godot/scene/3d/camera.h
JFonS 54b95b6c5a Add FRUSTUM camera mode, allowing tilted frustums
This new camera mode makes it easy to create tilted frustums for mirror
or portal effects.

This work was kindly sponsored by IMVU.
2019-02-19 17:48:08 +01:00

242 lines
6.9 KiB
C++

/*************************************************************************/
/* camera.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 CAMERA_H
#define CAMERA_H
#include "scene/3d/spatial.h"
#include "scene/3d/spatial_velocity_tracker.h"
#include "scene/main/viewport.h"
#include "scene/resources/environment.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Camera : public Spatial {
GDCLASS(Camera, Spatial);
public:
enum Projection {
PROJECTION_PERSPECTIVE,
PROJECTION_ORTHOGONAL,
PROJECTION_FRUSTUM
};
enum KeepAspect {
KEEP_WIDTH,
KEEP_HEIGHT
};
enum DopplerTracking {
DOPPLER_TRACKING_DISABLED,
DOPPLER_TRACKING_IDLE_STEP,
DOPPLER_TRACKING_PHYSICS_STEP
};
private:
bool force_change;
bool current;
Projection mode;
float fov;
float size;
Vector2 frustum_offset;
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;
//void _camera_make_current(Node *p_camera);
friend class Viewport;
void _update_audio_listener_state();
DopplerTracking doppler_tracking;
Ref<SpatialVelocityTracker> velocity_tracker;
protected:
void _update_camera();
virtual void _request_camera_update();
void _update_camera_mode();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &p_property) const;
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 set_frustum(float p_size, Vector2 p_offset, float p_near, float p_far);
void set_projection(Camera::Projection p_mode);
void make_current();
void clear_current(bool p_enable_next = true);
void set_current(bool p_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;
Vector2 get_frustum_offset() const;
Projection get_projection() const;
void set_fov(float p_fov);
void set_size(float p_size);
void set_zfar(float p_zfar);
void set_znear(float p_znear);
void set_frustum_offset(Vector2 p_offset);
virtual Transform get_camera_transform() const;
virtual Vector3 project_ray_normal(const Point2 &p_pos) const;
virtual Vector3 project_ray_origin(const Point2 &p_pos) const;
virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
virtual Point2 unproject_position(const Vector3 &p_pos) const;
bool is_position_behind(const Vector3 &p_pos) const;
virtual Vector3 project_position(const Point2 &p_point) const;
Vector<Vector3> get_near_plane_points() const;
void set_cull_mask(uint32_t p_layers);
uint32_t get_cull_mask() const;
void set_cull_mask_bit(int p_layer, bool p_enable);
bool get_cull_mask_bit(int p_layer) const;
virtual 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;
void set_doppler_tracking(DopplerTracking p_tracking);
DopplerTracking get_doppler_tracking() const;
Vector3 get_doppler_tracked_velocity() const;
Camera();
~Camera();
};
VARIANT_ENUM_CAST(Camera::Projection);
VARIANT_ENUM_CAST(Camera::KeepAspect);
VARIANT_ENUM_CAST(Camera::DopplerTracking);
class ClippedCamera : public Camera {
GDCLASS(ClippedCamera, Camera);
public:
enum ProcessMode {
CLIP_PROCESS_PHYSICS,
CLIP_PROCESS_IDLE,
};
private:
ProcessMode process_mode;
RID pyramid_shape;
float margin;
float clip_offset;
uint32_t collision_mask;
bool clip_to_areas;
bool clip_to_bodies;
Set<RID> exclude;
Vector<Vector3> points;
protected:
void _notification(int p_what);
static void _bind_methods();
virtual Transform get_camera_transform() const;
public:
void set_clip_to_areas(bool p_clip);
bool is_clip_to_areas_enabled() const;
void set_clip_to_bodies(bool p_clip);
bool is_clip_to_bodies_enabled() const;
void set_margin(float p_margin);
float get_margin() const;
void set_process_mode(ProcessMode p_mode);
ProcessMode get_process_mode() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
void add_exception_rid(const RID &p_rid);
void add_exception(const Object *p_object);
void remove_exception_rid(const RID &p_rid);
void remove_exception(const Object *p_object);
void clear_exceptions();
ClippedCamera();
~ClippedCamera();
};
VARIANT_ENUM_CAST(ClippedCamera::ProcessMode);
#endif