right+up+back );
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} break;
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}
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return surface_tool->commit();
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}
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Vector3 Camera::project_ray_normal(const Point2& p_pos) const {
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Vector3 ray = project_local_ray_normal(p_pos);
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return get_camera_transform().basis.xform(ray).normalized();
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};
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Vector3 Camera::project_local_ray_normal(const Point2& p_pos) const {
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if (!is_inside_tree()) {
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ERR_EXPLAIN("Camera is not inside scene.");
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ERR_FAIL_COND_V(!is_inside_tree(),Vector3());
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}
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#if 0
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Size2 viewport_size = viewport_ptr->get_visible_rect().size;
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Vector2 cpos = p_pos;
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#else
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Size2 viewport_size = viewport_ptr->get_camera_rect_size();
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Vector2 cpos = viewport_ptr->get_camera_coords(p_pos);
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#endif
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Vector3 ray;
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if (mode==PROJECTION_ORTHOGONAL) {
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ray=Vector3(0,0,-1);
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} else {
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CameraMatrix cm;
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cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
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float screen_w,screen_h;
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cm.get_viewport_size(screen_w,screen_h);
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ray=Vector3( ((cpos.x/viewport_size.width)*2.0-1.0)*screen_w, ((1.0-(cpos.y/viewport_size.height))*2.0-1.0)*screen_h,-near).normalized();
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}
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return ray;
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};
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Vector3 Camera::project_ray_origin(const Point2& p_pos) const {
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|
|
if (!is_inside_tree()) {
|
|
ERR_EXPLAIN("Camera is not inside scene.");
|
|
ERR_FAIL_COND_V(!is_inside_tree(),Vector3());
|
|
}
|
|
|
|
#if 0
|
|
Size2 viewport_size = viewport_ptr->get_visible_rect().size;
|
|
Vector2 cpos = p_pos;
|
|
#else
|
|
|
|
Size2 viewport_size = viewport_ptr->get_camera_rect_size();
|
|
Vector2 cpos = viewport_ptr->get_camera_coords(p_pos);
|
|
#endif
|
|
|
|
ERR_FAIL_COND_V( viewport_size.y == 0, Vector3() );
|
|
// float aspect = viewport_size.x / viewport_size.y;
|
|
|
|
if (mode == PROJECTION_PERSPECTIVE) {
|
|
|
|
return get_camera_transform().origin;
|
|
} else {
|
|
|
|
Vector2 pos = cpos / viewport_size;
|
|
float vsize,hsize;
|
|
if (keep_aspect==KEEP_WIDTH) {
|
|
vsize = size/viewport_size.get_aspect();
|
|
hsize = size;
|
|
} else {
|
|
hsize = size*viewport_size.get_aspect();
|
|
vsize = size;
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector3 ray;
|
|
ray.x = pos.x * (hsize) - hsize/2;
|
|
ray.y = (1.0 - pos.y) * (vsize) - vsize/2;
|
|
ray.z = -near;
|
|
ray = get_camera_transform().xform(ray);
|
|
return ray;
|
|
};
|
|
};
|
|
|
|
Point2 Camera::unproject_position(const Vector3& p_pos) const {
|
|
|
|
if (!is_inside_tree()) {
|
|
ERR_EXPLAIN("Camera is not inside scene.");
|
|
ERR_FAIL_COND_V(!is_inside_tree(),Vector2());
|
|
}
|
|
|
|
Size2 viewport_size = viewport_ptr->get_visible_rect().size;
|
|
|
|
CameraMatrix cm;
|
|
|
|
|
|
if (mode==PROJECTION_ORTHOGONAL)
|
|
cm.set_orthogonal(size,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
|
|
else
|
|
cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
|
|
|
|
Plane p(get_camera_transform().xform_inv(p_pos),1.0);
|
|
|
|
p=cm.xform4(p);
|
|
p.normal/=p.d;
|
|
|
|
|
|
Point2 res;
|
|
res.x = (p.normal.x * 0.5 + 0.5) * viewport_size.x;
|
|
res.y = (-p.normal.y * 0.5 + 0.5) * viewport_size.y;
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
Vector3 Camera::project_position(const Point2& p_point) const {
|
|
|
|
if (!is_inside_tree()) {
|
|
ERR_EXPLAIN("Camera is not inside scene.");
|
|
ERR_FAIL_COND_V(!is_inside_tree(),Vector3());
|
|
}
|
|
|
|
Size2 viewport_size = viewport_ptr->get_visible_rect().size;
|
|
|
|
CameraMatrix cm;
|
|
|
|
if (mode==PROJECTION_ORTHOGONAL)
|
|
cm.set_orthogonal(size,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
|
|
else
|
|
cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
|
|
|
|
Size2 vp_size;
|
|
cm.get_viewport_size(vp_size.x,vp_size.y);
|
|
|
|
Vector2 point;
|
|
point.x = (p_point.x/viewport_size.x) * 2.0 - 1.0;
|
|
point.y = (1.0-(p_point.y/viewport_size.y)) * 2.0 - 1.0;
|
|
point*=vp_size;
|
|
|
|
Vector3 p(point.x,point.y,-near);
|
|
|
|
|
|
return get_camera_transform().xform(p);
|
|
}
|
|
|
|
/*
|
|
void Camera::_camera_make_current(Node *p_camera) {
|
|
|
|
|
|
if (p_camera==this) {
|
|
VisualServer::get_singleton()->viewport_attach_camera(viewport_id,camera);
|
|
active=true;
|
|
} else {
|
|
if (active && p_camera==NULL) {
|
|
//detech camera because no one else will claim it
|
|
VisualServer::get_singleton()->viewport_attach_camera(viewport_id,RID());
|
|
}
|
|
active=false;
|
|
}
|
|
}
|
|
*/
|
|
|
|
void Camera::set_environment(const Ref<Environment>& p_environment) {
|
|
|
|
environment=p_environment;
|
|
if (environment.is_valid())
|
|
VS::get_singleton()->camera_set_environment(camera,environment->get_rid());
|
|
else
|
|
VS::get_singleton()->camera_set_environment(camera,RID());
|
|
}
|
|
|
|
Ref<Environment> Camera::get_environment() const {
|
|
|
|
return environment;
|
|
}
|
|
|
|
|
|
void Camera::set_keep_aspect_mode(KeepAspect p_aspect) {
|
|
|
|
keep_aspect=p_aspect;
|
|
VisualServer::get_singleton()->camera_set_use_vertical_aspect(camera,p_aspect==KEEP_WIDTH);
|
|
|
|
_change_notify();
|
|
}
|
|
|
|
Camera::KeepAspect Camera::get_keep_aspect_mode() const{
|
|
|
|
return keep_aspect;
|
|
}
|
|
|
|
|
|
|
|
void Camera::_bind_methods() {
|
|
|
|
ObjectTypeDB::bind_method( _MD("project_ray_normal","screen_point"), &Camera::project_ray_normal);
|
|
ObjectTypeDB::bind_method( _MD("project_local_ray_normal","screen_point"), &Camera::project_local_ray_normal);
|
|
ObjectTypeDB::bind_method( _MD("project_ray_origin","screen_point"), &Camera::project_ray_origin);
|
|
ObjectTypeDB::bind_method( _MD("unproject_position","world_point"), &Camera::unproject_position);
|
|
ObjectTypeDB::bind_method( _MD("project_position","screen_point"), &Camera::project_position);
|
|
ObjectTypeDB::bind_method( _MD("set_perspective","fov","z_near","z_far"),&Camera::set_perspective );
|
|
ObjectTypeDB::bind_method( _MD("set_orthogonal","size","z_near","z_far"),&Camera::set_orthogonal );
|
|
ObjectTypeDB::bind_method( _MD("make_current"),&Camera::make_current );
|
|
ObjectTypeDB::bind_method( _MD("clear_current"),&Camera::clear_current );
|
|
ObjectTypeDB::bind_method( _MD("is_current"),&Camera::is_current );
|
|
ObjectTypeDB::bind_method( _MD("get_camera_transform"),&Camera::get_camera_transform );
|
|
ObjectTypeDB::bind_method( _MD("get_fov"),&Camera::get_fov );
|
|
ObjectTypeDB::bind_method( _MD("get_size"),&Camera::get_size );
|
|
ObjectTypeDB::bind_method( _MD("get_zfar"),&Camera::get_zfar );
|
|
ObjectTypeDB::bind_method( _MD("get_znear"),&Camera::get_znear );
|
|
ObjectTypeDB::bind_method( _MD("get_projection"),&Camera::get_projection );
|
|
ObjectTypeDB::bind_method( _MD("set_visible_layers","mask"),&Camera::set_visible_layers );
|
|
ObjectTypeDB::bind_method( _MD("get_visible_layers"),&Camera::get_visible_layers );
|
|
ObjectTypeDB::bind_method( _MD("look_at","target","up"),&Camera::look_at );
|
|
ObjectTypeDB::bind_method( _MD("look_at_from_pos","pos","target","up"),&Camera::look_at_from_pos );
|
|
ObjectTypeDB::bind_method(_MD("set_environment","env:Environment"),&Camera::set_environment);
|
|
ObjectTypeDB::bind_method(_MD("get_environment:Environment"),&Camera::get_environment);
|
|
ObjectTypeDB::bind_method(_MD("set_keep_aspect_mode","mode"),&Camera::set_keep_aspect_mode);
|
|
ObjectTypeDB::bind_method(_MD("get_keep_aspect_mode"),&Camera::get_keep_aspect_mode);
|
|
ObjectTypeDB::bind_method(_MD("_camera_make_next_current"),&Camera::_camera_make_next_current);
|
|
//ObjectTypeDB::bind_method( _MD("_camera_make_current"),&Camera::_camera_make_current );
|
|
|
|
BIND_CONSTANT( PROJECTION_PERSPECTIVE );
|
|
BIND_CONSTANT( PROJECTION_ORTHOGONAL );
|
|
|
|
BIND_CONSTANT( KEEP_WIDTH );
|
|
BIND_CONSTANT( KEEP_HEIGHT );
|
|
|
|
}
|
|
|
|
float Camera::get_fov() const {
|
|
|
|
return fov;
|
|
}
|
|
|
|
float Camera::get_size() const {
|
|
|
|
return size;
|
|
}
|
|
|
|
float Camera::get_znear() const {
|
|
|
|
return near;
|
|
}
|
|
|
|
float Camera::get_zfar() const {
|
|
|
|
return far;
|
|
}
|
|
|
|
|
|
Camera::Projection Camera::get_projection() const {
|
|
|
|
return mode;
|
|
}
|
|
|
|
void Camera::set_visible_layers(uint32_t p_layers) {
|
|
|
|
layers=p_layers;
|
|
VisualServer::get_singleton()->camera_set_visible_layers(camera,layers);
|
|
}
|
|
|
|
uint32_t Camera::get_visible_layers() const{
|
|
|
|
return layers;
|
|
}
|
|
|
|
|
|
Vector<Plane> Camera::get_frustum() const {
|
|
|
|
ERR_FAIL_COND_V(!is_inside_world(),Vector<Plane>());
|
|
|
|
Size2 viewport_size = viewport_ptr->get_visible_rect().size;
|
|
CameraMatrix cm;
|
|
if (mode==PROJECTION_PERSPECTIVE)
|
|
cm.set_perspective(fov,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
|
|
else
|
|
cm.set_orthogonal(size,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
|
|
|
|
return cm.get_projection_planes(get_camera_transform());
|
|
|
|
}
|
|
|
|
|
|
|
|
void Camera::look_at(const Vector3& p_target, const Vector3& p_up_normal) {
|
|
|
|
Transform lookat;
|
|
lookat.origin=get_camera_transform().origin;
|
|
lookat=lookat.looking_at(p_target,p_up_normal);
|
|
set_global_transform(lookat);
|
|
}
|
|
|
|
void Camera::look_at_from_pos(const Vector3& p_pos,const Vector3& p_target, const Vector3& p_up_normal) {
|
|
|
|
Transform lookat;
|
|
lookat.origin=p_pos;
|
|
lookat=lookat.looking_at(p_target,p_up_normal);
|
|
set_global_transform(lookat);
|
|
|
|
}
|
|
|
|
void Camera::set_v_offset(float p_offset) {
|
|
|
|
v_offset=p_offset;
|
|
_update_camera();;
|
|
}
|
|
|
|
float Camera::get_v_offset() const {
|
|
|
|
return v_offset;
|
|
}
|
|
|
|
void Camera::set_h_offset(float p_offset) {
|
|
h_offset=p_offset;
|
|
_update_camera();
|
|
}
|
|
|
|
float Camera::get_h_offset() const {
|
|
|
|
return h_offset;
|
|
}
|
|
|
|
|
|
Camera::Camera() {
|
|
|
|
camera = VisualServer::get_singleton()->camera_create();
|
|
size=1;
|
|
fov=0;
|
|
near=0;
|
|
far=0;
|
|
current=false;
|
|
viewport_ptr=NULL;
|
|
force_change=false;
|
|
mode=PROJECTION_PERSPECTIVE;
|
|
set_perspective(60.0,0.1,100.0);
|
|
keep_aspect=KEEP_HEIGHT;
|
|
layers=0xfffff;
|
|
v_offset=0;
|
|
h_offset=0;
|
|
VisualServer::get_singleton()->camera_set_visible_layers(camera,layers);
|
|
//active=false;
|
|
}
|
|
|
|
|
|
Camera::~Camera() {
|
|
|
|
VisualServer::get_singleton()->free(camera);
|
|
|
|
}
|
|
|
|
|